Nirvani Chess
Engine · Tactics · Mastery · v 1.0
vs Engine
0 moves
Opening
White to move eval 0.0
Black 5:00
White 5:00
Engine versus Engine
Black lost
White lost
Tactics Trainer

Sharpen your vision

Curated tactical positions, from one move forks to deep combinations. Open one, study the board, and reveal the line when you are ready. Each puzzle loads onto the main board so you can play it out.

The Rules and The Ideas

Learn the royal game

Everything from how each piece moves to the special rules that decide real games, plus the principles strong players lean on and a glossary of the language of chess.

How the pieces move

The six pieces and their powers

Chess is played on an 8 by 8 board of 64 squares. Each side starts with sixteen pieces. White always moves first, then players alternate. The goal is checkmate: attacking the enemy king so that it cannot escape capture.

  • Pawn. Moves straight forward one square, or two squares from its starting rank. It captures one square diagonally forward. It never moves backward.
  • Knight. Moves in an L shape: two squares one way and one square at a right angle. It is the only piece that jumps over others.
  • Bishop. Moves any number of squares diagonally. Each bishop stays on one color for the whole game.
  • Rook. Moves any number of squares horizontally or vertically. Rooks are powerful on open files and ranks.
  • Queen. Combines rook and bishop. She moves any number of squares in a straight line, in any of the eight directions. The strongest piece.
  • King. Moves one square in any direction. He is never captured, but if he cannot escape attack the game is over.

The special moves

Castling, en passant, promotion

Castling is the only move where two pieces move at once. The king steps two squares toward a rook, and that rook jumps to the king's other side. You may castle only if neither piece has moved, the squares between them are empty, the king is not in check, and the king does not pass through or land on an attacked square.

En passant is a special pawn capture. If a pawn advances two squares and lands beside an enemy pawn, that enemy pawn may capture it as if it had moved only one square. The chance lasts for one move only.

Promotion happens when a pawn reaches the far end of the board. It immediately becomes a queen, rook, bishop, or knight of the same color. Almost always a queen, but a knight is sometimes stronger.

How games end

Win, lose, and the many ways to draw
  • Checkmate. The king is in check and has no legal move to escape. The game ends at once and the attacker wins.
  • Stalemate. The side to move has no legal move but is not in check. The game is an immediate draw.
  • Insufficient material. If neither side has enough force to deliver mate, for example king versus king, the game is drawn.
  • Threefold repetition. If the same position occurs three times with the same player to move, either side may claim a draw.
  • Fifty move rule. If fifty moves pass with no pawn move and no capture, the game can be claimed as a draw.

Principles that win games

The opening, middlegame, and endgame

In the opening, fight for the center, develop your knights and bishops toward active squares, and castle early to keep your king safe. Do not move the same piece twice without reason, and do not bring the queen out too soon.

In the middlegame, look for tactics: forks, pins, skewers, and discovered attacks. Improve your worst piece. Control open files with rooks. Keep your king sheltered while you create threats.

In the endgame, the king becomes a fighting piece. Push passed pawns, activate your rook behind them, and remember that a single extra pawn is often enough to win with careful technique.

Piece values guide trades: a pawn is 1, a knight and bishop about 3, a rook 5, and the queen 9. The king has no trading value because the game ends if it falls.

Reading chess notation

Algebraic notation in one glance

Each square has a name: a file letter from a to h and a rank number from 1 to 8. Moves name the piece and the destination, so Nf3 means a knight moves to f3. Pawn moves give only the square, like e4. These symbols carry the rest:

Ten rules of the opening

A checklist for the first ten moves

Strong opening play is mostly common sense applied with discipline. You are racing to get your army into the fight, claim the center, and shelter your king before the action starts. Keep these rules in mind and most of your opening moves will choose themselves.

  • Take the center. Put a pawn on e4 or d4 and fight for the four central squares. Pieces near the center reach more of the board.
  • Develop knights before bishops. Knights have fewer good squares, so their best home is easier to judge early.
  • Do not move the same piece twice in the opening without a concrete reason. Every wasted tempo is a free move for your opponent.
  • Castle early, usually within the first ten moves, to connect your rooks and tuck the king behind a wall of pawns.
  • Do not bring the queen out too soon. She becomes a target, and chasing her wins your opponent free development.
  • Develop with a threat when you can, so the opponent must respond instead of improving their own position.
  • Connect your rooks by clearing the back rank, then place them on open or soon to be open files.
  • Do not grab pawns at the cost of development, especially with the queen. Material counts for little if your pieces sit at home.
  • Keep your pawn structure sound. Avoid creating weaknesses you will have to defend for the rest of the game.
  • Have a plan by the time the opening ends. Know which files, squares, and pawn breaks you are aiming for.

Common opening mistakes

How beginners hand over the advantage

Most early disasters come from a handful of repeated errors. Recognize them and you will already be ahead of most casual players.

  • Pushing rook pawns early. Moves like a4 or h4 rarely help development and weaken your structure.
  • The premature queen raid. Chasing a quick scholar style mate works once, then loses time against any prepared defender.
  • Moving too many pawns. Each pawn move is a piece not developed. Two or three central pawn moves are usually plenty.
  • Leaving the king in the center. An uncastled king is the single most common reason attacks succeed.
  • Copying the opponent forever. Symmetry eventually loses a tempo for the side that must break it under pressure.
  • Ignoring development to win a pawn. The pawn is small comfort when your opponent has every piece in play.

The value of the pieces

A rough currency for trades

The standard scale is the heart of every decision about exchanges. A pawn is worth one point, a knight and a bishop about three, a rook five, and the queen nine. The king has no trading value because losing it ends the game.

These numbers are a guide, not a law. A bishop is often slightly better than a knight, especially in open positions and endgames, so the bishop pair is a real asset worth roughly half a pawn. A knight shines in closed positions where its ability to jump matters most.

Values shift with the position. A rook trapped behind its own pawns can be worse than a well placed knight. A passed pawn one step from promotion can be worth a piece. Always weigh activity and coordination alongside raw material.

Tactical motifs

The building blocks of every combination

Tactics are short forcing sequences that win material or deliver mate. Almost every tactic is one of these motifs, or a combination of several stacked together. Train your eye to spot them and your results will jump.

  • Fork. One piece attacks two or more targets at once. The knight fork, hitting king and queen, is the most feared.
  • Pin. A piece cannot move because something more valuable sits behind it. An absolute pin is against the king and is illegal to break; a relative pin is merely unwise to break.
  • Skewer. The reverse of a pin. A valuable piece is attacked and must move, exposing a lesser piece behind it.
  • Discovered attack. Moving one piece unveils an attack from a piece behind it. When the unveiled attack is check, it is devastating.
  • Double check. Two pieces give check at once. The king must move, because no single capture or block can answer both attackers.
  • Deflection. Forcing a defending piece away from the square or piece it was guarding.
  • Decoy. Luring a piece, often the king, to a square where it can be attacked or forked.
  • Overloading. Giving one defender too many jobs, then attacking one of them so the others collapse.
  • Interference. Interposing a piece to cut the line between a defender and the square it protects.
  • Zwischenzug. An in between move, an unexpected threat inserted before the move the opponent expects.
  • Windmill. A repeating series of discovered checks that harvests material on each turn.
  • Removing the defender. Capturing or chasing away the piece that holds a position together.

Checkmate patterns

Mating nets worth memorizing

Experienced players carry a library of mating shapes in their heads. When the pieces line up, they see the finish instantly. Here are the patterns that appear again and again.

  • Back rank mate. A rook or queen mates a king trapped behind its own unmoved pawns.
  • Smothered mate. A knight mates a king hemmed in entirely by its own pieces, often after a queen sacrifice.
  • Anastasia's mate. A knight and a rook trap the king against the edge of the board.
  • Arabian mate. A knight and a rook combine to mate a king in the corner, one of the oldest known patterns.
  • Boden's mate. Two bishops on crossing diagonals mate a castled king.
  • Anderssen's mate. A rook or queen supported by a pawn or bishop mates along a diagonal into the corner.
  • Ladder mate. Two rooks, or a rook and queen, walk the king to the edge one rank at a time.
  • Damiano's mate. A pawn supports a queen that mates a king on the back rank.
  • Hook mate. A rook, knight, and pawn weave a net around a king near the edge.
  • Epaulette mate. The king is trapped because its own rooks stand on either side like shoulder pieces.

Pawn structure

The skeleton that shapes the game

Pawns move slowly and cannot retreat, so the pawn structure tends to last. It defines which files are open, which squares are weak, and where each side should attack. Learning to read structures is the gateway from tactics to strategy.

  • Isolated pawn. A pawn with no friendly pawns on the files beside it. It can be a weakness to defend or a source of active piece play.
  • Doubled pawns. Two pawns of the same color on one file. They cannot defend each other and often become targets, though they can open a file in return.
  • Backward pawn. A pawn left behind by its neighbors, unable to advance safely, fixed on a half open file as a target.
  • Passed pawn. A pawn with no enemy pawns ahead of it on its file or the adjacent files. It is a constant promotion threat.
  • Connected passed pawns. Two passed pawns side by side. Defended by each other, they are extremely hard to stop.
  • Hanging pawns. Two adjacent pawns on half open files with no pawns defending them. Strong when mobile, weak when blockaded.
  • Pawn chain. A diagonal line of pawns defending one another. Attack a chain at its base, where it is weakest.
  • Majority and minority. Having more pawns on one wing lets you create a passed pawn there. A minority attack uses fewer pawns to create a weakness in the enemy majority.

Positional play

Small advantages that add up

When there is no tactic, you improve your position by accumulating small, lasting advantages. String enough of them together and a winning tactic usually appears on its own.

  • Weak squares and holes. A square that can no longer be defended by a pawn is a permanent home for an enemy piece.
  • Outposts. A protected square in enemy territory, ideally on an open file, where a knight cannot be evicted.
  • Good and bad bishops. A bishop blocked by its own pawns is bad. Free its diagonals or trade it for a better piece.
  • The bishop pair. Two bishops cover both colors and dominate open positions. Hold on to them when the board opens.
  • Open and half open files. Rooks belong on files without pawns, where they pressure the enemy from afar.
  • The seventh rank. A rook on the seventh rank attacks pawns and pins the king to the back rank. Doubled rooks there are crushing.
  • Space. Pawns advanced into enemy territory grant room to maneuver. The cramped side should seek exchanges to breathe.
  • Prophylaxis. Ask what your opponent wants, then quietly prevent it before making your own plans.

King and pawn endgames

Where a single tempo decides everything

Pawn endings are pure calculation, and a single mistake usually means the whole point. Master these ideas first, because they underpin every more complex ending.

  • The opposition. When the kings face each other with one square between them, the player who does not have to move holds the opposition and controls the key squares.
  • Key squares. For a pawn, these are the squares the attacking king must reach to force promotion. Reaching them wins regardless of whose move it is.
  • The square of the pawn. To know if a lone king can catch a runner, picture the square whose side runs from the pawn to its promotion rank. If the king stands inside it, it catches the pawn.
  • Triangulation. The king takes a three move triangle to lose a tempo and hand the opponent the burden of moving.
  • The rook pawn exception. A lone rook pawn often draws because the defending king can hide in the corner and cannot be forced out.

Basic checkmates

Finishing technique you must own

If you cannot checkmate with extra material, you cannot convert your wins. These are the endings every player must be able to deliver in their sleep.

  • King and queen versus king. Walk the enemy king to the edge with the queen a knight's move away, then bring your own king up to support the mate. Beware of stalemate.
  • King and rook versus king. Use the rook to cut off a rank or file, then march your king forward to squeeze the lone king to the edge using the opposition.
  • Two bishops versus king. Drive the king into a corner with the bishops working on adjacent diagonals while your king blocks the escape.
  • The box method. With queen or rook, shrink the rectangle the enemy king lives in, one rank or file at a time, until it has nowhere to go.

Rook endgames

The most common ending of all

Rook endings appear more than any other, and they are famous for being drawish and tricky. A few key positions carry most of the theory.

  • The Lucena position. The winning method for the side with an extra pawn on the seventh, using a technique called building a bridge to shelter the king from checks.
  • The Philidor position. The key drawing method for the defender, keeping the rook on the third rank until the pawn advances, then checking from behind.
  • Rook behind the passed pawn. Place your rook behind a passer, whether yours or the enemy's. It gains power as your pawn advances and restricts the enemy as theirs does.
  • The active rook. In rook endings, activity usually beats an extra pawn. A passive rook tied to defense is a recipe for losing.

Endgame principles

Rules of thumb for the final phase
  • Activate your king. With the queens gone, the king is a strong fighting piece. March it toward the action.
  • Passed pawns must be pushed. A passed pawn is a long term winning asset. Advance it and force the enemy to react.
  • Do not rush. In many endings there is no need to hurry. Improve every piece to its best square before committing.
  • Trade pieces when ahead, trade pawns when behind. Fewer pieces help the side with more material; fewer pawns help the side that is down.
  • Two weaknesses. One weakness is often defensible. Create a second on the far side of the board to stretch the defense past breaking.

Making a plan

From assessment to action

Good moves come from good plans, and good plans come from honest assessment. Before you calculate, take stock of the position with a simple routine.

  • Count material and note any imbalance, such as bishop against knight or rook against two minor pieces.
  • Check king safety for both sides. The more exposed king usually decides where the play belongs.
  • Read the pawn structure to find weak squares, open files, and which pawn breaks are available.
  • Find your worst piece and make a plan to improve it. A position is only as strong as its laziest piece.
  • Identify targets, the fixed weaknesses you can attack, then aim your pieces at them with patience.

The clock and the formats

How time shapes the game

Tournament chess is played with a clock, and the amount of thinking time defines the character of the game. Run out of time and you lose, no matter how good your position.

  • Classical. Long games, often an hour or more per side, where deep calculation and preparation rule.
  • Rapid. Roughly ten to twenty five minutes each, a balance of speed and accuracy.
  • Blitz. Three to five minutes per side. Pattern recognition and quick hands matter more than deep thought.
  • Bullet. One or two minutes each, where speed of execution can outweigh the quality of the moves.
  • Increment. A few seconds added after each move, which keeps games from being decided purely by a falling flag.

Rules of play and etiquette

The customs of the board
  • Touch move. If you touch a piece you must move it, and if you touch an enemy piece you must capture it when a legal capture exists.
  • J'adoube. Say adjust, or its French form, before touching a piece only to straighten it, so touch move does not apply.
  • Resignation. When a position is hopeless it is polite to resign rather than play on, often by tipping the king or offering a handshake.
  • Draw offers. Offer a draw only just after making your move, and only once unless the position changes.
  • Illegal moves. In over the board play, an illegal move must be taken back, and in faster formats it can cost the game.

A short history of chess

From chaturanga to the engines

Chess grew from the Indian game of chaturanga around the sixth century, spread through Persia and the Islamic world, and reached Europe by the tenth century. The modern moves of the queen and bishop took hold in the late fifteenth century, giving the game the speed it has today.

The romantic era of the nineteenth century prized dashing sacrifices and brilliant attacks, the spirit of the Immortal and Evergreen games. Wilhelm Steinitz then founded the classical school, arguing that attacks must be earned by accumulating small advantages, and he became the first world champion in 1886.

The hypermodern players of the 1920s showed that the center could be controlled from a distance with pieces rather than occupied with pawns. The Soviet school later dominated for decades through deep preparation and study. In 1997 the machine Deep Blue defeated the world champion, and today engines far exceed human strength, reshaping how the game is learned.

The world champions

The lineage of the classical title

The classical world championship has passed through a small and storied line of players since it was first contested in 1886.

  • Wilhelm Steinitz (1886 to 1894), the first champion and father of positional play.
  • Emanuel Lasker (1894 to 1921), who held the title longer than anyone, twenty seven years.
  • Jose Raul Capablanca (1921 to 1927), famed for an almost flawless natural style.
  • Alexander Alekhine (1927 to 1935, 1937 to 1946), a fierce attacking genius.
  • Max Euwe (1935 to 1937), the Dutch champion and later chess administrator.
  • Mikhail Botvinnik, the patriarch of the Soviet school, champion across three reigns from 1948.
  • Vasily Smyslov, Mikhail Tal, Tigran Petrosian, and Boris Spassky, the great Soviet champions of the 1950s and 1960s.
  • Bobby Fischer (1972 to 1975), the American who broke the Soviet grip in a legendary match.
  • Anatoly Karpov and Garry Kasparov, rivals whose battles defined the 1980s and 1990s.
  • Vladimir Kramnik and Viswanathan Anand, who carried the title into the new century.
  • Magnus Carlsen (2013 to 2023), widely regarded among the greatest of all time.
  • Ding Liren (2023), China's first champion, followed by Gukesh Dommaraju (2024), the youngest ever.

How the engine thinks

A look under the hood of this app

The opponent in this app is a classical chess engine. On each turn it builds a tree of possible moves, replies, and counter replies, then scores the positions at the bottom of the tree. It assumes both sides play their best and chooses the move that leads to the best guaranteed outcome.

To score a position it counts material and adds bonuses from piece square tables, small maps that reward knights in the center, rooks on open files, and a king that is tucked away in the opening but active in the endgame. A technique called alpha beta pruning lets it ignore branches that cannot change the result, so it searches far deeper than brute force would allow.

The three strengths differ in how deep they look and how much randomness they allow. Casual plays quickly and forgives a lot, Club plays solid principled chess, and Master searches deeper and adds a capture only search at the end so it rarely walks into a simple tactic.

How to improve

A practical training plan
  • Solve tactics every day. The fastest way to gain rating points is to sharpen your pattern recognition on puzzles.
  • Play longer games and take time to calculate. Speed chess is fun, but slow chess builds real skill.
  • Review your losses. Find the moment the game turned and understand why. Your mistakes are your best teachers.
  • Learn a few openings well rather than many openings poorly. Understand the plans, not just the moves.
  • Study basic endgames. Knowing how to convert means your hard work in the middlegame is never wasted.
  • Play opponents slightly stronger than you. You learn more from a hard fought loss than an easy win.

Attacking the king

Turning pressure into checkmate

An attack on the king is the most decisive plan in chess, because it can win regardless of material. Successful attacks are rarely improvised. They are prepared by bringing more attackers to the scene than the defender can answer.

  • Open lines. An attack needs roads. Trade or push pawns to open files and diagonals toward the enemy king.
  • Bring up the reserves. Count your attackers and the defenders. You usually need a local majority of force around the king.
  • The pawn storm. When kings castle on opposite sides, push your pawns at the enemy king without fear, since your own king is safe on the other wing.
  • Sacrifice to open the door. A well timed sacrifice on h7, f7, or g7 can tear away the pawn shield and expose the king to the heavy pieces.
  • Do not attack with one piece. A lone queen is easily repelled. Coordinate at least two or three pieces before you strike.

Defense and counterattack

Holding the line and hitting back

Defense is a skill as deep as attack, and the ability to hold difficult positions wins many points. The first rule of defense is to stay calm and look for the opponent's real threat before reacting to shadows.

  • Find the threat. Before every move, ask what your opponent wants to do. Most blunders come from missing a simple one move threat.
  • Trade attackers. Exchanging the opponent's most dangerous attacking piece often defuses an entire assault.
  • Return material. Giving back some of an extra pawn or piece to blunt an attack is often the cleanest path to safety.
  • Counterattack in the center. The classic answer to a wing attack is a strike in the center, which can cut the attacking pieces off from their king.
  • Create a fortress. In some endings the weaker side can build a position the opponent simply cannot break, securing a draw against extra material.

How to calculate

Seeing ahead with discipline

Calculation is the art of looking ahead accurately. It is not about seeing twenty moves deep, but about checking the right forcing moves to a clear conclusion. A simple method keeps your calculation honest.

  • List the candidate moves. Identify the two or three moves worth considering before diving into any of them.
  • Look at forcing moves first. Checks, captures, and threats narrow the opponent's replies and are easiest to calculate.
  • Calculate one line to the end before switching to another, so you do not lose your place and mix variations.
  • Visualize the final position and judge it. A long line is useless if you cannot evaluate where it lands.
  • Check for the opponent's resources, especially in between moves and surprising defenses, before you commit.

Blunder checking

The habit that saves the most points

More games are lost to one move blunders than to deep strategic errors. Building a simple safety check into your routine will gain you more rating than almost any other single habit.

  • Before you move, sit on your hands. Decide on the move, then pause and look again before touching a piece.
  • Ask if the move hangs anything. Is the piece you are moving, or the square it leaves, suddenly undefended?
  • Check every enemy check, capture, and threat that your move allows in reply.
  • Watch your back rank. Make luft, a small escape square for the king, before the back rank becomes fatal.
  • Slow down at critical moments. Spend your time where the position changes character, not on routine moves.

Knights versus bishops

Choosing the right minor piece

Knights and bishops are worth about the same, but they thrive in opposite conditions. Knowing which to keep and which to trade is a hallmark of strong positional play.

  • Bishops love open positions with pawns on both wings, where their long range reaches across the board.
  • Knights love closed positions with locked pawn chains, where their ability to hop over obstacles is priceless.
  • A knight needs a home. A knight on a strong central outpost can outshine any bishop.
  • The bishop pair is a lasting edge in open positions, worth roughly half a pawn, because the two bishops cover every square.
  • Trade your bad bishop, the one blocked by your own pawns, for a good enemy knight whenever you can.

The art of the exchange

When to trade and when to keep

Every capture is a decision about which pieces remain. Trading is not neutral. The right exchanges steer the game toward the structure that favors you.

  • Trade when ahead in material to simplify toward a winning endgame and reduce the opponent's chances.
  • Avoid trades when behind. Keep pieces on the board so you retain practical chances to attack or swindle.
  • Trade off the opponent's best piece, especially a strong attacker or a well placed knight on an outpost.
  • Trade to relieve a cramped position. The side with less space benefits from fewer pieces and more room.
  • Do not trade your good pieces for the opponent's bad ones. Each exchange should improve your relative standing.

Sacrifices, real and sham

Giving up material on purpose

A sacrifice gives up material for something more valuable. There are two kinds, and telling them apart is essential before you take the plunge.

A sham sacrifice is really an investment. You can calculate a forced sequence that wins the material back with interest, or delivers mate. These are simply tactics and should be checked to the end.

A real sacrifice gives up material for long term, hard to measure compensation, such as a lasting attack, a dominant piece, or shattered enemy pawns. These require judgment, not just calculation, and are the deepest expression of chess understanding.

Opposite colored bishops

The great equalizer and the great amplifier

When each side has one bishop and they travel on different colors, strange things happen. In the endgame these positions are famously drawish, because each bishop guards squares the other can never touch, so even an extra pawn or two often cannot break through.

In the middlegame the same imbalance favors the attacker. The attacking bishop operates on a color the defender cannot contest, so an attack with opposite colored bishops on the board can feel like playing with an extra piece. The rule of thumb: opposite bishops favor the defender in the endgame and the attacker in the middlegame.

Drawing techniques

How to save a half point
  • Perpetual check. When losing, look for a sequence of checks the opponent cannot escape, forcing a draw by repetition.
  • The fortress. Build a structure the stronger side cannot break, then simply hold it move after move.
  • Stalemate tricks. When you have almost nothing, give away your last pieces to leave yourself with no legal move and steal a draw.
  • The wrong bishop. A rook pawn with a bishop that does not control the promotion square is a famous theoretical draw.
  • Threefold repetition. Repeat the position three times when you cannot make progress and claim the half point.

Pawn breaks and central tension

The levers that open the position

A pawn break is a pawn advance that challenges an enemy pawn and threatens to open lines. Breaks are the levers that transform a static position into a dynamic one, and knowing the right break is often the whole plan.

  • Identify the break your structure calls for, such as c5 against a center, f5 in the King's Indian, or d5 in many open games.
  • Prepare it fully. Support the break with pieces and pawns before you play it, or it simply loses a pawn.
  • Hold the tension. Do not rush to capture. Keeping the central pawns facing each other often gives you more options than the opponent.
  • Open lines toward your target. Time the break so the files and diagonals it opens point at the enemy weakness or king.

Types of center

Reading the heart of the board
  • Open center. Few or no central pawns. Development and king safety matter most, and bishops and rooks dominate.
  • Closed center. Locked pawn chains. The game shifts to the wings, knights shine, and maneuvering rules.
  • Fixed center. Central pawns are blocked but not chained. Play revolves around the squares and files they create.
  • Dynamic or mobile center. One side has a pawn duo that can advance. The owner must use it before it becomes a target.
  • The small center. A modest setup of one central pawn, flexible and hard to attack, common in the Sicilian.

The initiative

The right to make the threats

The initiative is the ability to create threats and force the opponent to respond rather than carry out their own ideas. It is a real advantage even without extra material, because the defender is always a step behind.

Seize the initiative with forcing moves that improve your position while demanding answers. Develop with threats, open lines toward weaknesses, and never give the opponent a free moment to untangle. In sharp positions the initiative can be worth a pawn or more, and losing it can mean losing the thread of the game entirely.

Titles and ratings

How chess measures strength

Chess strength is measured by the Elo rating system, named for the physicist Arpad Elo. Players gain points by beating higher rated opponents and lose points to lower rated ones, so a rating reflects results against the field.

  • Beginner to club level usually falls below about 1600.
  • Strong club players reach roughly 1800 to 2000.
  • Experts and candidate masters live around 2000 to 2200.
  • The international titles, from FIDE Master to International Master to Grandmaster, are earned with norms and ratings above 2300, 2400, and 2500.
  • The world elite sit above 2700, a group informally called the super grandmasters.

Chess variants

The same pieces, new rules
  • Chess960, also called Fischer Random, shuffles the back rank starting position to reward understanding over memorized theory.
  • Bughouse, a four player team game where captured pieces are passed to a partner to drop on their own board.
  • Crazyhouse, a one board version where you may drop captured enemy pieces back as your own.
  • King of the hill, where marching your king to one of the four central squares wins the game.
  • Three check, where giving check three times, rather than checkmate, is the goal.

Building a repertoire

Choosing what to play

A repertoire is the set of openings you choose to meet each situation. You need a plan for White and answers to the main first moves as Black. The goal is not to memorize everything, but to reach positions you understand and enjoy.

  • Pick one first move as White and learn it well rather than dabbling in many.
  • Prepare a defense to e4 and to d4 as Black, ideally ones with related ideas to cut down on study.
  • Learn the plans, not just the moves. Knowing why a move is played lets you handle the surprises your opponents will throw at you.
  • Grow your repertoire slowly, adding new lines only after you understand the ones you already play.

Studying with an engine

A coach that never tires

Modern engines are far stronger than any human, which makes them powerful study partners when used wisely. The trap is leaning on the evaluation number without understanding the reasons behind it.

  • Analyze your own games first without the engine, then turn it on to check your conclusions.
  • Ask why, not just what. When the engine suggests a move, try to find the human reason it works.
  • Study the engine's plans in the opening, but trust your understanding of the resulting middlegames.
  • Do not memorize blindly. An engine line you cannot understand will collapse the moment your opponent leaves it.

Time management at the board

Spending your clock wisely
  • Play the opening briskly, using your preparation so you save time for the hard decisions ahead.
  • Invest time at critical moments, the points where the character of the position is about to change.
  • Avoid time trouble, which turns even winning positions into lotteries decided by the falling flag.
  • Keep a buffer, a small reserve of minutes for the complications that always seem to arrive near the time control.
  • If short on time, make safe, solid moves and avoid sharp lines you cannot calculate to the end.

Paul Morphy

The pride and sorrow of chess

The American prodigy of the mid nineteenth century played with a clarity that was a century ahead of his time. Morphy understood that rapid development and open lines were worth far more than pawns, and he punished opponents who left their kings in the center.

His Opera Game, played casually during a performance in Paris, remains the perfect teaching example of these ideas. Morphy retired from chess young and his later life was troubled, which gave him the wistful nickname the pride and sorrow of chess.

Wilhelm Steinitz

The first world champion

Steinitz won the first official world championship in 1886 and held it for eight years. More than a champion, he was a thinker who founded the modern positional school, replacing the wild attacks of the romantic era with a theory of accumulating small, lasting advantages.

He taught that an attack should only be launched when justified by the position, and that a sound defense could repel even the fiercest assault. His ideas form the bedrock of how chess is understood to this day.

Emanuel Lasker

Champion for twenty seven years

Lasker held the world title from 1894 to 1921, longer than anyone before or since. A mathematician and philosopher, he was famous for a practical, fighting style that took the opponent into account as much as the position.

He was willing to play objectively inferior moves if they posed the greatest practical problems for a particular adversary, a deeply human approach that frustrated more dogmatic rivals and kept him at the summit for a generation.

Jose Raul Capablanca

The chess machine

The Cuban champion played with an effortless natural clarity that earned him the nickname the chess machine. He rarely calculated long variations, relying instead on a flawless sense of position and a legendary endgame technique.

Capablanca went years without losing a single game and made the hardest positions look simple. To study his games is to learn how to win with the smallest of advantages and how to make chess look easy.

Alexander Alekhine

The attacking artist

Alekhine took the title from Capablanca in 1927 through ferocious preparation and a gift for complications. Where Capablanca sought simplicity, Alekhine created storms of tactics, weaving deep combinations from seemingly quiet positions.

He is the only champion to die while holding the title, in 1946. His best games are dazzling demonstrations of how to convert energy and imagination into a winning attack.

Mikhail Botvinnik

The patriarch of the Soviet school

Botvinnik dominated chess for much of the middle of the twentieth century and founded the disciplined, scientific approach that defined the Soviet school for decades. He treated chess as serious research, with deep opening preparation and rigorous self analysis.

Just as important, he trained the next generations. Future champions including Karpov, Kasparov, and Kramnik all passed through his famous chess school, extending his influence far beyond his own games.

Mikhail Tal

The magician from Riga

Tal played the most thrilling attacking chess the world had seen, sacrificing material with abandon to drag opponents into a jungle of complications where no one could calculate everything. He became the youngest world champion of his era in 1960.

He once said that he would lead his opponent into a deep dark forest where two plus two equals five and the only way out was wide enough for one. His games remain a celebration of imagination and courage.

Bobby Fischer

The lone American genius

Fischer's run to the 1972 world championship was one of the great sporting feats of the century, breaking decades of Soviet dominance almost single handed. His play combined crystal clear logic with relentless will, and his opening preparation was years ahead of its peers.

His match against Boris Spassky, played at the height of the Cold War, made chess front page news around the world. Fischer's perfectionism and uncompromising standards reshaped how the game was played and presented.

Karpov and Kasparov

The greatest rivalry

Anatoly Karpov, champion from 1975, was the master of the small advantage, slowly squeezing opponents with a python like positional grip. Garry Kasparov, who took the title in 1985, was a dynamic, aggressive force of nature with unmatched energy and preparation.

Their five world championship matches in the 1980s, hundreds of games of the highest quality, defined an era and pushed the understanding of chess to new heights. Kasparov went on to hold the top rating for two decades.

Magnus Carlsen

The modern great

The Norwegian became world champion in 2013 and is widely regarded as one of the strongest players in history. Carlsen is famous for winning seemingly drawn positions, grinding tiny advantages for dozens of moves until his opponents finally crack.

Equally at home in classical, rapid, and blitz, he has reached the highest rating ever recorded. His universal style, comfortable in any kind of position, has set the standard for the engine era.

Chess and computers

From Deep Blue to neural networks

For decades, beating the world champion was a grand challenge for artificial intelligence. In 1997 the IBM machine Deep Blue defeated Garry Kasparov in a match, a landmark moment that proved brute force search combined with chess knowledge could surpass the best human.

Modern engines are far stronger still. A new generation that learns by playing millions of games against itself, using neural networks, plays with a creativity that has changed human opening theory and revealed that some long dismissed ideas were sound all along.

The draw, in detail

Every path to a split point
  • Agreement. Both players may simply agree to a draw, often in a balanced or sterile position.
  • Stalemate. The side to move has no legal move and is not in check.
  • Threefold repetition. The same position, with the same player to move and the same possibilities, occurs three times.
  • The fifty move rule. Fifty moves pass with no capture and no pawn move.
  • Insufficient material. Neither side has the force to deliver checkmate, such as king versus king.
  • The seventy five move and fivefold rules, which force a draw automatically even without a claim.

Famous combinations

Ideas that echo through history

Some tactical ideas appear so often they carry names and stories. Studying them trains your eye to see the same shapes in your own games.

  • The Greek gift. A bishop sacrifice on h7 or h2 to expose the castled king, followed by a knight and queen attack.
  • The windmill. A see saw of discovered checks that strips the board of enemy material, immortalized in Torre versus Lasker.
  • The queen sacrifice for mate, as in the Opera Game, where giving up the most powerful piece forces an unstoppable finish.
  • The back rank combination, exploiting a king trapped behind its own pawns with a deflection or overload.
  • The double bishop sacrifice, demolishing the kingside pawns with both bishops in succession.

Reading a position quickly

A grandmaster's first glance

Strong players take in a position almost instantly, not by calculating but by recognizing familiar features. With practice you can train the same quick read by always scanning the same handful of things first.

  • King safety for both sides, since the more exposed king usually points to where the game will be decided.
  • Loose pieces, any undefended unit that a tactic might suddenly hit.
  • Open lines and the pieces that control them, especially rooks and bishops aimed at the enemy camp.
  • Pawn weaknesses, the fixed targets that long term plans are built around.
  • The worst placed piece on each side, since improving yours and exploiting theirs is often the plan.

Why study the classics

Old games, timeless lessons

It can seem strange to study games played over a century ago when engines have rewritten so much theory. Yet the classics remain the best teachers of ideas, because the masters of the past faced clearer problems and solved them in ways that are easy to understand.

A modern engine game can be a fog of computer moves no human fully grasps. A Morphy or Capablanca game shows a single clear idea carried out to perfection. Learn the ideas from the classics, then sharpen them with the engine. That is how understanding is built.

Choosing your first move

The philosophy behind e4 and d4

The two great first moves, e4 and d4, reflect different temperaments. Pushing the king pawn opens lines for the bishop and queen at once and tends to lead to open, tactical games where development and initiative rule.

Pushing the queen pawn supports a slower, more strategic battle, where pawn structure and maneuvering often matter more than early fireworks. Neither is better. The right choice is the one that leads to positions you understand and enjoy playing.

The weak f7 and f2 squares

The softest spot in the opening

At the start of the game, f7 for Black and f2 for White are defended only by the king. That single fact explains a huge share of opening traps and early attacks, from the Scholar's Mate to the Fried Liver.

Bishops on c4 and c5, knights leaping to g5 or g4, and queens swinging to h5 or h4 all target these squares. Until you castle and bring a rook or another piece to guard f7, treat it as the front door to your position and keep it locked.

Defending the four move mate

Never lose to it twice

The Scholar's Mate threatens checkmate on f7 with an early queen and bishop. It works only against a defender who does not see it, and it is easy to stop while developing healthily.

  • Meet an early queen sortie with development. A move like Nf6 or g6 hits the queen and gains time.
  • Defend f7 naturally. Knights to f6 and pieces to e7 or g6 cover the weak square without contortions.
  • Do not panic. Chasing the early queen with developing moves leaves the attacker behind, exactly the punishment the rules of the opening predict.

Isolated queen pawn

A weakness and a weapon

An isolated queen pawn, a d pawn with no neighbors on the c or e files, is one of the most studied structures in chess because it cuts both ways. The side that owns it gets open lines, active pieces, and the square in front of the pawn for a knight, along with attacking chances.

The side that plays against it aims to blockade the pawn with a knight, trade off the attacking pieces, and reach an endgame where the lonely pawn is simply a target. The struggle between dynamic activity and static weakness defines countless openings.

The Maróczy bind and the hedgehog

Two famous structures

The Maróczy bind is a pawn formation, usually with white pawns on c4 and e4, that clamps down on the d5 break and gives White a lasting space advantage. The bound side must be patient and look for the right moment to free the position.

The hedgehog is the answer many players choose, a compact setup with black pawns on a6, b6, d6, and e6 that looks passive but bristles with coiled energy. The hedgehog waits, absorbs pressure, and strikes with a sudden b5 or d5 break when the moment is right.

Queen versus pawn endgame

Stopping a runner on the seventh

A queen normally beats a lone pawn, but a pawn one step from promotion can draw if it is a rook pawn or a bishop pawn, because the defending king finds a stalemate hideout in the corner.

The winning method against a central or knight pawn is a pretty maneuver: check the king, then force it in front of its own pawn, which costs the defender a tempo. Repeat, and the attacking king walks closer each time until it is near enough to help win the pawn.

Minor piece endgames

Knights, bishops, and the tricky mates
  • Bishop and knight mate. The hardest basic checkmate, requiring the king to be driven into a corner of the bishop's color in a precise dance.
  • Two knights cannot force mate against a lone king, though they can win if the defender has an extra pawn that removes the stalemate defense.
  • Same colored bishops often produce sharp, decisive endings where a single tempo or weak pawn matters enormously.
  • Knight endings resemble pawn endings, because the knight is a short range piece and the king's activity is decisive.

Rook versus minor piece

When the exchange decides

A rook is worth about two points more than a bishop or knight, so being up the exchange is usually winning. But the defending side is not helpless, especially when the minor piece has a secure post and the pawns are blocked.

Rook versus bishop with no pawns is a draw, and rook versus knight is almost always a draw, though the knight can stray too far from its king and be trapped. With pawns on the board, the extra material of the rook tends to tell, but technique and king activity remain essential.

Zugzwang in practice

When having to move is a curse

In most of chess, having the move is an advantage. In zugzwang, it is a disaster, because every available move worsens the position. Zugzwang appears most often in endgames, where the board is quiet enough that a single forced concession decides the game.

The classic example is the king and pawn ending, where the side forced to move must give way and surrender the key squares. Recognizing when your opponent is in zugzwang, or steering toward it, is a mark of real endgame skill.

Color complexes

Light squares and dark squares

Every square is either light or dark, and weaknesses tend to come in colors. If a player loses control of the dark squares around their king, for example by trading the dark squared bishop and advancing the wrong pawns, an enemy queen or bishop can roam those squares unopposed.

Thinking in color complexes helps you spot long term weaknesses and plan around them. Keep the bishop that guards the color of the squares near your king, and aim your pieces at the color your opponent can no longer defend.

Tournament formats

How events are organized
  • Round robin. Every player faces every other once, the fairest format, used for elite invitationals.
  • Swiss system. Players with similar scores are paired each round, letting large fields play a reasonable number of games to find a clear winner.
  • Knockout. Short matches eliminate the loser, dramatic and fast but harsh on a single bad day.
  • Match play. Two players contest a fixed number of games, the traditional format for the world championship.
  • Team events, such as the Chess Olympiad, where nations field boards and the combined scores decide the result.

Other ways to play

Beyond the standard board
  • Correspondence chess, played by mail or server over days per move, where deep analysis and the use of references were long part of the tradition.
  • Blindfold chess, played without sight of the board, a stunning feat of visualization that masters can sustain over many simultaneous games.
  • Simultaneous exhibitions, where one strong player takes on dozens of opponents at once, walking from board to board.
  • Online chess, which has brought millions to the game and made fast time controls and streaming a central part of modern chess culture.

Studies and compositions

Chess as an art form

An endgame study is a composed position, not from a real game, where one side must find a unique and often beautiful path to win or draw. Studies distill the magic of chess into a single puzzle and have been crafted by artists for centuries.

Solving studies sharpens calculation and reveals ideas that rarely appear in ordinary play: quiet moves, surprising sacrifices, stalemate traps, and underpromotions. They remind us that beneath the competition, chess is also a thing of beauty.

Piece coordination

The whole greater than its parts

A position is not just a collection of pieces but a team that must work together. Coordinated pieces defend one another, control overlapping squares, and combine their force on a single target. Uncoordinated pieces, however active they look, are vulnerable to tactics.

  • Aim your pieces at a common target, so their power adds up rather than scattering across the board.
  • Keep pieces defended. A loose piece is the seed of most combinations against you.
  • Improve the worst piece first. A team is only as strong as its least active member.
  • Harmonize pawns and pieces, so your pawns open lines for your pieces rather than blocking them.

Two weaknesses

The principle that converts an edge

A single weakness in the enemy camp is often defensible, because the defender can tie a piece to it and hold. The principle of two weaknesses says that to win, you usually need to open a second front, stretching the defense until it snaps.

Probe on one side to fix a target, then switch your attack to the other wing. The defender cannot guard both at once, and the constant need to shuttle pieces back and forth eventually loses material or allows a breakthrough.

Patience and the long game

Do not rush

Many promising positions are spoiled by impatience. The urge to force matters before the moment is ripe hands the opponent counterplay or throws away a slow, certain advantage for an uncertain attack.

Strong players improve their position one small step at a time, place every piece on its best square, and only then strike. In the endgame especially, the maxim do not hurry is golden. Take your time, deny counterplay, and let the advantage ripen until the win is simply there.

Why the center matters

The high ground of the board

A piece in the center reaches more squares than the same piece on the edge. A knight on d5 attacks eight squares, while a knight in the corner attacks just two. This simple geometry is why control of the four central squares is the great prize of the opening.

Central control gives your pieces mobility, lets you shift forces from one wing to the other, and cramps the opponent. Even hypermodern openings that let the opponent occupy the center do so only to attack and dominate it later. The center is always the question, even when the answer is indirect.

Material imbalances

When the pieces do not match
  • Rook versus two minor pieces. Two minors usually outgun a rook in the middlegame, where their combined activity tells, while the rook prefers open endgames.
  • Queen versus rook and minor piece. Roughly balanced, with the queen favoring open positions and loose targets, the pieces favoring coordination.
  • Three pawns for a piece. Often fine if the pawns are connected and mobile, dangerous for the piece's owner if they start to roll.
  • The exchange sacrifice. Giving a rook for a minor piece to win a key square, kill a strong defender, or seize the initiative is a hallmark of mature play.

Same side and opposite side castling

Where the kings live changes everything

When both kings castle on the same side, pawn storms are risky because advancing pawns also expose your own king. The play tends to be piece driven and more positional, with attacks built on piece maneuvers and weak squares.

When the kings castle on opposite sides, the gloves come off. Each player hurls their pawns at the enemy king without fear, since their own king sits safely on the far wing. These races are decided by a single tempo, and calculation and speed of attack become everything.

Rook activity

The clumsy piece that craves space

Rooks are powerful but slow, and they need open lines to show their strength. A rook bottled up behind its own pawns is nearly useless, while a rook on an open file or the seventh rank can be worth far more than its nominal five points.

  • Seek open files, and double rooks on them to multiply their pressure.
  • Occupy the seventh rank, where rooks attack pawns and cut off the enemy king.
  • Use rook lifts, swinging a rook along the third or fourth rank to join a kingside attack.
  • Keep rooks active in endings, since a passive rook tied to defense usually means a lost game.

The king in the endgame

From liability to hero

In the opening and middlegame the king hides, because it is fragile and the board is full of attackers. Once the queens and most pieces are gone, the danger passes and the king transforms into a strong fighting piece worth roughly four points in attacking power.

An active king supports its own pawns, attacks the enemy's, and controls key squares. In king and pawn endings, the side whose king reaches the center and the key squares first usually wins. The instruction is simple: when the dust settles, march your king toward the action.

The candidate move method

A framework for finding moves

The grandmaster Alexander Kotov taught a disciplined way to think: rather than drift among variations, first list the candidate moves, the handful of reasonable options, and then examine each one in turn without jumping back and forth.

The method keeps your thinking organized and stops you from wasting time recalculating the same lines. In practice few players follow it rigidly, but the core idea is invaluable: name your options before you analyze them, so you do not overlook the best move while obsessing over the obvious one.

The seven deadly sins

Habits that quietly cost games
  • Moving too fast at critical moments and missing a simple resource.
  • Greed, grabbing material while ignoring development and king safety.
  • Passivity, sitting and waiting instead of seizing the initiative.
  • Ignoring the opponent's threats while pursuing your own plan.
  • Playing without a plan, shuffling pieces with no goal in mind.
  • Panic, overreacting to a threat that a calm look would defuse.
  • Pride, refusing to simplify or accept a draw when the position demands it.

Converting a winning position

The hardest part of chess

Many players reach winning positions and then let them slip. Conversion is a skill in its own right, and it rests on calmness rather than brilliance. When you are winning, the goal shifts from creating chances to denying them.

  • Trade pieces, not pawns, to head toward a simple, clearly winning endgame.
  • Remove counterplay first. A small extra precaution beats a flashy but risky finish.
  • Keep it simple. The cleanest path to the win is usually the best, even if a sharper one exists.
  • Stay alert to the end. Most thrown away wins come from relaxing one move too soon.

Defending lost positions

The will to fight on

Even clearly worse positions are rarely beyond hope. The defender's task is to make the win as hard as possible, setting problems on every move and waiting for the chance to swindle or build a fortress. Many points are saved by sheer stubbornness.

Keep pieces active, create threats wherever you can, and steer toward positions with known drawing resources, such as opposite colored bishops or a rook pawn. Above all, do not give up. The opponent must prove the win move by move, and even strong players go wrong under pressure.

Reading the whole board

Do not get tunnel vision

A common error is to focus so hard on one part of the board, often the side where you are attacking, that you miss what is happening elsewhere. Tactics frequently strike from the quiet wing, the rook or bishop you forgot about.

Before each move, let your eye sweep the entire board. Check both kings, scan all your pieces and your opponent's, and ask whether any quiet looking unit is actually loaded with energy. Many blunders are simply failures to look at the other half of the board.

Practical decisions

Chess is played by humans

Over the board, the objectively best move is not always the most practical one. With a clock ticking and an opponent who can also err, the wisest choice often weighs human factors as much as pure analysis.

  • Pose problems. A move that forces the opponent to find a hard reply is worth more than a passive best move.
  • Manage risk. When ahead, reduce sharpness. When behind, raise it and complicate.
  • Mind the clock. A good move played quickly can be better than a perfect move that leaves you in time trouble.
  • Know your opponent. Steer toward the kinds of positions they handle worst.

A balanced study routine

How to spend your practice time
  • Tactics daily, the single highest return activity for players still improving.
  • Play slow games, then analyze them honestly to find where your thinking broke down.
  • Study endgames, a little at a time, since the knowledge never goes out of date.
  • Learn from master games, ideally annotated, to absorb plans and ideas.
  • Keep openings in proportion. Understand your systems, but do not let memorization crowd out real skill.

The endgame is the foundation

Why champions start at the end

It can seem odd to study the endgame, the part of the game you reach last, before the opening. Yet the great teacher Capablanca advised exactly that. Endgame knowledge tells you which middlegames are worth steering toward and which exchanges lead to a win.

Without it, you might trade into an ending you do not know how to win, or avoid a simplification that was your easiest path to victory. The endgame is where the value of every pawn and every square becomes concrete, and that clarity flows backward into every earlier phase of the game.

Putting it all together

From rules to understanding

Chess is learned in layers. First the moves, then the basic tactics, then the principles of the opening and the endgame, and finally the strategic ideas that tie everything together. No one masters it all at once, and even the world champions are still learning.

The path is the same for everyone: play, study, lose, understand why, and play again. Every game on this board, against the engine or a friend, every puzzle solved, every opening explored, and every classic replayed adds another small piece to your understanding. Keep going, and enjoy the journey. That is the real secret of chess.

The touch move rule explained

The most important courtesy in chess

In serious chess, touch move is the law. If you deliberately touch one of your own pieces, you must move it if any legal move exists. If you touch an enemy piece, you must capture it when a legal capture is available. Once you release a piece on a new square, the move is final.

If you only want to straighten a piece on its square, announce it first by saying adjust, or the French I adjust, before touching it. The rule sounds strict, but it keeps the game fair and trains the discipline of deciding fully before reaching out a hand.

Great tournaments

The stages of chess history
  • London 1851, the first international tournament, won by Adolf Anderssen in the romantic era.
  • Hastings 1895, a legendary gathering of the era's giants, won by the young American Harry Pillsbury.
  • AVRO 1938, a double round event of the eight best players in the world, a peak of pre war chess.
  • The Candidates Tournament, held to this day, which decides the challenger for the world championship.
  • The Chess Olympiad, the great team event where nations compete every two years across many boards.

Chess in culture

A game woven into the world

For more than a thousand years chess has been a mirror for war, politics, art, and the mind. It appears in medieval poetry, in the paintings of the masters, and in the philosophy of cultures across Europe, Asia, and the Middle East, where the game spread along the great trade routes.

In the modern age chess has surged into popular culture through films, novels, and streaming, introducing the royal game to millions of new players. Through every era its appeal is the same: a small board of sixty four squares that contains a universe of ideas, open to anyone willing to learn.

A getting started checklist

Your first steps as a player
  • Learn how every piece moves and the special rules of castling, en passant, and promotion.
  • Memorize the piece values so you can judge whether a trade is good for you.
  • Follow the opening principles: take the center, develop your pieces, and castle early.
  • Always ask what your opponent threatens before you choose your own move.
  • Solve a few tactics every day to sharpen your eye for forks, pins, and mates.
  • Play full games and review them, learning a little from every win and every loss.

About this engine

What you are playing against

Everything here runs in your browser, with no server and no account. The opponent is a complete chess engine with full rules, including castling, en passant, promotion, and every way a game can be drawn. It searches ahead with alpha beta pruning and judges positions with material and piece square tables.

Choose Casual for a friendly game, Club for a solid principled opponent, or Master for the deepest search this engine offers. Switch to two player mode to play a friend across the same board, load a puzzle to train, set up an opening to explore, or replay a classic to learn. The whole world of chess, in one page.

Reading the evaluation bar

What the number beside the board means

The eval bar along the side of the board shows who the engine thinks is better, and by how much. A reading of zero means the position is balanced. A positive number favors White and a negative one favors Black, measured in pawns, so plus one means White stands about a pawn ahead.

Use it as a guide, not gospel. A small edge of half a pawn is often nothing in practice, while a swing of three or more usually signals a decisive advantage. Watching the bar move as you play is one of the fastest ways to feel which moves help and which quietly throw away your position.

Writing down your moves

Keeping a record of the game

In tournaments players write down every move, a record called the score sheet, using the same algebraic notation shown in the move list here. Keeping score lets you claim draws by repetition or the fifty move rule, settle disputes, and most valuable of all, review your games afterward.

The habit pays off long after the game ends. A saved game can be replayed, analyzed, and learned from, turning every contest into a lesson. This app keeps the score for you and lets you copy it as a PGN, the standard format that any chess program can read.

Glossary

The language of chess

Opening Theory

Know your first moves

The named openings that shape almost every game, with their main lines and the ideas behind them. Set any opening up on the board to feel how the pieces flow.

Immortal Games

Replay the classics

Brilliancies that have echoed for over a century. Load one onto the board and step through it move by move with the navigation controls.

Chess

Engine · Tactics · Mastery

tap anywhere to enter