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The rook (/ r ʊ k /; ♖, ♜) is a piece in the game of chess. It may move any number of squares horizontally or vertically without jumping, and it may capture an enemy piece on its path; it may participate in castling. Each player starts the game with two rooks, one in each corner on their side of the board.
Castling is permitted only if neither the king nor the rook has previously moved; the squares between the king and the rook are vacant; and the king does not leave, cross over, or finish on a square attacked by an enemy piece. Castling is the only move in chess in which two pieces are moved at once. [3]
In a few cases, the superior side gives up their rook in order to promote the pawn, resulting in a winning queen versus rook position (see Pawnless chess endgame § Queen versus rook). A rule of thumb (with exceptions) is: if the king on the side without the pawn can reach the queening square of the pawn, the game is a draw ; otherwise it is a ...
A rook versus a minor piece: normally a draw but in some cases the rook wins, see pawnless chess endgame. A rook versus a minor piece and one pawn: usually a draw but the rook may win. A rook versus a minor piece and two pawns: usually a draw but the minor piece may win. A rook versus a minor piece and three pawns: a win for the minor piece.
By advancing their rook pawn (1. ☗P-26) in the first four moves, Black reveals very early their intention to play a Static Rook position. Although this move obviously gives White more information about Black's strategy, it also does limit both players' future moves in a way that opening the bishop diagonal (that is, 1. ☗P-76) on the first ...
Staunton style chess pieces. Left to right: king, rook, queen, pawn, knight, bishop. The rules of chess (also known as the laws of chess) govern the play of the game of chess. Chess is a two-player abstract strategy board game. Each player controls sixteen pieces of six types on a chessboard. Each type of piece moves in a distinct way.
A move that is not permitted by the rules of chess. An illegal move discovered during the course of a game must be corrected. [211] illegal position A position in a game that is a consequence of an illegal move or an incorrect starting position; a position that is impossible to reach by any sequence of legal moves. [211] IM
In the semi-open games White plays 1.e4 and Black breaks symmetry immediately by replying with a move other than 1...e5. The most popular Black defense to 1.e4 is the Sicilian (1...c5), but the French (1...e6, normally followed by 2.d4 d5) and the Caro–Kann (1...c6, normally followed by 2.d4 d5) are also very popular.