COURSE LESSON
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Preparing your chess lesson.
COURSE LESSON
Preparing your chess lesson.
Rules and Game Outcomes LESSON 13
Put the rules together, replay a complete short game, and practise playing both sides from the starting position.
So far, we've looked at the board, how the pieces move, checks and checkmate, draws, castling and those slightly unusual pawn moves. It can feel like quite a lot to remember.
But you don't need to remember everything perfectly before you play. The best way to make the rules feel familiar is to actually play a game.
This chapter brings everything together. First, we'll follow a complete (and rather speedy) game. Then you'll have a board where you can play both sides, perhaps taking turns with a friend or family member.
Set up the pieces in their usual starting positions. Before anybody moves, check these four things:
You can choose colours however you like for a friendly game. If you're using a physical board, the person playing White sits with the white pieces closest to them.
You make one legal move, then it's the other player's turn. A capture still takes one turn. Castling moves a king and rook together, but counts as one move. A promotion happens as part of the pawn's move, not on a separate turn.
A useful little routine is:
You never actually capture a king. A game ends in checkmate when the player to move is in check and has no legal way out. A game can also end in a draw, such as stalemate, or when a player resigns. An agreed draw is also possible.
Let's follow a very short game from the normal starting position. One player overlooks a threat, and the other delivers checkmate. This is an example of how a game can end, not an opening plan you need to copy. Most games last much longer!
Use Next move to watch each turn. At any point, you can go back and replay it. Notice whose turn it is, which piece moved, and how the final move ends the game.
Guided game · Move 0 of 7
White to move · Starting position
Look at the starting position. White always goes first.
Moves will appear here as you replay the game.
Black developed a knight, which often makes sense. But in this particular position the move ignored White's immediate threat against f7. After the queen captured on f7, Black was in check and had no legal escape.
Moving your queen out this early is not a plan to rely on. An alert opponent can defend, and your queen may become a target. The lesson here is to notice threats — both your own and your opponent's — rather than simply memorise the moves.
Here is a full board starting from the usual position. It works as a two-player practice board: take a turn for White, then a turn for Black. It does not play against you or choose an opponent's moves.
You can click a piece and then a highlighted destination. You can also pick a legal move from the list underneath the board if you prefer using a keyboard. The board will prevent illegal moves and offer promotion choices when a pawn reaches the final rank.
For your first game, you could take turns with somebody else. If you're on your own, try playing both colours and asking what each side could do next.
Practice · two players
White to move. · 0 half-moves played.
Choose a piece and then a highlighted square, or choose a move from the list.
Moves: No moves yet.
Don't worry about winning straight away. See whether you can:
Promotion and en passant may not happen in every game, and that's perfectly normal. You already know the rules if they do come up.
A game doesn't finish because somebody takes the queen, or because one player has only their king left. Remember these common endings:
If you're not sure whether a position is finished, ask two questions: Is the king in check? Does the player whose turn it is have any legal move? Those answers are often enough to tell checkmate from stalemate.
Ready to bring everything together? Try the questions below. Then play another game whenever you feel like it.
Chapter 13 knowledge check