Melio/Guides
Chess·8 min read·June 16, 2026

How to play Chess: rules, piece moves, and checkmate

Chess has only six kinds of pieces and a handful of special rules, and you can learn enough to play a real game in about ten minutes. This guide covers every rule a beginner needs: how to set up the board, how each piece moves, what check and checkmate mean, and the three special moves (castling, en passant, promotion) that trip up almost everyone at first. You can play chess on Melio against a bot while you read, which is the fastest way to make any of this stick.

The goal, in one sentence

The entire game is about one piece: the king. You win by putting your opponent’s king under attack in a way they cannot escape. That position is called checkmate, and the moment it happens, the game is over. You never actually capture the king, you just trap it.

Everything else, every pawn push, every trade, every clever maneuver, exists to serve that goal. Capturing your opponent’s other pieces is useful because it removes the defenders standing between you and their king, but it is never the point by itself. A game where you take ten pieces and still get checkmated is a loss.

Setting up the board

The board is 8×8, sixty-four squares alternating light and dark. Orientation matters, and there is one rule that fixes it: the light square goes in the right-hand corner nearest each player. “Light on right” is the phrase to remember. If your bottom-right square is dark, the board is rotated the wrong way.

Each side has eight pawns sitting along the second row in front of everything else. Behind them, the back row goes, from the corners inward: rook, knight, bishop, then the two royals in the middle, then bishop, knight, rook. The royals are the catch. The rule is queen on her own color: the white queen starts on a light square, the black queen on a dark square. The king takes the last central square next to her. If you set up the board with both armies facing each other, the two queens will sit directly across from one another, and so will the two kings.

White always moves first. After that, players alternate turns, one move per turn, for the whole game.

How each piece moves

Six piece types, six movement rules. A piece captures an enemy piece by moving onto its square and removing it from the board. No piece except the knight can move through or jump over another piece, friendly or enemy. Here is each one.

  • Pawn. Moves straight forward one square. On its very first move it may go forward two squares instead, if both squares are empty. The catch that surprises beginners: a pawn captures differently from how it moves. It captures one square diagonally forward, never straight ahead. So a pawn with an enemy piece directly in front of it is stuck, it cannot move forward, and it cannot capture straight on.
  • Knight. Moves in an L shape: two squares in one direction, then one square at a right angle (or one then two, same thing). It is the only piece that jumps, pieces in the way do not block it; it simply lands on its target square. A knight always moves from a light square to a dark square and vice versa.
  • Bishop. Moves any number of squares diagonally. Because it travels only on diagonals, each bishop stays on one color for the entire game. You start with one light-squared bishop and one dark-squared bishop.
  • Rook. Moves any number of squares in a straight line, along a row (rank) or a column (file). No diagonals.
  • Queen. The most powerful piece. She combines the rook and the bishop: any number of squares in a straight line or a diagonal, in any of the eight directions. She still cannot jump over pieces.
  • King. Moves one square in any direction, straight or diagonal. He is slow but he is the piece you must protect at all costs. The king may never move onto a square that is attacked by an enemy piece, and he can never sit next to the enemy king.

Check, checkmate, and stalemate

When a piece attacks the enemy king, that king is in check. Check is not the end of the game, it is a warning. The rules force you to respond to it immediately, and you have exactly three ways out:

  1. Move the king to a safe square.
  2. Block the check by putting a piece between the king and the attacker.
  3. Capture the piece that is giving check.

You must do one of those three. You are not allowed to ignore a check or make any other move while your king is under attack.

Checkmate is check with no escape. The king is attacked, and none of the three responses above is legal: he cannot move to safety, the check cannot be blocked, and the attacker cannot be captured. Whoever delivers checkmate wins, and the game ends instantly.

Stalemate is the one that confuses everyone. It happens when the player to move has no legal move at all but is not in check. The king is not under attack, but every move available would either move the king into check or there is simply nothing legal to do. Stalemate is a draw, nobody wins. This catches beginners constantly: you are crushing your opponent, you have a queen and they have a lone king, and you carelessly leave them with no legal move. Instead of winning, you have just split the point. When you are far ahead, always leave the enemy king a square to move to until you are ready to land the actual checkmate.

Castling: the king’s one special move

Castling is the only move where you move two of your own pieces at once, the king and a rook. It is how you tuck your king into safety behind a wall of pawns, and you should do it in almost every game. The king moves two squares toward one of his rooks, and that rook hops over to the square the king just crossed.

You may castle only if all of these are true:

  • Neither the king nor that rook has moved yet this game.
  • All the squares between the king and the rook are empty.
  • The king is not currently in check.
  • The king does not pass through or land on a square that is attacked by an enemy piece.

Note that those last conditions apply to the king’s path, not the rook’s. When you castle toward the nearer rook it is called kingside (or short) castling; toward the farther rook it is queenside (or long) castling.

Pawn promotion and en passant

Two more special rules belong to the pawn, and they are the ones new players most often miss entirely.

Promotion.When a pawn reaches the far end of the board, the last rank, it must immediately be promoted, turned into a queen, rook, bishop, or knight of its own color. You almost always choose a queen, since she is the strongest piece, and this is so common it has a name: “queening” a pawn. There is no limit, you can have two or more queens on the board at once. Occasionally promoting to a knight is better, for instance when the knight delivers an immediate check or fork the queen could not.

En passant. This is the rule almost everyone gets wrong, partly because it looks like it breaks the others. It only applies in one specific situation. When an enemy pawn uses its two-square first move to land right beside one of your pawns, you are allowed, on your very next move only, to capture it as if it had moved just one square. Your pawn moves diagonally forward into the empty square the enemy pawn skipped over, and the enemy pawn is removed. The catch: you must do it immediately. If you make any other move first, you lose the right to capture that pawn en passant forever. It exists so a pawn cannot use its double-step to sneak safely past an enemy pawn that was guarding the square.

The rules beginners get wrong

If you remember nothing else, remember these four, because they cause the most arguments and the most lost games:

  • Pawns capture diagonally, not forward. A pawn blocked by a piece directly ahead is frozen. It can only take pieces sitting one square diagonally in front of it.
  • Stalemate is a draw, not a win. Trapping the enemy king with no legal move while it is not in check throws away a winning position. Leave it a square until you can actually checkmate.
  • En passant is real, and it is now or never. It is a legal capture, not a trick, but the window is a single move. Miss it and the chance is gone.
  • You cannot move into check, or leave your king in check. Any move that exposes your own king to attack is simply illegal. If your king is in check, your only legal moves are the ones that get him out of it.

Practice on Melio Chess

Reading the rules is one thing; the moves only become automatic once your hands have made them a few dozen times. Melio Chess is built for exactly that. It has bots at three levels, so you can start against a gentle one and climb as you improve, a 1v1 mode for playing a friend, a set of puzzles for sharpening your tactics, and a learn-the-moves tutorial that walks you through how each piece moves before you sit down for a full game.

The fastest way to learn is to play a slow game against the easiest bot and consciously narrate each move to yourself: this pawn captures diagonally, this knight jumps, my king is safe. Within a handful of games, the special rules above stop being things you look up and start being things you simply know.

Try it now

Play your first game of chess

Free, no signup. Start against the easiest bot, try the learn-the-moves tutorial, or work through a few puzzles, all of it built for someone learning the rules from scratch.

Play Chess on Melio →

More guides

  • Next step: chess tips for beginners →
  • How to play Solitaire (Klondike) →
  • Browse all strategy articles →
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