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.