The six chess pieces at a glance
| Piece | Moves | Value | Each side has | |
|---|---|---|---|---|
| King | One square in any direction | priceless | 1 | |
| Queen | Any distance in any straight line or diagonal | 9 | 1 | |
| Rook | Any distance along a row or column | 5 | 2 | |
| Bishop | Any distance diagonally | 3 | 2 | |
| Knight | An L: two squares one way, one square sideways; jumps | 3 | 2 | |
| Pawn | Forward one square (two on its first move), captures diagonally | 1 | 8 |
The values are a rule of thumb for trades: a rook (5) is worth about a bishop plus two pawns, and the queen (9) about two rooks.
The king
The king moves one square in any direction. It can never move into check. Protect it: when your king is attacked and cannot escape, that is checkmate and the game is over.
Once per game the king can castle with a rook: see castling.
The queen 9 points
The queen is the strongest piece: she moves any number of squares in a straight line or diagonal, like a rook and bishop together. She cannot jump over pieces.
The rook 5 points
The rook moves any number of squares along a row or column. Rooks are strongest on open files and on the seventh rank, and two rooks together can checkmate a lone king.
The bishop 3 points
The bishop moves any number of squares diagonally, so it stays on the colour it starts on all game. Each side has a light-squared and a dark-squared bishop.
The knight 3 points
The knight moves in an L shape: two squares in one direction, then one square to the side. It is the only piece that jumps over other pieces, which makes it great for forks.
The pawn 1 point
Pawns move one square forward, or two from their starting square. They capture one square diagonally forward. A pawn that reaches the far side is promoted, usually to a queen. Pawns also have a special capture, en passant.