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Chess

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How to play

Keep your king safe

Play White against the teal computer pieces. Select a piece, then a marked destination. Check means your king is attacked; every legal reply must remove that threat. Checkmate wins, while a player with no legal move but no check is stalemated: a draw.

Read each piece

Rooks move straight, bishops diagonally, queens both, knights in jumping L shapes and kings one square. Pawns move forward, initially up to two squares, but capture diagonally. At the far end, choose Queen/Rook/Bishop/Knight. Cancel backs out before moving. Only knights jump over pieces.

Use the special moves

Castling moves king and rook together if their history and clear path permit it; the king cannot castle out of, through or into check. Select the king’s two-square destination. En passant captures a neighbouring pawn immediately after its two-square advance, when legal. Undo turn removes your last move and its computer reply; hidden games require Resume.

Strategy

Count the reply

Check both sides’ checks, captures and threats before moving. A defended piece can still be a bad trade if you lose a queen for a pawn. Your attack must survive the opponent’s next choice.

Give pieces useful squares

Develop knights and bishops toward open space while protecting the king. Repeatedly moving one piece leaves others waiting. Compare a tempting capture with a move that gives several pieces useful safe squares.

About the game

A quiet full game

Draws are automatic when the same legal position and turn repeat three times, or after 100 individual turns without a pawn move or capture. Material draws cover bare kings, one bishop or knight total, or only bishops sharing one square colour. No clocks or points; New game resets, and positions are not saved.