Fact-checked by Grok 2 weeks ago

Chess King

The (♔, ♚) is the central and most valuable piece in the game of chess, with checkmating the opponent's king constituting victory for the opposing player. Positioned initially on the e1 square for and e8 for , the king is denoted by the letter in standard algebraic notation. Unlike other pieces, the king has no assigned numerical value, as its effective "" ends the game, rendering traditional point systems inapplicable. The king's movement is limited to one square in any direction—horizontally, vertically, or diagonally—provided the destination is not attacked by an opponent's piece and does not place or leave it in check. A unique exception is castling, a defensive maneuver allowed once per game per side, in which the king moves two squares toward a rook on the same rank, and the rook then jumps to the king's adjacent square, subject to conditions such as neither piece having previously moved, no pieces intervening, and the king not passing through or landing on an attacked square. The king enters check when attacked by an opponent's piece, requiring the player to respond by moving the king to safety, capturing the attacker, or interposing another piece; failure to escape check results in checkmate if no legal moves remain, ending the game in defeat. In official play governed by , the is represented in the Staunton pattern, the standardized design for chess sets, where it stands as the tallest at 9.5 cm (3.75 inches) in height, with a base diameter of 40-50% of its height, topped by a distinct cross to differentiate it from . This design ensures stability, clear distinguishability, and aesthetic proportion, using materials like wood or plastic in contrasting light and dark shades. The king's restricted mobility underscores its strategic importance, often dictating tactics where it becomes more active in supporting pawns or coordinating with other pieces to achieve or .

Description and Movement

Physical Representation

The chess king is typically the tallest and most prominent in a standard set, designed as a tall, cylindrical figure topped with a to symbolize its supreme authority, distinguishing it from , which features a coronet or more elaborate crown-like top. This design ensures clear visual identification during play, with a recommended height of 9.5 (3.75 inches) in FIDE-approved sets for stability and prominence. The base is wide and weighted, usually made from materials like boxwood, , or resin, emphasizing its central role without ornate details that might obscure it from afar. Historical variations in the king's depiction reflect cultural and artistic influences, such as the 12th-century Lewis Chessmen, carved from walrus ivory and whales' teeth, portraying the king as a seated enthroned figure in a long tunic, crowned and holding a sword across the knees to evoke medieval royalty. In contrast, the Staunton pattern, introduced in 1849 by Nathaniel Cook and produced by Jaques of London, standardized a more abstract, streamlined design with a plain stem under a simple cross-topped crown, crafted from ebony and boxwood for mass production and tournament use, becoming the global standard for modern sets. Contemporary sets often include thematic or abstract interpretations, such as minimalist geometric forms or culturally inspired motifs, while adhering to FIDE guidelines for distinguishability, but always retaining the cross as the king's hallmark feature. Symbolically, the king represents and in chess tradition, with its elevated height underscoring the piece's paramount importance as the objective of , akin to a whose protection defines victory or defeat. The atop the king, rooted in medieval designs, evokes divine right and , transforming the piece from abstract markers in earlier Islamic sets to a Christianized of regal and strategic . This lore positions the king not just as a game element but as a for hierarchical , where its limited mobility contrasts with its existential weight.

Basic Movement

The king is the most limited in terms of mobility, capable of moving exactly one square in any direction: horizontally, vertically, or diagonally. This allows it to access up to eight possible squares from a central position on the board, such as , where it could potentially move to d3, d4, d5, e3, e5, f3, f4, or f5, assuming those squares meet the legal conditions. However, the king's movement is strictly restricted: it cannot move to a square occupied by one of its own pieces, though it may move to a square occupied by an opponent's piece, which would result in capturing that piece as part of the move. More critically, the king is prohibited from moving to any adjoining square that is attacked by one or more of the opponent's pieces, ensuring it cannot place itself in a position of immediate capture. An exception to this attack restriction exists in the special maneuver known as castling, which allows the king to move two squares under specific conditions, but this is treated separately from basic movement. These rules emphasize the king's fundamental role as a piece to be protected rather than aggressively maneuvered, with its one-square limit defining its cautious navigation across the chessboard.

Capturing Mechanics

The king captures an opponent's by moving to the square occupied by that , following the same one-square adjacent as its non-capturing moves, after which the captured is removed from the board. This action is only permitted if the target square is not occupied by a of the same color, as the king cannot move to or capture its own . For instance, a white king on e1 can capture an unprotected black on d2 by advancing to that square, provided no other restrictions apply. However, cannot capture a protected opponent's — one defended by another enemy piece—because doing so would place the king on an attacked square, which is illegal under the rules governing . Similarly, the kings of opposing players cannot directly capture each other, as they are prohibited from moving to adjacent squares where mutual attack would occur. Unlike other pieces, the king carries a unique risk in capturing: any such move must avoid exposing it to attack, as the king itself cannot be captured without immediately ending the game, making unsafe capture attempts highly vulnerable to counter threats.

Rules and Special Positions

Check

In chess, a is in check when it is attacked by one or more of the opponent's pieces, even if those pieces are unable to actually capture the king due to constraints such as pinning their own king in check. This condition signals an immediate threat to the , and the player whose king is attacked must respond on their next turn to neutralize the danger. Resolving check is mandatory; any move that ignores the check or places the king back into check after escaping it is illegal and can result in penalties during formal play, such as the opponent claiming a win in or games after repeated infractions. Players are not required to verbally announce "" in official tournaments governed by rules, though it is common in casual games to alert the opponent. There are three primary methods to escape : the king can move to an adjacent square that is not ; a can capture the attacking if doing so is legal and does not leave the king in ; or, for attacks by sliding pieces like , rooks, or bishops (but not knights, which cannot be blocked), interposing a between the king and the attacker to obstruct the line of attack. These options depend on the board position and available pieces, with the king limited to moving one square in any direction as per its basic movement rules. In standard algebraic notation, a move placing the opponent in check is often marked with a "+" symbol after the move, such as "Qxf7+", though this is optional and primarily used in scorekeeping for clarity. A classic example illustrating escalating checks occurs in the opening trap known as , where White plays 1. e4 e5 2. Qh5 Nc6 3. Bc4, targeting the vulnerable f7-square near Black's king; if Black responds poorly with 3... Nf6, White can follow with 4. Qxf7#, delivering , but earlier moves in similar sequences force Black to address intermediate s to avoid the trap. Ignoring such a check, for instance by moving a non-relevant piece, would be illegal and revert the position. The concept of check originated in the ancient chaturanga around the 6th century , evolving through shatranj where the term derived from "shah" (king), warning of an attack on the royal piece. It appeared in medieval chess variants by the 11th century, with the rule requiring immediate resolution present in early manuscripts, but was formalized as part of the modern game's standardized rules during the late 15th century in and , coinciding with broader reforms to piece movements.

Checkmate

Checkmate is the winning condition in chess, occurring when the is placed in and there is no legal move to escape the threat, resulting in victory for the attacking player. According to the Laws of Chess, the game ends immediately upon the move that produces , with the opponent whose is checkmated declared the loser. This state requires that the be under direct attack while simultaneously lacking any valid means of evasion, such as moving to a safe square, capturing the attacking piece, or blocking the with another piece. Legally, checkmate must occur on the opponent's turn to move, where no response is possible; it differs from , which is a draw when the player to move has no legal options but their king is not in . The FIDE rules specify that ends the game as a , emphasizing the absence of as the key distinction from checkmate. In checkmate, the inevitability of capture on the next move seals the outcome without further play. Common checkmate patterns illustrate how this condition arises in practice, often exploiting positional weaknesses. The back-rank mate, for instance, traps the king on its starting (first or eighth) behind its own pawns, allowing a rook or to deliver along the with no escape. Another frequent pattern is the , where the king is surrounded by its own pieces, suffocating escape routes while a delivers the final from a safe distance. Even with minimal , is achievable, as seen in the classic and versus lone , where the controls key files or ranks to force the enemy to the board's edge and deliver unavoidable . This demonstrates 's reliance on coordination rather than overwhelming force. In professional play, the average length is around 40 moves, based on of large databases like encompassing over 685,000 games. However, only about 2-3% of such games end in , with most concluding via resignation or draw.

Castling

Castling is a unique defensive maneuver in chess designed to safeguard the king while simultaneously activating a rook. It consists of moving the king two squares toward a rook on the same rank, after which the rook is placed on the square immediately adjacent to the king on the opposite side. This combined action counts as a single move attributable to the king. The primary purposes are to relocate the king from its vulnerable central starting position to a more secure location, typically on the edge of the board, and to bring the rook into play from the corner. For castling to be legal, several strict conditions must be met. Neither nor the chosen may have previously moved during the game. There must be no pieces positioned between and the rook on their respective ranks. cannot currently be in , nor can it pass through or land on a square that is attacked by an enemy piece. Additionally, both and rook must be on the same rank, which is typically the first rank for White (e1) and the eighth for Black (e8). These rules ensure the move's integrity as a safety protocol without introducing new vulnerabilities. There are two types of castling: kingside and queenside. In kingside castling, denoted in algebraic notation as 0-0, the king moves from e1 to g1 (for ) or e8 to g8 (for ), and the rook shifts from h1 to f1 or h8 to f8. This is the more common variant due to fewer intervening squares. Queenside castling, notated as 0-0-0, involves the king moving to c1 or c8, with the rook moving from a1 to d1 or a8 to d8. For example, in the opening (1.e4 e5 2.Nf3 Nc6 3.Bc4), frequently executes kingside castling after developing the and , securing the king while preparing central control. These notations and mechanics are standardized in international play. The rule originated in during the late 14th to 15th centuries as a response to the 's increasing following earlier changes to piece movements, evolving from a medieval "king's leap" that allowed the unmoved to jump two or three squares. It was first documented in Southern European manuscripts around this period, with regional variations such as multi-step processes in and . The move did not reach its present single-move form until the , when standardization efforts in solidified the two-square shift and placement.

Strategic Role

Relative Value

In chess, the king is assigned an infinite or undefined value, as its capture results in immediate defeat, rendering it irreplaceable and non-tradable unlike other pieces. This valuation underscores the game's of , where protecting the king supersedes all exchanges, and no finite point system can adequately quantify its role in determining victory. Traditional assessments exclude the king from standard material tallies to emphasize survival over quantification. Relative to other pieces, the king's "value" dwarfs conventional scales where a pawn is worth 1 point, knights and bishops approximately 3.25 points each, rooks 5 points, and 9.75 points. These figures, derived from empirical analysis of master games, facilitate evaluating imbalances but do not apply to , whose protection takes precedence in all positional decisions. For instance, sacrificing multiple pieces to safeguard is routine, as the aggregate material loss pales against game-ending capture. One rare exception arises in endgames where a player may appear to "sacrifice" the king through , forcing a draw by repetition under rules, though the king remains uncaptured. In such scenarios, unending checks repeat positions three times, nullifying the game without loss, yet the king's integrity is preserved. This tactic highlights the king's indirect value in enabling draws from inferior positions. Conceptually, the king's protection equates to the combined worth of all other pieces on the board, as its loss forfeits the entire position regardless of material advantage—a akin to economic prioritization where safeguarding core assets outweighs peripheral gains.

Middlegame Considerations

In the middlegame, the primary objective for the king is to achieve safety through early , which tucks it behind a pawn shield and connects the rooks for enhanced coordination. This maneuver is crucial to evade early attacks and allow piece development without constant defensive concerns. In grandmaster-level games from comprehensive databases, castling occurs in over 90% of cases for (78.8% kingside and 11.9% queenside) and approximately 87% for (80.6% kingside and 6.2% queenside), underscoring its near-universal adoption among elite players. Delaying castling exposes the king to central threats, potentially leading to devastating sacrifices such as the Greek Gift, where a is offered on h7 (or h2 for Black) to pry open the kingside and expose the castled king to a barrage of checks and material loss. The king's role in the middlegame remains predominantly defensive, rarely venturing forward aggressively due to its vulnerability to checks and captures. Instead, it supports pawn structures, such as bolstering advanced chains on the flanks, or contributes to minor counterattacks by covering key squares without overextending. This passive positioning preserves the king's security while enabling other pieces to dictate the game's , as an active king early on can disrupt development and invite counterplay. Positional setups like the , where the king's bishop is developed to g2 or , further enhance shelter by controlling long diagonals and reinforcing the pawn wall around the king, providing a robust barrier against infiltration. Common errors involving the king in the middlegame include premature walks toward the center or flanks, which often result in pins by enemy bishops or rooks, or forks from knights exploiting the king's immobility. Such moves not only endanger the king but also waste tempi that could be used for piece activity, turning a solid position into a tactical liability. Players must prioritize king safety before initiating broader plans, as violations here frequently lead to irreparable weaknesses.

Endgame Tactics

In the endgame, the transitions from a defensive to an active participant, centralizing to central squares and support advances or restrict the opponent's . This activation is crucial in simplified positions, where the can escort passed toward or block enemy incursions, often determining the outcome of the game. For instance, in a and versus scenario, the active uses precise maneuvers to outflank the opponent and secure . A fundamental concept is opposition, where the kings directly confront each other on the same , , or diagonal, separated by an number of squares, granting the player whose turn it is not to move a advantage. This allows the with opposition to force the opponent backward, preventing interference with promotion or gaining space. Linear opposition, such as kings on e5 and g5, exemplifies direct control, while distant opposition applies over greater distances to maintain the edge in pawn races. The rule of the square provides a quick assessment in pawn promotion races: an imaginary square is drawn from the pawn's position to its promotion square along the diagonal, and if the opposing king can enter this area, it can capture the pawn; otherwise, promotion is inevitable. This rule simplifies evaluation, though exceptions arise if the pawn can move two squares initially or if blocking pieces alter the path. For example, a pawn on f5 with the enemy king outside the f5-h8 square will promote if unsupported. Triangulation is another key maneuver, involving making three moves to return to its starting square, effectively losing a to gain opposition and force on the opponent. In king and pawn endgames, this allows the stronger side to maneuver (e.g., Kf5-Ke4-Ke5) while the opponent must retreat, enabling pawn advancement. It is particularly effective when the kings are close and the player to move would otherwise lose the opposition. The illustrates the 's supportive role in rook endgames, where the attacking side has a , , and near (not on a- or h-file), with the enemy cut off by at least one file. The initially blocks the square (e.g., d8), then retreats behind a "bridge" formed by the on the fourth , shielding the from checks and facilitating to a for a win. In contrast, the serves as a defensive setup in rook endgames, with the defender's rook controlling the third from the promotion side to cut off the enemy , while the defending occupies the promotion square. This forces the attacker to advance the pawn prematurely, allowing rook checks from afar to capture it or draw by , emphasizing the 's role in maintaining distance from passed pawns. The often cuts off the opponent's from passed pawns by advancing to block key files or , preventing support and enabling captures or . In pawn endgames, this involves positioning the ahead of or beside the pawn chain to restrict enemy access, as seen when the active halts advances by controlling opposition squares. Active play in such positions significantly enhances winning chances by dominating space and tempo.

Historical Development

Ancient Origins

The precursor to the modern chess king originated in the ancient Indian game of , which emerged during the around the 6th century CE. In , the central piece known as the raja (Sanskrit for "king") represented the ruler of an army and was limited to moving one square in any direction—orthogonally or diagonally—emphasizing its vulnerability and the need for protection rather than offensive capability. This restricted mobility underscored the game's simulation of , where the raja commanded four divisions of troops: infantry, cavalry, chariots, and elephants. The game spread westward via trade routes to Persia in the 7th century CE, where it evolved into under the . The became the (Persian for "king"), retaining the same one-square movement in any direction while continuing to symbolize the sovereign whose safety determined the game's outcome. In , as in , the 's capture—termed shah mat ("the king is helpless")—ended the game, prioritizing defensive maneuvers over aggressive play to safeguard the ruler. Symbolically, the or embodied the as the linchpin of royal authority, mirroring themes of kingship and (duty) prevalent in Indian epics such as the , where itself derives from descriptions of battle formations. The piece's "death" concluding the game reinforced narratives of royal vulnerability and the collective responsibility to protect the leader, a motif echoed in adaptations that integrated Islamic cultural emphases on and . Archaeological evidence for sets dates to the 6th–7th centuries CE within the , with early artifacts depicting the raja as the smallest crowned figure among the pieces, often in abstract or symbolic forms to denote its exalted yet fragile status. Literary references, such as those in Subandhu’s Vasavadatta (early 7th century) and Bāṇa’s (c. 606–648 CE), corroborate the game's prevalence in Gupta-era courts, though physical remains like bronze pieces from related sites provide indirect confirmation of its material culture.

Medieval Evolution

During the medieval period, the chess king, known as the shah in Islamic shatranj, retained its movement of one square in any direction while maintaining its inherent vulnerability. Originating from the Persian game chatrang, the shah in shatranj (7th-10th centuries) moved one square orthogonally or diagonally, like the modern king, which emphasized cautious play to protect it. This period also saw the formal introduction of the check concept, where an announcement like "shāh" warned of an imminent threat to the king, prompting immediate defensive responses and underscoring its central, fragile role in the game. The shah's persistent vulnerability to attack contributed to slower, more deliberate gameplay styles in shatranj, as players prioritized king safety over aggressive maneuvers. As shatranj spread to Europe via Moorish Spain and trade routes in the 11th century, the king piece—translating from shah to rex or simply "king"—retained its one-square movement in any direction from its shatranj origins. Early experiments with the "king's leap" emerged around this time, permitting the king to jump two squares in any direction on its first move as a rudimentary safety mechanism, foreshadowing later castling rules. Twelfth-century manuscripts and artifacts, such as those depicting the king as an enthroned central figure, highlight its elevated status; for instance, the Lewis Chessmen from Scotland (circa 1150-1200) portray kings as seated monarchs wearing crowns, symbolizing their pivotal role in gameplay and society. These mechanical consistencies mirrored broader cultural shifts in Christian , where the king represented an absolute monarch, embodying the era's feudal hierarchies and . The movement granted the king agency, paralleling the consolidation of royal power amid the and , yet its exposure to perpetuated conservative strategies, with players often maneuvering pieces solely to shield the king. This vulnerability not only slowed the pace of games but also reinforced the king's thematic importance as the objective of victory, influencing medieval chess and moral allegories.

Standardization in Modern Chess

In the early 19th century, regional variations in chess rules, particularly regarding castling, persisted across Europe, with some areas like Italy and Germany allowing "free castling" that permitted flexible positioning of the king and rook. By the 1840s, English chess master Howard Staunton led efforts to eliminate these inconsistencies, advocating for the traditional castling method where the king moves two squares toward the rook, which then jumps to the adjacent square, to promote uniform international play and consistent opening theory. These reforms, building on the king's established single-square movement in any direction, were further solidified through Staunton's organization of the first international chess tournament in London in 1851, where standardized procedures, including algebraic notation denoting the king as "K," were applied. The Fédération Internationale des Échecs () was established in with the explicit goal of unifying chess regulations worldwide, codifying the Laws of Chess that encompassed the king's core movement and without alteration from prior conventions. The , requiring a player who touches to move it if legally possible, was integrated into these laws as a standard enforcement mechanism, ensuring in competitive settings. Since 's initial codification, no substantive changes have been made to the king's fundamental rules, reflecting their stability in modern chess. Advancements in computational analysis during the 1990s, such as Lewis Stiller's 1991 development of six-piece endgame tablebases using , provided exhaustive evaluations of positions involving the king, verifying optimal paths and distances to mate—for instance, up to 262 moves in certain rook-and-knight versus two-knights scenarios. These databases have since confirmed the precision of king maneuvers in endgames, with minimal ongoing debates over rule interpretations, such as rare clarifications on eligibility in scenarios. The king's rules exhibit global uniformity across major chess , including those with altered boards or piece sets like hexagonal or circular chess, where the retains its standard one-square orthogonal or diagonal move and status. Exceptions occur primarily in , which introduce modified pieces or multiple kings to alter and conditions.

References

  1. [1]
    FIDE Handbook FIDE Laws of Chess taking effect from 1 January 2023
    1 The game is drawn when the player to move has no legal move and his/her king is not in check. The game is said to end in 'stalemate'. This immediately ends ...
  2. [2]
    Learn to Play Chess - The United States Chess Federation
    The king has little mobility. But the king's value is unquantifiable, because it entrapment ends the game. It moves one square in every direction. The White ...
  3. [3]
    01. Standards of Chess Equipment - FIDE Handbook
    Aug 4, 2022 · 2.1 Chess pieces should be in the Staunton style; and made of wood, plastic, or an imitation of these materials.
  4. [4]
  5. [5]
  6. [6]
    The Chess Pieces - A History
    May 24, 2007 · One of the first chessmen designs came from John Calvert in 1790. The king and queen had openwork crowns, the bishop had a deep clefted mitre, ...
  7. [7]
    The Fascinating Design of Chess Pieces: A Journey Through History ...
    May 31, 2024 · Traditionally, the king stands taller than all other pieces, often crowned with a cross or a fleur-de-lis. This regal design emphasizes the ...
  8. [8]
    [PDF] FIDE LAWS of CHESS
    1.2. The objective of each player is to place the opponent's king 'under attack' in such a way that the opponent has no legal move. The player who achieves this ...
  9. [9]
    FIDE Handbook Laws of Chess: For competitions starting from 1 ...
    If a piece moves to a square occupied by an opponent's piece the latter is captured and removed from the chessboard as part of the same move. 3.1.2. A piece is ...
  10. [10]
    Scholar's Mate - The 4 Move Checkmate - Chess.com
    The Scholar's Mate is one of the most well-known checkmating patterns among chess players. It ends the game after only four moves by attacking the weak f-pawn ...Missing: FIDE | Show results with:FIDE
  11. [11]
    History of Chess · International Games Day ·
    The Persian “shah” acquired the name “king” and shahmat (translated: “the shah is helpless”), became checkmate. The “vizir” –or counselor- who occupied a ...
  12. [12]
    Checkmate & Checkmate Patterns - Chess Terms
    Scholar's Mate (Four-Move-Checkmate). The Scholar's Mate is an opening trap that catches many beginners off guard. It is also a quick mate that can happen after ...
  13. [13]
    What is the average length of a game of chess?
    Jun 26, 2013 · Based on the statistics provided by the Chessgames database (685,801) games, the average number of moves is 40.04. Chessgames tends to only ...Average number of moves per game - Chess Stack Exchangeengines - Average number of moves until checkmate for two players ...More results from chess.stackexchange.com
  14. [14]
    The Evaluation of Material Imbalances (by IM Larry Kaufman)
    Nov 17, 2008 · Every novice soon learns a table of [DH: "average"] material value for the pieces, the most popular being 1-3-3-5-9, but with a bit more ...
  15. [15]
    How often does castling occur in grandmaster games?
    Apr 18, 2019 · Kingside castling is done by 80-81% of the players, and queen side castling by 8-9%.Has anyone done a correlation of castling with winning and losing?Generalise 'grandmaster games (...) castle opposite sides and the ...More results from chess.stackexchange.com
  16. [16]
    Greek Gift - Chess Terms
    The Greek Gift happens when a player sacrifices a bishop for the h7-pawn as White or the h2-pawn as Black. Below you can see an example of the Greek Gift in ...
  17. [17]
    King's Fianchetto Opening - Chess.com
    Sometimes called the Hungarian Opening, 1.g3 prepares to fianchetto the king's-bishop (Bg2), from which spot it will strike through the center.Missing: shelter | Show results with:shelter
  18. [18]
  19. [19]
    14 Common Chess Mistakes Beginners Make and How to Fix Them
    Mar 26, 2025 · Mistake # 3 – Not castling early or keeping the King in danger. Leaving the king in the centre for too long is a serious and frequent mistake.
  20. [20]
    The Importance of an "Active King" in an Endgame. - Chess.com
    Jan 18, 2025 · By centralizing the king, supporting pawns, and controlling key squares, you can dominate the endgame and increase your chances of success.
  21. [21]
    Opposition - The Most Important Endgame Concept - Chess.com
    May 27, 2025 · It involves a process, typically in the endgame, whereby the Kings of each side maneuver against each other in order to achieve some positional and/or tactical ...
  22. [22]
    The rule of the square - Learn Chessbase
    The rule of the square states that if the king is inside the square formed by the pawn's route to promotion, it can catch the pawn; otherwise, it cannot. This  ...
  23. [23]
    The Rule of the Square in King and Pawn endgames - Pawnbreak -
    The rule of the square involves drawing a diagonal line from the pawn. If the opposing King can get inside, the pawn is lost; otherwise, it can promote.
  24. [24]
    Triangulation - Chess.com
    Nov 11, 2008 · Triangulation is an endgame method where you use your king to make a triangle, losing tempo to gain opposition in king vs king and pawn  ...Missing: maneuver | Show results with:maneuver
  25. [25]
    Lucena Position - Chess Terms
    The Lucena position is one of the most common rook-and-pawn endgames in chess. It occurs when the defending player has a king and a rook, and the other player ...
  26. [26]
    Philidor Position - Chess Terms
    The Philidor Position is a position that can arise in rook-and-pawn endgames in chess. It happens when a player has only a rook and a king defending against a ...
  27. [27]
    [PDF] A History of Chess
    The aim of this work is threefold : to present as complete a record as is possible of the varieties of chess which exist or have existed in.
  28. [28]
    The story of the Lewis chess pieces | National Museums Scotland
    A group of chess pieces resembling kings, knights, and clergymen made from ivory. Discover. The story of the Lewis chess pieces. History and cultures, Scotland ...
  29. [29]
    The Evolution of Modern Chess Rules: Castling
    May 18, 2021 · The castling move is a descendant of the "king's leap" in Medieval chess, when the king on its first move was allowed two squares in any direction.
  30. [30]
    Staunton! - Chess.com
    Howard Staunton (1810 – 22 June 1874) was an English chess master who is generally regarded as having been the world's strongest player from 1843 to 1851, ...
  31. [31]
    Endgame tablebases: A short history - ChessBase
    Mar 16, 2018 · One of the keystones to improving our understanding of the endgame is the endgame tablebase, a sort of oracle that first came into existence over 40 years ago.
  32. [32]
    The Evolution of Modern Chess Rules: En Passant
    Jun 3, 2021 · Lastly, en passant is the only move that can give double-check without the moving piece delivering one of the checks. Before the modern rule ...
  33. [33]
    Very Heavy Chess | Game rules
    King, Queen, Rook, Bishop, Knight move as in standard FIDE chess. Pawns move also as in standard chess, including initial double step and en-passant capture.