The complete board

Learn the rules.
Play the position.

A focused place to understand every piece, compare its value, and play a full local match with illegal moves blocked automatically.

Read the rulebook
Legal moves enforced

The match table

Choose a piece, then a highlighted square. The board handles checks, pins, castling, en passant, promotion, mate, and draws.

Select a piece to see every legal destination.
The material ledger

Six pieces. Different powers.

Point values are practical estimates, not prices or rules. Position, safety, and coordination can make any piece more or less valuable.

01Priceless

King

One square in any direction

May never move into check. Checkmate ends the game.

029 points

Queen

Any distance, straight or diagonal

The most powerful piece, combining rook and bishop movement.

035 points

Rook

Any distance along a rank or file

Also participates in castling with the king.

043 points

Bishop

Any distance diagonally

A bishop stays on the same square color for the entire game.

053 points

Knight

An L-shape: two squares, then one

The only piece that can jump over other pieces.

061 point

Pawn

Forward one; captures one square diagonally

May move two squares initially and promotes on the final rank.

Rulebook

Everything needed to play a legal game.

These are the complete essentials for standard chess. Tournament procedures can add clock, touch-move, notation, and arbiter requirements.

01

Win the game

Checkmate the opposing king: attack it so there is no legal move, capture, or block that escapes the threat. A king is never actually captured.

02

Checks must be answered

When your king is in check, your only legal choices are moving the king, capturing the attacker, or blocking the attack when possible.

03

Pieces cannot pass through

Queens, rooks, and bishops cannot move through occupied squares. Knights may jump. No piece may finish on a square occupied by a friendly piece.

04

Castle once per game

Move the king two squares toward a rook, then place that rook beside it. Neither piece may have moved; the path must be clear; the king cannot be in, cross, or land in check.

05

Use en passant immediately

A pawn may capture an adjacent enemy pawn that has just advanced two squares as if it moved only one. The right disappears after the very next move.

06

Promote every pawn

A pawn reaching the farthest rank must become a queen, rook, bishop, or knight of the same color. The choice is not limited by captured pieces.

07

Know the draws

A game is drawn by stalemate, insufficient mating material, threefold repetition, the fifty-move rule, or agreement between both players.

08

White moves first

Players alternate one legal move at a time. In over-the-board play, touch-move and clock rules apply; this digital board focuses on legal position rules.

This board refuses illegal positions.

It does not allow moving out of turn, landing off the board, jumping blocked pieces, exposing your own king, castling through check, or ignoring check.