Translations
[vchess.git] / client / src / translations / rules / Chess960 / en.pug
1 p.boxed
2 | Orthodox rules (with shuffled starting position).
3
4 p.
5 Chess is played between two players, one moving the white pieces and the other
6 the black pieces. A "move" consists of a piece's movement on the board.
7 White and black moves alternate until a specific situation occurs (checkmate,
8 stalemate, or draw criteria met; this is detailed later).
9 White pieces' player always make the first move.
10
11 p.
12 Each piece has a particular way to move, but almost always captures by moving to an
13 occupied square (with only one exception, detailed later).
14
15 figure.diagram-container
16 .diagram
17 | fen:rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR:
18 figcaption Standard initial position.
19
20 p.
21 Board coordinates: squares are identified by a couple (letter, number).
22 The letter starts from 'a' and indicates the column, while the number starts
23 at 1 and indicates the row.
24 Since the chessboard is 64 squares, 8x8, this results in a coordinates system
25 from a1 to h8. 'a1' is the bottom left corner square from the white pieces
26 player perspective, while 'h8' is in the upper right corner.
27
28 h3 Regular moves
29
30 h4 Pawns
31
32 p.
33 They are the weakest units on board, but the most complex to move.
34 From their initial rank they can either jump two squares forward (vertically),
35 or advance only one square in this same direction. After that first move they
36 only advance one square at a time, vertically, moving up.
37
38 p.
39 Pawns capture by moving forward (upper on the board) one square diagonally,
40 when an enemy piece sits on that square.
41
42 p.
43 When reaching the last rank, pawns must promote into any (friendly)
44 other non-royal piece: queen, rook, knight or bishop.
45
46 p.
47 Moves notations: "pawn" is implicit, so for a simple move we only write the
48 destination square (because only one pawn at most can move forward to a specific
49 square). Thus, 1.e5 means "pawn from e4 to e5". However, in case of captures
50 the situation could be ambiguous (two pawns on the same rank), so the column
51 is specified too: "fxe6" (for example).
52 As you can see capture is marked by a cross symbol: "x".
53
54 figure.diagram-container
55 .diagram
56 | fen:k7/8/8/1prp4/1P1P4/8/6P1/7K:
57 figcaption Possible pawn moves: g3, g4, dxc5, bxc5
58
59 p
60 | For a piece movement, we just prepend the upper-case piece initial before the
61 | previously described notation. A rook taking something on f3 square writes:
62 | Rxf3. There are rules for ambiguous situation, but discussing them now would
63 | be too far off-topic. Please visit for example the
64 a(href="https://en.wikipedia.org/wiki/Algebraic_notation_(chess)")
65 | Wikipedia page
66 | for full information on this subject.
67
68 h4 Rooks
69
70 p.
71 They move either horizontally or vertically, as far as they want while the path
72 is free of pieces. If this path ends with an enemy piece, it can a priori be captured
73 (a priori because if the move ends up with the king in check, then it's illegal).
74
75 h4 Knights
76
77 p.
78 They are the only units able to jump over other pieces (without capturing them).
79 They do "L" moves: two squares in one direction (horizontally or vertically),
80 and then one square in an orthogonal direction.
81
82 figure.diagram-container
83 .diagram
84 | fen:k7/2p5/5q2/2b5/4N3/2R3r1/3P4/7K f6,d6,c5,f2,g3,g5:
85 figcaption Possible knight moves from e4.
86
87 h4 Bishops
88
89 p.
90 They move diagonally, as far as they want while the path is free of pieces.
91 If this path ends with an enemy piece, it can a priori be captured.
92
93 h4 Queen
94
95 p This piece combines the movement of a rook and a bishop, with the same conditions.
96
97 h4 King
98
99 p.
100 This piece moves like a queen, but only by one square at a time. The final square
101 must be either vacant or occupied by an enemy piece (therefore captured).
102
103 p.
104 The king cannot be captured, but a move may ends up attacking enemy's king.
105 It is said to be "under check" (or "in check") and the opponent must either:
106 ul
107 li move the king to a safe square, or
108 li capture the attacker, or
109 li intercept the attacking line.
110 p Depending on the situation one or more of these counter-measures could be impossible.
111
112 p Leaving our king in check after a move is forbidden.
113
114 figure.diagram-container
115 .diagram
116 | fen:r6k/4q3/8/8/8/B7/8/K7:
117 figcaption Bxe7 is illegal (it allows Rxa1).
118
119 h3 Special moves
120
121 p Apart from pawn promotion which has already been introduced, two special moves exist:
122 ul
123 li.
124 castle: if both the king and the right-most (from white player perspective) rook
125 haven't moved yet, and if nothing stand in the path from king to rook, and if the
126 squares f1 and g1 are either free or occupied by the king or rook implied, then
127 the king can go to g1 while the rook moves to f1. Note that since positions are
128 shuffled one of these two pieces may apparently not move.
129 The same can be done on the other side (left-most rook), and end squares are c1
130 for king and d1 for rook. The former is small castle, and the latter large castle.
131 Notation: small castle writes "0-0" while large castle is "0-0-0".
132 li.
133 en-passant: after a pawn has jumped two squares, if an enemy pawn stands just next
134 to it then it can capture the jumping pawn "en passant", exactly as if it had
135 advanced only one square. The move is noted as usual, but with "e.p." in the end
136 to indicate the special move.
137 The capture is possible only right after the pawn jump: not later in the game.
138
139 figure.diagram-container
140 .diagram.diag12
141 | fen:nr1kb1r1/ppp3pp/8/2Pp4/8/7P/PP3PP1/1R3KBR:
142 .diagram.diag22
143 | fen:nr1kb1r1/ppp3pp/3P4/8/8/7P/PP3PP1/2KR2BR:
144 figcaption.
145 Left: black just played d5 (jump from d7).
146 Right: after cxd6 e.p. and 0-0-0.
147
148 h3 End of the game
149
150 p.
151 The best-known way to end a game is by "checkmating" the enemy king.
152 This means that you end a move in a situation where the king can be captured,
153 and your opponent has no way to avoid the capture.
154 The checkmating player has one point and the other zero, so the score writes 1-0
155 or 0-1 depending if white pieces or black pieces mated.
156
157 figure.diagram-container
158 .diagram
159 | fen:rnbqkbnr/ppp2Qpp/2np4/4p3/2B1P3/8/PPPP1PPP/RNB1K1NR:
160 figcaption Famous mating pattern: 1-0
161
162 p All other ways to end the game lead to a draw (1/2-1/2); nobody wins:
163 ul
164 li when a player has no legal move but is not under check (stalemate),
165 li.
166 when a position is repeated three times with the same castling right and
167 same player in turn,
168 li when 50 moves are played without pawn movement or capture.
169 p.
170 Note: this last way to end a game is not implemented, because it quite seldom occurs,
171 does not generalize so well to variants (it depends), and more important because
172 games played on this website are not official tournament games. If you feel like
173 manoeuvring for 200 moves and your opponent isn't bored, then why would I stop you? :)