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The player with White pieces starts
first, chooses his/her chess piece and moves it according to rules for this type of the
piece (see chess pieces). After each move, the players take
Capturing Opponent's Chess Pieces
None of the chess pieces may move to a square occupied
by another chess piece of the same color. However, a piece may move onto a square occupied
by an opponent's piece. When this occurs, the opponent's piece is 'captured' and is
permanently removed from the chessboard. The attacking piece is moved to the square of the
former captured piece.
|If it's White's turn to move, the
following captures are possible in the diagram on the left:
- White rook can capture the Black's bishop
- White pawn can capture the Black's bishop (pawns move forward, but capture sideways -- 1 square diagonally forward)
- White knight can capture the Black's queen
If it's Black's turn to move, the following captures are
possible in the diagram on the left:
- Black queen can capture the White's rook
- Black queen can capture the White's pawn
- Black pawn can capture the White's knight (pawns move forward, but capture sideways -- 1 square diagonally forward)
|The Pawn can capture an opponent's pawn
'in passing' or 'en-passant' (since the French expression is commonly used here).
For the en-passant rule to apply, the following two
conditions have to be met:
- The previous opponent's move had to be made with a pawn that advanced 2 squares from its starting square
- The pawn making an en-passant move could have captured an opponent's pawn if it had only advanced just 1 square instead of 2.
In the diagram on the left, en-passant move applies
after White pawn moves from a2 to a4. The Black pawn can capture the White Pawn on the a3
square on the very next move only.
Pre-castling position. Castling is possible in two directions: left (long castle) and right (short castle)
After castling left (long castle):
After castling right (short castle):
|Once in a game each player can make a
special 'castling' move. During this 1 move, both the king and one of its rooks are moved.
Castling starts by moving the king 2 squares as indicated by arrows. At hessLab, if the
castling is legal, the corresponding rook move would occur automatically.
For castling to be legal, the following four conditions have to be met:
- all squares between the king and the rook have to be empty
- the king cannot be under check
- the king and the rook involved could not have moved previously
- all squares through which the king is passing during castling cannot
be under attack of the enemy pieces.
When a White pawn advances to the last 7-th "rank," or
horizontal row of squares, or when the Black pawn advances to its last 1-st rank, it is
promoted into its owner's choice of a knight, bishop, rook, or queen (it may not become a
king). The usual choice for promotion is a queen, the most powerful piece. It is legal for
a player to have several queens on the board at the same time. Occasionally, it is better
to promote to a knight (to fork two pieces or avoid stalemate--draw) or a bishop or rook
(to avoid stalemate-draw). At GameColony.com, when a pawn reaches the eighth rank, a window will
pop up asking the pawn's owner to choose which piece to promote to.
Check and Checkmate
|Check and Checkmate example:
White king above is under check (attacked by a Black bishop). White
king is also checkmated -- no place to turn to and nothing to protect with...
|The goal in chess is to capture (or checkmate) the
opponent's king. That is why all players have to protect their kings. If an opponent's
piece is threatening to capture the king, the king is said to be 'in check'. It is
illegal to move the king onto a square where it would be under attack (in check). If the
king is in check, the king's owner must do something to protect the king right away.
To protect the king, the player may try the following three defenses:
- move the king to a square where the king is not threatened
- block the line of attack (if the attack is not by a knight or a pawn)
- capture the opponent's piece that is attacking the king
If none of the the above 3 defenses work, the king is not just
'under check' -- such king is said to be checkmated. With checkmate, the game is over. The
side whose king is checkmated
& Other Draws
If in the position above it is White's turn to move,
it is stalemate - draw. there are no legal moves left for the White king --
all adjacent squares are under attack. Although the White king has no place to go, it is
not under attack and, therefore, not checkmated. This type of a draw is called a
stalemate. Nobody wins.
- A draw will also will occur if a position is
repeated three times (not necessarily consecutively) when it the same player's turn
to move, the game is a draw.
- A draw through insufficient mating material: If neither player has enough
pieces ever to be able to checkmate the other, the game is a draw. This would be true, for
example, if only the two kings were left on the board, or if one player had only a king
and a knight and the other only a king. A king and pawn, however, are enough to win
provided the pawn can be promoted.
- The 50-move rule: If each player makes 50 moves without a piece being captured
or a pawn being moved, the game is a draw. (Exceptions to this rule have been added over
the years to allow players more moves in which to win in certain positions, but it's safe
for most players to remain ignorant of these very rare situations.)
- Draw by Agreement: Players may agree to a draw at any time. At GameColony.com a
player may offer a draw at any time by clicking on the "Draw" button.
The players can elect to use time control to limit the
time spent on a game. At GameColony.com, time control can be adjusted via 'Options' button. If
there is no checkmate on the board, the player whose time expires first loses, unless
there is a draw via stalemate, insufficient mating material, etc.
Rather than wait for a checkmate or a loss due to
expiration of time, the player may choose to resign the game. For this purpose, at
GameColony.com 'Resign' button can be selected.