This guide covers only what you need to finish a first game. Forget opening theory for now: know the goal, learn how each piece moves, and check for immediate checks and captures before every move.

First, know how a game is won

White always moves first, then the sides alternate. You do not capture the king. You win by attacking it when moving, capturing the attacker, and blocking the line all fail: that is checkmate. A king may never move onto an attacked square.

On this board, select one of your pieces to reveal its legal destinations, then select a destination to move. A legal move is not necessarily a good move, so use the checks below before committing.

All six pieces in three short notes

King, queen, and rook

The king moves one square in any direction; the queen moves along ranks, files, and diagonals; the rook moves only along ranks and files. Queens and rooks cannot jump.

Bishop, knight, and pawn

The bishop moves diagonally; the knight moves in an L and can jump; the pawn moves forward, captures diagonally, and may advance two squares on its first move.

Two rules people forget

Except for knights, pieces cannot pass through one another. A pawn promotes on the farthest rank; this board promotes it to a queen. Consult the complete rules when a move is unclear.

Do only these four things in your first few moves

  1. 1
    Move a central pawn

    Advance the pawn in front of your king or queen one or two squares. This opens paths for a bishop and queen while contesting the centre.

  2. 2
    Develop knights and bishops

    Bring both knights and bishops into the game. Avoid moving one piece repeatedly, and do not rush the queen out alone.

  3. 3
    Castle your king

    Once the squares between king and rook are clear and the king is not in check, move the king two squares to castle. The king is usually safer away from the centre.

  4. 4
    Keep every piece protected

    Prefer squares defended by another piece. If your opponent captures there, you can recapture; undefended pieces are the easiest to lose for nothing.

Take ten seconds before every move

  1. 1
    Check whether you are in check

    If your king is attacked, respond first by moving it, capturing the attacker, or blocking a rook, bishop, or queen's line.

  2. 2
    Look for captures on both sides

    What can you capture, and what can your opponent capture next? Pay special attention to queens, rooks, knights, and bishops sitting in reach.

  3. 3
    Play one move for your opponent

    After choosing a candidate, imagine their simplest check, capture, or attack on your queen. Move only when you have an answer.

Practical rule: do not rush to take a piece. First make sure your opponent cannot recapture with something less valuable.

What to do when you are stuck, mistaken, or beaten

If you cannot find a move, complete the three checks above before asking for a hint. Explain to yourself what the suggestion protects, attacks, or develops, then decide whether to follow it. If a move was a mistake, undo it and test another candidate.

After the game, look beyond the result. Replay until the first piece was left hanging or a check went unanswered, and ask what you missed. Fixing one recurring mistake in the next game teaches more than memorizing a list of openings.

Begin at gentle strengthCheck for ten secondsReplay the first mistake

Start a game against AIReview the complete rules

Questions

Do I need to memorize openings first?

No. Learn the six pieces, notice checks, and stop giving away queens and rooks. Opening names can wait until development, central control, and king safety make sense.

What can I do when my king is in check?

Move the king to safety, capture the attacking piece, or block a rook, bishop, or queen's line. No unrelated move is legal while check remains.

When should I use a hint?

Use it after checking for checks, captures, and your opponent's reply but still finding no candidate. Treat the hint as a direction and explain its purpose before following it.

Why did capturing a piece leave me worse?

You probably missed the recapture. Before taking, check whether a pawn, knight, bishop, rook, queen, or king can immediately capture your piece on its new square.

Is the strongest AI always best for learning?

No. First learn to spot why you lose pieces. Raise the strength after you can complete the ten-second check reliably and rarely leave a piece undefended.