Each square on the board is labeled. Columns (files) are labeled with letters a-h, starting on white’s left. Rows (ranks) are labeled with numbers 1-8, starting with the closest to the white. Ensure that a8 is a white square. Black mirrors white across the midway rank of the board. White places one pawn in each square of rank 2. White places their king on e1, their queen on d1, their bishops on c1 and f1, their knights on b1 and g1, and their rooks on a1 and h1.
White moves first. Each turn consists of one move of one piece. Pieces move according to the rules listed below. Pieces may only land in open squares, or in squares occupied by the opponent’s pieces. When you land on an opponent’s piece, that piece is captured and is removed from the board. Pieces (except for the knight), cannot move through any other piece -their paths must be clear.
Pawn Promotion: If a white pawn reaches rank 8, or a black pawn reaches rank 1, that player must exchange it for a queen, a rook, a bishop, or a knight. It doesn’t matter if that new piece has been previously captured -if there isn’t a suitable piece to use, make an agreed-upon substitute (for example, an upside-down rook often indicates a queen).
En Passnat: If a player moves a pawn forward two spaces, an opposing player may act as if that pawn only moved one space, and capture it. This may only be done on the turn immediately following the two-space advance and only by a pawn. Example: White -a4, Black -bxa3.
Castling: If there are no pieces between a player’s king and a rook, and both have never moved from their starting positions, that player may “castle.” To castle, move the king two spaces towards the rook, and move the rook to the space immediately on the other side of the king. Castling cannot be done if you are in check, end up in check, or pass through check.
Check and Checkmate: When you have at least one piece that could kill the opponents king on your next turn, your opponent is in check. On their turn, they must make a move that gets them out of check. If there are no such moves, they are in checkmate, and you have won the game. Players may never make a move that results in them being in check.
Conditions for a Draw: If any of the following occur, the game ends in a tie