Chess Basics: Set Up the Board and Play a Legal Game

To begin chess, set the board with a light square at each player’s right-hand corner, put each queen on her own color, and let White move first. Players alternate one move at a time. The goal is checkmate: the opposing king is under attack and has no legal escape. Learn legal movement and king safety before trying to memorize an opening.

Chess pieces arranged in the starting position
Illustrative photograph, not the linked product. Jud McCranie (Bubba73). Wikimedia Commons source. CC BY-SA/3.0.

Set up the board correctly

The board has eight files, lettered a through h, and eight ranks, numbered one through eight. From White’s side, the back row is rook, knight, bishop, queen, king, bishop, knight, rook. White’s queen begins on d1 and king on e1. Black’s queen begins on d8 and king on e8. Pawns occupy White’s second rank and Black’s seventh rank.

Check the two most common setup errors before you play: a dark square in the near right corner, and a queen placed opposite her starting color. Board coordinates are helpful for describing moves, but you can learn by playing without writing notation immediately. Use recognizable pieces with good contrast; an ornamental set can be attractive while making a beginner’s first games unnecessarily confusing.

Learn the long-range pieces

A rook moves any number of unobstructed squares along a rank or file. A bishop moves any number along a diagonal and therefore stays on the same color of square throughout the game. A queen combines the rook’s straight movement with the bishop’s diagonal movement. None can jump over intervening pieces.

To capture, move onto a square occupied by an opponent’s piece and remove that piece. You cannot land on a square occupied by one of your own pieces. Practice on an otherwise empty board first: place a rook in the center and point to every square it can reach. Then add a friendly pawn to see how one blocker changes the available moves.

Understand knights, kings, and pawns

A knight moves two squares in one direction and one perpendicular to it, making an L shape. It may jump over intervening pieces. A king usually moves one square in any direction, but never onto a square attacked by the opponent. Two kings therefore cannot stand next to each other.

Pawns move forward one square into an empty square and capture one square diagonally forward. From its starting square a pawn may advance two squares if both are empty. It cannot move backward. A pawn that reaches the farthest rank must promote to a queen, rook, bishop, or knight of its own color; the choice is not limited to pieces previously captured.

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Respond to check before anything else

Check means your king is attacked. You must resolve it by moving the king to safety, capturing the attacking piece, or blocking the attack when a block is possible. A knight attack cannot be blocked because the knight jumps. If two pieces give check together, moving the king is the only way out.

You may never make a move that leaves your own king in check. This rule explains pinned pieces: a piece may appear able to move but doing so would expose the king behind it. Do not capture the king or continue after checkmate. Saying “check” can help during friendly teaching games, but king safety remains each player’s responsibility.

Learn the three special situations

Castling moves the king two squares toward a rook, then places that rook on the square the king crossed. Neither that king nor that rook may have moved before; the squares between them must be empty. The king cannot castle while in check, through an attacked square, or onto one. An attack on the rook itself does not automatically prevent castling.

En passant is a special pawn capture. If an enemy pawn advances two squares from its starting square and lands beside your pawn on its fifth rank, your pawn may capture it as though it had advanced only one. This option exists only on the immediately following move. Practice a concrete example: White pawn on e5, Black plays d7 to d5, and White may play e5 to d6, removing the pawn on d5.

Promotion happens as part of the pawn’s move, including a capture onto the final rank. Usually a queen is strongest, but another piece can occasionally avoid stalemate or create a particular threat. Place the promoted piece clearly so both players understand the position.

Three checks before a chess move: check, threat, verify
Original Wondelique instructional diagram. Illustrative guide, not a product photograph.

Distinguish checkmate from a draw

If the side to move is in check and has no legal move that removes it, the game is checkmate. If the side to move is not in check but has no legal move at all, it is stalemate and a draw. This difference matters particularly when one player has a large material advantage.

Games may also end by agreement or through other drawing rules, including repetition and move-count rules. Those rules have precise claim requirements in formal play; consult the current FIDE Laws rather than arguing from memory. A simple king-versus-king ending cannot produce checkmate. Tournament clocks, touch-move rules, and penalties add detail beyond an informal first lesson.

Use a simple thinking routine

Before each move, ask what the opponent just threatened. Look for checks, possible captures, and attacks on an undefended piece. After choosing a move, imagine the resulting position and ask whether your king or queen would be exposed. This brief final scan prevents many beginner mistakes without requiring deep calculation.

In the opening, aim to influence central squares, bring knights and bishops into useful positions, and make your king safe. Avoid moving the same piece repeatedly without a reason or sending the queen out just to chase pawns. These are learning guidelines, not laws: if a concrete threat requires a different move, deal with the threat.

Practice with a purpose

Start with untimed games or generous time controls. Pause afterward and find one moment when a piece was left undefended. Recreate that position and look for an alternative. Reviewing one understandable mistake is often more useful than staring at a long engine line you cannot explain.

For a short exercise, play with kings and pawns only to learn forward movement, captures, and promotion. Add rooks next, then the other pieces. Make sure both kings are present in a legal practice position. When you are ready for a club or tournament, read its rules and ask about notation, equipment, and clocks before arriving. Friendly learning games can use agreed teaching pauses, but formal games may not permit advice or takebacks.

Product example and Amazon link

The US Chess Quiver Tournament Chess Set Combination is an example of a practical board, pieces, and carrying-bag package. Compare the actual piece weighting, board dimensions, and included accessories in the selected listing. A clock is a separate consideration unless the listing explicitly includes one; a basic set is sufficient for untimed practice.

Search Amazon for this model. Search results may include variants or other sellers; confirm the exact model before buying.

Product examples are based on published specifications, not hands-on testing. Images are illustrative unless explicitly identified otherwise. The Amazon link is untagged; no affiliate tracking tag has been added.

Sources and further reading

FIDE: Laws of Chess

Chess.com: how to play chess

US Chess Sales: Quiver chess set combination

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