King
One square in any directionMay never move into check. Checkmate ends the game.
A focused place to understand every piece, compare its value, and play a full local match with illegal moves blocked automatically.
Choose a piece, then a highlighted square. The board handles checks, pins, castling, en passant, promotion, mate, and draws.
Point values are practical estimates, not prices or rules. Position, safety, and coordination can make any piece more or less valuable.
May never move into check. Checkmate ends the game.
The most powerful piece, combining rook and bishop movement.
Also participates in castling with the king.
A bishop stays on the same square color for the entire game.
The only piece that can jump over other pieces.
May move two squares initially and promotes on the final rank.
These are the complete essentials for standard chess. Tournament procedures can add clock, touch-move, notation, and arbiter requirements.
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.
When your king is in check, your only legal choices are moving the king, capturing the attacker, or blocking the attack when possible.
Queens, rooks, and bishops cannot move through occupied squares. Knights may jump. No piece may finish on a square occupied by a friendly piece.
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.
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.
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.
A game is drawn by stalemate, insufficient mating material, threefold repetition, the fifty-move rule, or agreement between both players.
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.
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.