D) Chess Rules
I. GENERAL INFORMATION
1. The two opponents play alternately. White always start.
2. With the exception of castling, a move consists of transferring a piece from one square to another that is empty or
occupied by an enemy piece.
3. The only piece that can jump over others is the knight. All the others must have a free path in their movements.
4. When a piece moves to a square occupied by another enemy, a capture occurs, so the latter will be withdrawn,
leaving the first in its place.
5. If, as a consequence of a certain movement, the king is attacked, in such a way that it could be captured in the
next move, then the king is said to be in check. Then there are only the following possibilities:
a. Move the king to an unattacked square.
b. Block the path that connects the enemy piece with the king.
c. Capture the piece that is attacking the king.
If none of these alternatives are possible then the king is in a checkmated position and the game is lost.
II INDIVIDUAL MOVEMENTS
1. KING
Except for castling, the king can move a single step in any direction. But the destination square cannot be attacked by
the enemy pieces.
Castling is the only move in which two pieces move:
a. First the king moves by jumping one square to the right or left.
b. Then the rook moves jumping over the king and leaving it in the square that the king jumped before.
Castling can only be done if the following conditions are met.
a. There is no piece between the king and the rook.
b. None of these empty squares are attacked by enemy pieces.
c. The king is not in check.
d. Neither the king nor the rook have moved since the game began.
2. ROOK
The rook moves vertically or horizontally in all directions and jumping over the squares you want if they are empty.
3. BISHOP
It moves similar to the rook but diagonally.
4. QUEEN
You can make the moves of the rook or the bishop as you wish.
5. KNIGHT
It moves making “L” shapes in any direction. It must skip any square that is around it and stay right on the following
ones observing the following condition: if the square of origin was black it must go to white and vice versa.
The squares around the original position can be occupied by other pieces since the knight is the only piece that can
jump over it.
6. PAWN
This is the only piece that can only move forward and that when it eats it does so differently from its movement. In
effect, he eats diagonally, moving a single square forward and to the right or left.
When you first move, you can skip one square but after that you only move one square at a time. AJ Hegar in the end
the pawn becomes any other piece the player wants except another king.
When a pawn has advanced three squares from its original position, if a second pawn from the opposite side advances
two squares, passing through the square attacked by the first pawn, the latter can capture the second and for all
purposes it acts as if the second pawn had moved. moved a single position staying attacked by the first.
This operation is called eating a! step.
III. TIPS AND TRICKS
-The value of the pieces depends on the position but in general it is considered that if the pawn is worth 1, then the
knight and the bishop are worth 3, the rook 5, and the queen 9.
-Try to control the center of the board and remove the pieces as soon as possible.
-Castle as soon as possible.
-Don't be discouraged by the contrary.