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Chess Rules ​

Complete reference for the FIDE 2023 Laws of Chess as implemented by CheckAI.

Piece Movement (FIDE Art. 3) ​

General Rules ​

  • No piece may move to a square occupied by a friendly piece
  • Moving to a square with an opponent piece captures it
  • Bishops, rooks, and queens cannot jump over other pieces
  • Knights are the only pieces that can jump
  • No move may leave or place your own king in check

King (K / k) ​

  • Moves exactly one square in any direction
  • May not move to an attacked square
  • Special: castling (see below)

Queen (Q / q) ​

  • Moves any number of squares along a file, rank, or diagonal
  • Combines rook and bishop movement
  • Cannot jump

Rook (R / r) ​

  • Moves any number of squares horizontally or vertically
  • Cannot jump

Bishop (B / b) ​

  • Moves any number of squares diagonally
  • Always stays on its starting square color
  • Cannot jump

Knight (N / n) ​

  • Moves in an L-shape: two squares in one direction, then one square perpendicular
  • Jumps over other pieces
  • From e4: possible targets are d6, f6, g5, g3, f2, d2, c3, c5

Pawn (P / p) ​

Forward movement (non-capturing):

  • One square forward to an empty square
  • Initial double-step: From the starting rank (2 for White, 7 for Black), may move two squares if both are empty

Capturing:

  • Diagonally one square forward
  • Cannot capture straight forward

En passant:

  • If an opponent pawn double-steps past your pawn, you may capture it as if it moved one square
  • Must be done on the very next half-move or the right expires
  • The target square is given in the en_passant field

Promotion:

  • A pawn reaching the last rank must be promoted to Q, R, B, or N
  • Multiple queens (or other pieces) are allowed

Castling (FIDE Art. 3.8.2) ​

Castling is a combined king-and-rook move that counts as one king move.

Procedure ​

TypeKingRook
White O-Oe1 → g1h1 → f1
White O-O-Oe1 → c1a1 → d1
Black O-Oe8 → g8h8 → f8
Black O-O-Oe8 → c8a8 → d8

Permanently Impossible If ​

  1. The king has already moved
  2. The corresponding rook has already moved

Temporarily Prevented If ​

  1. Squares between king and rook are occupied
  2. The king is currently in check
  3. The king passes through an attacked square
  4. The king's destination is attacked

Mnemonic: The king may not castle out of, through, or into check. The rook may pass through or land on attacked squares.

Check, Checkmate, Stalemate ​

Check ​

  • The king is attacked by one or more opponent pieces
  • Must escape check immediately by:
    • Capturing the attacker
    • Blocking the attack
    • Moving the king

Checkmate — Win ​

  • The king is in check with no legal escape
  • The checkmated side loses

Stalemate — Draw ​

  • The side to move is NOT in check but has no legal move
  • The game ends as a draw

Draw Conditions (FIDE Art. 5 & 9) ​

Threefold Repetition ​

  • Same position occurring 3 times → claimable draw
  • Same position occurring 5 times → automatic draw
  • "Same position" = identical pieces, same side to move, same castling rights, same en passant

50-Move Rule ​

  • 50 moves by each side (100 half-moves) with no pawn move or capture → claimable draw
  • 75 moves (150 half-moves) → automatic draw (unless the 75th move is checkmate)
  • Check via halfmove_clock: ≥ 100 = claimable, ≥ 150 = enforced

Insufficient Material (Dead Position) ​

Automatic draw when checkmate is impossible:

PositionResult
King vs KingDraw
King + Bishop vs KingDraw
King + Knight vs KingDraw
King + Bishop vs King + Bishop (same color)Draw

INFO

Two knights vs king is not considered a dead position — checkmate is possible with opponent cooperation.

Draw by Agreement ​

Both sides may offer and accept a draw via special actions.

Released under the MIT License.