"time a pawn moves, it has the option of advancing two squares. Pawns may not use the initial two-square advance to jump over an occupied square, or to capture. Any piece immediately in front of a pawn, friend or foe, blocks its advance. In the diagram, the pawn on c4 can move to c5, while the pawn on e2 can move to either e3 or e4. Unlike other pieces, the pawn does not capture in the same direction as it moves. A pawn captures diagonally forward one square to the left or right (see diagram). Another unusual rule is the"
"white king is outside the square of the black pawn, two tempi short of catching the pawn. However, White can draw by ""going after two birds at once"". If 2...h3 then 3.Ke7 or 3.Ke6 and the pawns promote together. If 3...h3 then 4.Kd6 h2 5.c7, draw. If the defending king is within the ""square"", then the pawn cannot queen without the help of its own king. The first concept that needs to be introduced is that of the ""key square"", also known as a ""critical square"". A ""key square"" is a square such that if White's king occupies it, White"
"Such modified rules entered into an accepted form during the late 15th century or early 16th century . The basic moves of the king, rook, and knight are unchanged. Pawns originally did not have the option of moving two squares on their first move and promoted only to a queen if they reached the eighth rank. The queen was originally the ""fers"" or ""farzin"", which could move one square diagonally in any direction. In European chess it became able to leap two squares diagonally, forwards, backwards, or to left or right on its first move; some area also gave this"
"If the black king moves to the ""1"" or ""2"" squares under any other circumstances, the white king moves to the corresponding square, takes the opposition, the black king moves, and White advances the pawn and will promote it and win, with a basic checkmate. The ""c5"" and ""e5"" squares can also be label ""3"" squares, since if the white king is on one of them, the black king must be on one of his ""3"" squares to draw. This is another example that is fairly simple. The ""key squares"" (see king and pawn versus king endgame) are e1, e2,"
"square from the queening square (counting the queening square itself). A square of 5×5 squares with the queening square in one corner and the pawn in an adjacent corner can be imagined. (An easy method is to construct the square with a diagonal from the pawn to the last rank.) If the black king can move into this square, he can catch the pawn, otherwise the pawn wins the race. In this position, if it is Black's move, he can move ...Kb4 and enter the square, catching the pawn. If it is White's move, the pawn advances, the square shrinks"
"the game. ""En passant"" was added in the 15th century to compensate for the then newly added two-square initial move rule (Hooper & Whyld 1992:124). Without ""en passant"", a pawn on its initial square could safely bypass a square controlled by an advanced enemy pawn. A pawn that advances all the way to the opposite side of the board (the opposing player's first rank) is ""promoted"" to another piece of that player's choice: a queen, rook, bishop, or knight of the same color. The pawn is immediately (before the opposing player's next move) replaced by the new piece. Since it"
"square directly. For example: taking the opposition (see below). However, the white king can reach a key square (""b5"") by going on the other side of the pawn: Opposition, and Black is in zugzwang. or and the white king has occupied a key square and has a winning position . The second concept needed is opposition – when two kings face each other with only one square in between, the side with the move may have to move the king away and allow the opposing king to advance. The other king has the ""opposition"". However, Averbakh pointed out that the"
"to the square labeled ""1"" near him (square c8). Then if the white king moves ""to"" the corresponding square (also labeled ""1"", square c6), he wins. Conversely, if the white king moves to the ""1"" square then the black king must move to the corresponding square to draw. Thus if both kings are on the ""1"" squares, the position is a reciprocal zugzwang. Note that the second player moving ""to"" one of the corresponding squares has the advantage. Being on a square when the opponent is not on the corresponding square is a disadvantage. The squares labeled ""2"" are similar"
"king reaches a key square. When both kings can reach a key square, a position of mutual zugzwang may occur. The first king to attack the opposing pawn must save a square for attack and defense (the squares marked ""×""). With White to move: The only winning move; all other moves lose. For instance, if 1.Kd6 then 1...Kf5 puts White in zugzwang and Black wins. Now Black is in zugzwang. In this example, White would win if his king could get to any of the key squares (marked by the white dots). But Black is able to prevent this and"
"square, i.e. b7 and b8 for a white a-pawn, and g7 and g8 for a white h-pawn. The key squares are indicated by the black dots in the position in the diagram. If White's king can reach either of the two key squares, he can keep Black's king away and the pawn will promote. If the Black king can reach any of the squares marked with a dot or an ""×"", it stops the pawn – either by blocking the pawn or preventing the white king from reaching a key square . Pawns other than rook pawns have more key"
"diagram, with White to move. Therefore, an advanced rook pawn generally has two key squares: b7 and b8 for an a-pawn, and g7 and g8 for an h-pawn. The key squares are indicated by the black dots in the position in the diagram. If White's king can reach either of the two key squares, he can keep Black's king away and the pawn will promote. If the Black king can reach any of the squares marked with a dot or an ""X"", it stops the pawn . The pawn can also promote in the position on the right (if White"
"that location. It moves to this location even if the square is occupied, either by an allied or opposing piece. The piece occupying the square is removed from the board. On the pawns next move, it may capture any piece it is attacking. In then continues forward on the board as a pawn. Upon the second promotion of this pawn, it moves to the starting point of the Pawn of Kings. Upon the third promotion it becomes an adventitious king, which has the moves of the King, with one special exception as described in the next section. If an adventitious"
"as it promotes. If Black was to move in this position, he would draw by reaching the f8-square and preventing the white king from getting to a key square, and the pawn cannot promote . This position from a game between Gedeon Barcza and future world champion Bobby Fischer was a draw. (White's 96.Kd2 followed by 97.Kc1 draws.) Pawns other than rook pawns have a much better chance of promoting. If the pawn is on the second, third, or fourth rank, there are three key squares – the square two squares in front of the pawn and the squares to"
"eighth rank that touch the pawn's square (see the diagram on the right). An easy way to remember the key squares is to note that if the pawn is not beyond the midpoint of the board, there are three key squares that are two ranks ahead. If the pawn is on the fifth or sixth rank there are six key squares on the two ranks in front of the pawn. If the pawn is on the seventh rank, the adjoining squares on the seventh and eighth ranks are key squares. Once White's king occupies a key square he can keep"
"advantage of the fact that the king can move in two directions at once: towards Black's pawn and towards White's own. The solution is 1. Kg7 h4 (1...Kb6 2. Kf6! h4 3.Ke5! transposes) 2. Kf6! Kb6 (if 2...h3, then 3.Ke6 h2 4.c7 Kb7 5.Kd7 allows white to promote his pawn) 3. Ke5! Now, if 3...Kxc6, then 4.Kf4 stops Black's pawn after all, while if 3...h3 4.Kd6 allows White to promote his pawn. Either way, the result is a draw. (Also see King and pawn versus king endgame, the section Rule of the square.) Not all studies are as simple as"
"squares. If the pawn is on the second, third, or fourth , there are three key squares – the square two squares in front of the pawn and the squares to the left and right of that square. The key squares are indicated by the black dots in the diagrams above. If the pawn is on the fifth or sixth rank, there are six key squares: the square in front of the pawn and the squares to the left and right, as well as the square two squares in front of the pawn, and the squares to the left and"
"such a square, the opponent moves to the corresponding square to put the opponent in zugzwang . One of the simplest and most important uses of corresponding squares is in this king and pawn versus king endgame. Assume that the black king is in front of the pawn and the white king is behind or to the side of the pawn. The black king is trying to block the white pawn and the white king is supporting its pawn. If the white king gets to any of the key squares (marked with ""x""), he wins. Suppose the black king moves"
"king's pawn two squares is highly useful because it occupies a square, attacks the center square d5, and allows the of White's and queen. Chess legend Bobby Fischer said that the King's Pawn Game is ""Best by test"", and proclaimed that ""With 1.e4! I win."" King's Pawn Games are further classified by whether Black responds with or not. Openings beginning with are called Double King's Pawn Games (or Openings), Symmetrical King's Pawn Games (or Openings), or Open Games – these terms are equivalent. Openings where Black responds to with a move other than are called Asymmetrical King's Pawn Games or"
"start in the second ring from the centre, the knights on the third and the rooks on the outermost ring. The pawns are positioned in front of the pieces. The moves of the pieces are identical to those in orthodox chess; a queen or rook may, if it is not obstructed, move any distance round a ring, except that the ""null move"" of moving a piece all the way round the board and back to its original square is not permitted. A pawn is promoted after moving six squares from its initial position, to the square immediately before the opponent's"
"a pawn must advance ""two"" squares—unless the pawn's first move is a capture. The normal rules for check and checkmate are contradicted—a player may ""not"" check the enemy king, but may move his own king ""into"" check. A player wins when his opponent cannot escape ""giving"" check. Players start with kings positioned as shown. White places his remaining pieces anywhere he likes on his side of the board, then Black does the same. White moves first. Checking the opponent is not allowed. (If a player has no move other than to give check, then he loses.) A player may make"
"game is drawn . If the white king moves to the fifth , Black takes the opposition. (See Opposition (chess)#Example for more details of this game.) In a position with a blocked pair of pawns (opposing pawns on the same , the key squares for a player's king extend for three files on either side of the opponent's pawn. In this position, the first king to reach one of his key squares will win the opponent's pawn and protect his own. Even though the white king is farther away from the pawns, White wins if he moves first: The white"
"corresponding squares. If the white king is on the ""d5"" square (the middle one labeled ""3""), he is threatening to move to either the ""1"" square or the ""2"" square. Therefore, the black king must be in a position to move to either his ""1"" square or his ""2"" square in order to hold the draw, so he must be on one of his ""3"" squares. This makes the defense for Black clear: shift between the squares labeled ""3"" until the white king moves to his ""1"" or ""2"" square, and then go to the corresponding square, gaining the opposition."
"have key squares for both White and Black. In an endgame with a king and pawn versus a king, the key squares are relative to the position of the pawn. Assume that White has the pawn. If the white king can occupy a key square, he can force the promotion of the pawn but accurate play is required. Whether or not the white king can reach a key square depends on the position of the pieces and which player is to move . An advanced generally has two key squares: the two squares on the adjacent that touch the promotion"
"board. Thus each square has a unique identification of file letter followed by rank number. (For example, White's king starts the game on square e1; Black's knight on b8 can move to open squares a6 or c6.) Each piece type (other than pawns) is identified by an uppercase letter. English-speaking players use the letters ""K"" for king, ""Q"" for queen, ""R"" for rook, ""B"" for bishop, and ""N"" for knight (since K is already used). ""S"" (from the German ""Springer"") was also used for the knight in the early days of algebraic notation and is still used in some chess"
"squares in all eight orthogonal and diagonal directions and is thus a bit like a very short queen. The general has the moves of a mann and a camel, that is it can jump to the eight adjacent squares or to the opposite corner of a 2×4 rectangle. Pawns can make an initial three-step move and a king castles by moving either two squares king-side or four squares queen-side. Paulovits's Game Paulovits's Game is a chess variant on a 10×10 chess board, designed by István Paulovits, around 1890. It was described in the book ""Dames de Paulovits"" and in the"
"back rows are vacant. A traditional gameboard is mono-coloured. White moves first. ""Men"" move orthogonally forwards or sideways one square, capturing by means of a jump; they cannot move or capture backwards or diagonally. When a man reaches the back row, it promotes to a ""king"". Kings can move any number of empty squares orthogonally forwards, backwards or sideways. A king captures by jumping over a single piece any number of empty squares away, landing on any open square beyond the captured piece along a straight line. Pieces are removed from the board immediately after being jumped. If a jump"
"can be guarded against more permanently by moving one of the pawns in front of the king to give the king a ""flight square"" (or ""luft""). If it were Black to play in the example to the left, he could counter White's threat with, for example, 1...g6, giving the king a square on g7 to which it can safely move. Note, however, that 1...h6 in this example would not do the job, as after the d3-rook moves, the h7-square is covered by the white bishop. It is often not a good idea to play such pawn moves unless there is"
"any of them, White wins. The black king cannot move out of the ""square"" of White's d-pawn (see king and pawn versus king endgame), otherwise it will promote. The square c3 is adjacent to d4 and the ""1"" square the White king is on, so it is numbered ""2"". Therefore, e3 is ""2"" for Black. White threatens to move to c2, so this is labeled ""3"". Since Black must be able to move to ""1"" and ""2"", f4 is his corresponding ""3"" square. If the White king is on b2 or b3, he is threatening to move to ""2"" or"
"and the e1 square is a ""5"" for White. If White occupies any of the key squares, he wins. With separated key squares, the shortest path connecting them is significant. If White is to move in this position, he wins by seizing a key square by moving to e2 or f2. If Black is to move, he draws by moving to his ""5"" square. Black maintains the draw by always moving to the square corresponding to the one occupied by the white king . In this position, e2, e3, and d4 are key squares. If the white king can reach"
"in teams of two. At the outset, each player controls an entire quadrant of the board with a full set of chess pieces (minus one pawn). Partners occupy quadrants diagonally across from each other. The diagram at right shows the initial layout of the Forchess board (K=King, Q=Queen, R=Rook, B=Bishop, N=Knight, and P=Pawn). Four squares are initially unoccupied. All the pieces move and capture in the same manner as conventional chess, except the pawn, which moves diagonally and captures laterally. A pawn may not move two squares at a time, and there is no en passant capture. There are no"
"attacked by White's superknight, is protected by Black's rose. If 9.Qk7, then 9...Al9 may win a pawn. Threatening 10...Al6. The following are the only complete games of Chess on a Really Big Board played on ""The Chess Variant Pages"", and are not intended as representative examples of good play. Game 1<br> White: John Davis Black: Georg Spengler<br>Game Courier 2015 This move is illegal: the Black l-pawn has already moved (at 8...l10), and so it can now only move one square forward at a time. However, this was not noticed by either player, and hence the move stood. Game 2<br> White:"
"the promotion of his pawn. The black king will have to spend two tempi to stop the white pawn from promoting, and this is the number of tempi the white king needs to gain in order to get into the square of the black pawn. The second diagram shows the number of ways that the white king can get to various squares in the minimum number of moves. There are nine ways to get to d6, but only one of them allows him to get into the square of the black pawn. The solution is for the white king to"
"pawn. The essential characteristics are that White's king is on the queening square in front of his pawn, the pawn is on the ""b"" through ""g"" files, the black rook cuts off White's king from escaping away from the black king, and the Black king is cut off on a file. White wins in the position in the diagram by 1. Rd1+, forcing the black king one farther away, then bringing his rook to the fourth to make a ""bridge"" to protect the king, then bringing out the king, which will be checked by Black's rook. White maneuvers his king"