Chess Moves - Extensive Insight To The Jump Chess Move Delivering Online Chess To The World The Jump Chess Move In chess, the knight is the only piece that may jump pieces, provided that the destination square must be either empty or occupied by one of the opposing pieces. The knight is considered to be one of the most unique chess pieces you have to play with. This horse-like piece can move in strange L shapes and is the only chess piece that is allowed to jump over other chess pieces according to official chess rules. The knight's movement is rather different from other pieces as it moves in an L shape; either 2 squares forward, backward, left, or right and then 1 square left or right. This special jumping feature can make the knight a very useful chess piece, especially at the start of the game. The king has a small range of movement and may move only 1 square in any direction so long as it move doesn’t leave the moving side in check and the destination square isn’t currently occupied by a friendly piece. The king is not allowed to jump. Although the queen is a lot more mobile, she may not jump any pieces like the knight piece can. However, she may slide any number of squares in any direction.

The queen’s destination square can either be empty or occupied by one of the opponent’s piece. The move mustn’t leave the moving side’s King in check. The rook has quite a wide range and may slide any number of squares either horizontally or vertically but may not jump pieces. As usual, the destination square must be either empty or occupied by an opposing piece. None of the rook’s moves must leave the moving side in check. The bishop piece may slide any number of squares in a diagonal direction but may not jump pieces. The destination square must be empty or occupied by an opposing piece. The move must not leave the moving side in check. The chess pawn is often in the line of fire because it may only move 1 square forward as long as its destination square is empty. The pawn may move 2 squares on its first move if there are 2 squares open, as pawns are also not allowed to jump over other pieces. The pawn can only capture a piece that is 1 square diagonally in front of it and the move mustn’t leave the moving side in check. One exception to the pawn moving rules is the en passant rule.

If you are looking for chess variant that allows for a bit more jumping, with pieces other than knights, you can always try jumping chess. In this variant, queens, rooks and bishops can choose to jump over one intervening chess piece of either color. Jumping Chess is a Chess Variant where captures are made by jumping over a piece, as in Checkers. The standard chess array is used, but in order to avoid many un-captured pieces at the edge of the board, 2 extra ranks and 2 extra files are added. Know The Chess Pieces - Beginners Chess Guide Collective Terms - Minor Pieces - The Knights and Bishops are categorized as "Minor Pieces", to reflect their worth on the Board, in relation to all the other pieces ... NOTE: Pawns, while being Chess Pieces, in form, aren't considered as either Major- or Minor Pieces ... Like your common foot-soldier, which they represent, Pawns can be likened to the man on the street - they do the fighting; they're more-expendable, in battle. But, they're NOT members of the so-called elite classes, such as the Nobles (Knights); high-ranking members of the Church (Bishops), or the Royals (Queen & King).

To avoid confusion, when referring to Chess Pieces, we're talking about Knights, Bishops, Kings, or Queens ... But NOT the Pawns ... They're just "Pawns". So, you have Pieces and you have Pawns. Now, let's have a look at the two Minor Pieces ... Knights Can Jump Obstacles At the beginning of a game of Chess, besides the Pawns, the Knights are the ONLY OTHER Chess Pieces that can be the first to move. Besides its unique L-shape pattern of movement, what makes the Knight valuable - in its Minor way - is its ability to jump over obstacles ... Depending on your perspective, a Knight, when properly used, can be a highly effective attacking unit - OR, a piece that can cause you problems, if you're the side under attack! Bishops Can Patrol Long Distances While the Bishop takes a move longer, to get into active duty; once its Diagonal path is cleared, this Minor Piece can remain at one end of the Board and cover, if available, squares right into the enemy's camp. Knights (In Summary) As already mentioned, with its ability to jump over obstacles can be a great asset.

In the above animated graphic, White's Bishop remains restricted to a relatively-short, diagonal path and, really, cannot capture that Black Pawn target (red square), as it's protected by the Black Pawn, diagonally behind. White's Knight, on the other hand, can be much more pro-active ... Making good use of its unique ability; it can jump up and left, to capture Black's undefended Pawn. However, in this mocked-up example, by doing so, Black's Knight, above it (in the graphic), will also be able to jump over the White Knight's new position, to capture White's Pawn. In such a tightly packed center, the Knight is useful as it can help to kick open these restrictive situations. Bishops (In Summary) The Bishops come into their own when there's LOTS of space on the Board, for their long-range attacking abilities to make a decisive impact. In the above animated graphic, White's Bishops Pair have guard of those two long diagonals ...

Neither of Black's Knights, or the Black King can get safely across to those two White Pawns, which can make it safely to Black's back row and, by the magic of Pawn Promotion , one - or BOTH - will be changed into a Queen, to, more-or-less, make certain of victory. Collective Terms - Major Pieces - The Rooks and Queen are your "Major Pieces", due to the "Major amount of damage" they can inflict upon the enemy - or, on the flip-side, to YOUR own army! Rook's Long-Range Power Although the Bishop, like the Rook, can attack from long-distance; the reason it's a Minor Piece is because it CANNOT trap a King on its back Rank (row). In the above animated image, White's King CANNOT get to its Pawns, because Black's advanced Rook covers all the squares of the 2nd Rank. That's one of the true powers of the Rook - to hold a King at bay, just long enough to bring in reinforcements ... From there, you may either be able to capture more Material; or, bring about victory, by "Checkmate".

In contrast, while dangerously exposed to the threat of the White Queen, Black's own King can, at least, step onto the White square and closer to its Pawns. A Bishop would have the same trouble as the Queen. But, because it's restricted to its single-colored, diagonal paths, the Bishop is less effective ... As you'll see, next - even if the Queen's diagonal attack is foiled, she can still find targets along the straights ... The Queen's Total Power The Queen's classification, as a Major Piece, is due to her combined, long-range diagonal reach of the Bishop AND the long-range reach, along the straights, that the Rooks enjoy. In one move, the Queen can simultaneously attack multiple pieces of the enemy or nip back to defend her own side. As the above animated graphic shows, White's Queen steps just one square forward and, not only puts Black's King in " Check ", but attacks BOTH of Black's Rooks, who made the mistake of sharing the Queen's diagonal paths. How to Play Chess: Rules and Basics - Chess.com Chess.com Forums Learn to Play Chess It's never too late to learn how to play chess - the most popular game in the world!

If you are totally new to the game or even want to learn all of the rules and strategies, read on! Getting Better at Chess History of Chess The origins of chess are not exactly clear, though most believe it evolved from earlier chess-like games played in India almost two thousand years ago.The game of chess we know today has been around since the 15th century where it became popular in Europe. The Goal of Chess Chess is a game played between two opponents on opposite sides of a board containing 64 squares of alternating colors. Each player has 16 pieces: 1 king, 1 queen, 2 rooks, 2 bishops, 2 knights, and 8 pawns. The goal of the game is to checkmate the other king. Checkmate happens when the king is in a position to be captured (in check) and cannot escape from capture. Starting a Game At the beginning of the game the chessboard is laid out so that each player has the white (or light) color square in the bottom right-hand side. The chess pieces are then arranged the same way each time. The second row (or rank) is filled with pawns.

The rooks go in the corners, then the knights next to them, followed by the bishops, and finally the queen, who always goes on her own matching color (white queen on white, black queen on black), and the king on the remaining square. The player with the white pieces always moves first. Therefore, players generally decide who will get to be white by chance or luck such as flipping a coin or having one player guess the color of the hidden pawn in the other player's hand. White then makes a move, followed by black, then white again, then black and so on until the end of the game. How the Pieces Move Each of the 6 different kinds of pieces moves differently. Pieces cannot move through other pieces (though the knight can jump over other pieces), and can never move onto a square with one of their own pieces. However, they can be moved to take the place of an opponent's piece which is then captured. Pieces are generally moved into positions where they can capture other pieces (by landing on their square and then replacing them), defend their own pieces in case of capture, or control important squares in the game. The King The king is the most important piece, but is one of the weakest.

The king can only move one square in any direction - up, down, to the sides, and diagonally. Click on the '>' button in the diagram below to see how the king can move around the board. The king may never move himself into check (where he could be captured). The Queen The queen is the most powerful piece. She can move in any one straight direction - forward, backward, sideways, or diagonally - as far as possible as long as she does not move through any of her own pieces. And, like with all pieces, if the queen captures an opponent's piece her move is over. Click through the diagram below to see how the queens move. Notice how the white queen captures the black queen and then the black king is forced to move. The Rook The rook may move as far as it wants, but only forward, backward, and to the sides. The rooks are particularly powerful pieces when they are protecting each other and working together! The Bishop The bishop may move as far as it wants, but only diagonally. Each bishop starts on one color (light or dark) and must always stay on that color. Bishops work well together because they cover up each other’s weaknesses.

The Knight Knights move in a very different way from the other pieces – going two squares in one direction, and then one more move at a 90 degree angle, just like the shape of an “L”. Knights are also the only pieces that can move over other pieces. The Pawn Pawns are unusual because they move and capture in different ways: they move forward, but capture diagonally. Pawns can only move forward one square at a time, except for their very first move where they can move forward two squares. Pawns can only capture one square diagonally in front of them. They can never move or capture backwards. If there is another piece directly in front of a pawn he cannot move past or capture that piece. Promotion Pawns have another special ability and that is that if a pawn reaches the other side of the board it can become any other chess piece (called promotion). A pawn may be promoted to any piece. [NOTE: A common misconception is that pawns may only be exchanged for a piece that has been captured. That is NOT true.] A pawn is usually promoted to a queen. Only pawns may be promoted.

En Passant The last rule about pawns is called “en passant,” which is French for “in passing”. If a pawn moves out two squares on its first move, and by doing so lands to the side of an opponent’s pawn (effectively jumping past the other pawn’s ability to capture it), that other pawn has the option of capturing the first pawn as it passes by. This special move must be done immediately after the first pawn has moved past, otherwise the option to capture it is no longer available. Click through the example below to better understand this odd, but important rule. Castling One other special rule is called castling. This move allows you to do two important things all in one move: get your king to safety (hopefully), and get your rook out of the corner and into the game. On a player’s turn he may move his king two squares over to one side and then move the rook from that side’s corner to right next to the king on the opposite side.

(See the example below.) However, in order to castle, the following conditions must be met: it must be that king’s very first move it must be that rook’s very first move there cannot be any pieces between the king and rook to move the king may not be in check or pass through check Notice that when you castle one direction the king is closer to the side of the board. That is called castling kingside. Castling to the other side, through where the queen sat, is called castling queenside. Regardless of which side, the king always moves only two squares when castling. Check & Checkmate As stated before, the purpose of the game is to checkmate the opponent’s king. This happens when the king is put into check and cannot get out of check. There are only three ways a king can get out of check: move out of the way (though he cannot castle!), block the check with another piece, or capture the piece threatening the king. If a king cannot escape checkmate then the game is over. Customarily the king is not captured or removed from the board, the game is simply declared over. Draws Occasionally chess games do not end with a winner, but with a draw.

There are 5 reasons why a chess game may end in a draw: The position reaches a stalemate where it is one player’s turn to move, but his king is NOT in check and yet he does not have another legal move The players may simply agree to a draw and stop playing There are not enough pieces on the board to force a checkmate (example: a king and a bishop vs.a king) A player declares a draw if the same exact position is repeated three times (though not necessarily three times in a row) Fifty consecutive moves have been played where neither player has moved a pawn or captured a piece Chess 960 Chess960 follows all the rules of standard chess, except for the starting position of pieces on the back rank, which are placed randomly in one of 960 possible positions. Castling is done just like in standard chess, with the King and Rook landing on their normal castled squares (g1 and f1, or c1 and d1). 960 plays just like standard chess, but with more variety in the opening. Some Tournament Rules Many tournaments follow a set of common, similar rules.

These rules do not necessarily apply to play at home or online Touch-move If a player touches one of their own pieces they must move that piece as long as it is a legal move. If a player touches an opponent’s piece, they must capture that piece. A player who wishes to touch a piece only to adjust it on the board must first announce the intention, usually by saying “adjust”. Introduction to Clocks and Timers Most tournaments use timers to regulate the time spent on each game, not on each move. Each player gets the same amount of time to use for their entire game and can decide how to spend that time. Once a player makes a move they then touch a button or hit a lever to start the opponent’s clock. If a player runs out of time and the opponent calls the time, then the player who ran out of time loses the game (unless the opponent does not have enough pieces to checkmate, in which case it is a draw). Basic Strategy There are four simple things that every chess player should know: #1 Protect your king Get your king to the corner of the board where he is usually safer. Don’t put off castling. You should usually castle as quickly as possible.

Remember, it doesn’t matter how close you are to checkmating your opponent if your own king is checkmated first! #2 Don’t give pieces away Don’t carelessly lose your pieces! Each piece is valuable and you can’t win a game without pieces to checkmate. There is an easy system that most players use to keep track of the relative value of each chess piece: A pawn is worth 1 A knight is worth 3 A bishop is worth 3 A rook is worth 5 A queen is worth 9 The king is infinitely valuable At the end of the game these points don’t mean anything – it is simply a system you can use to make decisions while playing, helping you know when to capture, exchange, or make other moves. #3 Control the center You should try and control the center of the board with your pieces and pawns. If you control the center, you will have more room to move your pieces and will make it harder for your opponent to find good squares for his pieces. In the example above white makes good moves to control the center while black plays bad moves. #4 Use all of your pieces In the example above white got all of his pieces in the game!

Your pieces don’t do any good when they are sitting back on the first row. Try and develop all of your pieces so that you have more to use when you attack the king. Using one or two pieces to attack will not work against any decent opponent. Getting Better at Chess Knowing the rules and basic strategies is only the beginning - there is so much to learn in chess that you can never learn it all in a lifetime! To improve you need to do three things: #1 – Play Just keep playing! Play as much as possible. You should learn from each game – those you win and those you lose. #2 – Study If you really want to improve quickly then pick up a recommended chess book. There are many resources on Chess.com to help you study and improve. #3 - Have fun Don’t get discouraged if you don’t win all of your games right away. Everyone loses – even world champions. As long as you continue to have fun and learn from the games you lose then you can enjoy chess forever! Chess Chess In this project, you will implement a game of chess. The user-interface has been provided for you.

What you need to do is provide the back-end functionality that allows the user to move the chess pieces, keep a record of all the moves for a game, allow users to undo moves and save and load games. Overview of Chess Chess Corner Functional Specification Chess is based on some fairly simple rules. Each side has 16 pieces of 6 different types: Pawn, Rook, Knight, Bishop, Queen and King. The game is played on a board with 64 squares and the object of the game is to capture the other team's King. Each of the 6 types of piece have different rules for moving around the board, and can take pieces from the other team under certain conditions. Your job is to ensure that the two players playing your game of chess get to take turns (white always goes first), and cannot make a move that is invalid. In order to ensure that only valid moves are made, you should allow the player whose turn it is to click on one of their own pieces on the board. This event should trigger your program to highlight all the valid moves for the piece that was selected. If the user then clicks on one of the highlighted squares, the piece will move.

If the user clicks anywhere other than a highlighted square, the selection of the piece will be cancelled and no move will be made. Only one chess piece can occupy a single square. Valid moves for each of the pieces are shown below: Pawn: one their first move, pawns may move either one or two squares directly ahead of them (unless blocked by any other piece). After their first move, they may only move one square directly ahead of them per turn. They may only take pieces of the other color when the opposing piece is in a square diagonally in front of them. ( Pawn moves from Chess is Fun .) You will need to implement some functionality to allow a pawn to change to another piece if it reaches the other side of the board. You are not required to implement the "En Passant" rule for Pawns (although you are welcome to if you so desire). Rook: Rooks may move horizontally or vertically as many squares as possible. The range of their movement is only terminated by the edge of the board or another piece. Rooks may take the first opposing piece that blocks their movement in any vertical or horizontal direction. ( Rook moves from Chess is Fun .) Knight: Knights always move in the shape of the letter "L".

This means that they move two squares forward and one to the left or right in any direction. The Knight is the only piece that can jump over other pieces. ( Knight moves from Chess is Fun .) Bishop: The Bishop's movement is similar to the Rook's except that the Bishop can move diagonally in any direction. ( Bishop moves from Chess is Fun .) Queen: The Queen's movement is a combination of the Rook's and the Bishop's movement. This means that the Queen can move both horizontally, vertically and diagonally in any direction. ( Queen moves from Chess is Fun .) King: The King can only move a single square in any direction. The King cannot move into a 'check' position (a square in which he could be taken by an opposing piece). ( King moves from Chess is Fun .) You are not required to implement "castling" for the King and Rook (but again, you may if you wish). At the beginning of the game, each piece has a set position on the board. Each time a piece moves, you need to add the move to the history of the game. Any move may be undone to restore the position of the board before the move took place.

Thus, it would be possible to repeatedly click Undo until the chess board was reset to its original position. Check Your project is required to display a message any time one of the players is in check. Also, the project should not allow any move that will leave the King in a check position. Some specific examples that you will need to consider are: In the example to the left, the King (K) is in check because of the Queen (Q). The King has several different choices on which square it can move to in order to get out of check. However, the only valid move for the Rook (R) is to move to the square marked in green because this will ensure that the King is no longer in check. Checkmate and Stalemate Checkmate occurs when the moving player's King is in check, and there are no valid moves that can be used to remove the king from check. Stalemate occurs when the moving player's King is not in check, but there are no valid moves that would not put the king in check. In either case (checkmate or stalemate), the game is over. In the case of checkmate, the player whose king is in checkmate loses the game.

In the case of stalemate, neither player wins and the game is declared a draw. Your program is required to detect when checkmate or stalemate has occurred, in which case your program should print out an appropriate message and not allow further moves to be taken. However, even when checkmate or stalemate is reached, the undo function should still work. New Game The user may request a "new game", in which case the current game should be discarded and the program re-initialized to its original state. Loading and Saving Games The user may also save and load a previous game. The user will provide the filename to be loaded or saved to in a textbox and will then click either the save or load button. If a game is being loaded, the current game will be discarded in favour of the new game. If a game is saved, both the current board position and the history of the game need to be saved. This will be achieved using the XML file format. Details of the XML file format can be found here . The User Interface The user interface for the chess game has already been written for you. Details of how to integrate your code with the provided user interface code are provided here . Memory Management Errors Your program must not contain memory management errors.

You should use the Linux tool named valgrind to check your program for memory management errors. valgrind can detect many kinds of memory-related bugs, including memory leaks, reading from invalid memory locations, and writing to invalid memory locations. The TAs will use valgrind to check your program for memory management errors when you pass off. To use valgrind, you should first compile and link your program using the -g flag, which tells the compiler and linker to include debugging information in your executable. After doing that, valgrind may be executed as follows: valgrind -tool=memcheck --leak-check=yes --show-reachable=yes executable param1 param2 ... valgrind will print out messages describing all memory management errors that it detects in your program. This is a valuable debugging tool. After your program completes, valgrind will print out information about any heap memory that was not deallocated before the program terminated. You are required to remove all memory leaks before passing off. You are not responsible for memory leaks in the standard C++ library or other libraries on which your program depends. For example, the C++ string class allocates memory on the heap which it never deallocates.

valgrind will report this as a memory leak, but you are not responsible for it. You are only responsible for memory allocated directly by your program. valgrind will also print out Invalid read and Invalid write messages whenever your program reads from or writes to an invalid memory location. You are required to remove all invalid reads and writes before passing off. Please note that running your program with valgrind will cause your program run much slower than usual. Therefore, you might not want to always run your program with valgrind. Rather, run valgrind periodically during your program's development to find and remove memory errors. It is not recommended that you wait until your program is completely done before running valgrind. Exception Handling Your program must properly handle C++ exceptions. This means that your program must not abnormally terminate due to an unhandled exception. Polymorphism You are required to use polymorphism (i.e., virtual functions) in your implementation of this program. Specifically, you must use polymorphism to distinguish between the different kinds of chess pieces. This will probably involve creating a base class (or interface) that defines virtual methods for all of the operations on a chess piece, and then creating subclasses of the base class for each type of piece.

This will allow your program to easily deal with the differences between the pieces, and also make it easy to add new kinds of pieces. Design Documentation The first step in developing a larger program like Chess is to spend some time understanding the problem that is to be solved. Once you understand the problem, start to design the classes that you will need by visualizing the operation of the program in your mind, and creating classes that perform each of the functions required by the program. For each class that you create, you should document what responsibilities the class has, and how it interacts with other classes to perform its responsibilities. This exercise will help you figure out what classes you need to write, and how those classes work together to produce a working program. Doing this type of design work before you start coding will save you time because it will help you avoid spending effort on dead-end ideas that don't work. Once you've thought through your design the best that you can without writing any code, you should make a first attempt at implementing your design. As your implementation progresses, you will probably find that your design was incomplete or faulty in some respects. This is to be expected because some insights only come from actually implementing a design.

As you proceed, make necessary changes to your design, and incorporate them into your code. To encourage you to follow this type of design process, about a third of the way through the project you will be asked to document and turn in your Chess design. Your design document must include three things: A DETAILED description of the data structures that you will use to store the program's data. Describe in detail what data needs to be stored, and how you intend to store it (e.g., binary trees, hash tables, queues, arrays, linked-lists, etc.). Also explain why you chose the data structures that you did. For each class in your design, document the following: The name and purpose of the class The name and purpose of each data member The name and purpose of each method. For each method, document each of its parameters and its return value. The easiest way to document this information is to create a commented header file (.h file) for each of your classes using the style described in the Code Evaluation section. Since you will have to create commented header files anyway, using this format for your design document will help you get a head start on your code.

A DETAILED description of the top-level algoirthms that implement each of the use cases below: New Game Save Game Load Game The best way to document these algorithms is to actually write the code for them in terms of the specific classes and methods in your design. This will help you see how your classes will work together at runtime to accomplish each task. Submit a hard-copy printout of your design document to the TAs before midnight on the due date. Please make sure that your name is clearly visible on the front of your design document. Design documents may not be submitted by email. Standard Template Library (STL) You may use the STL for this project. Unit Tests Every class/struct in your program must have a public method with the following signature static bool Test(ostream & os); that will automatically test the class/struct and verify that it works correctly. The Test method on a class/struct should create one or more instances of the class/struct, call methods on those objects, and automatically check that the results returned by the methods are correct. If all tests succeed, Test should return true. If one or more tests fail, Test should return false.

For each test that fails, an informative error message that describes the test that failed should be written to the passed-in output stream. This will tell you which tests failed so that you can fix the problems. You must also write a test driver program that runs all of your automated test cases. This program will be very simple, consisting only of a main function that calls all of the Test methods on your classes/structs. Whenever you make a change to your classes/structs, you can recompile your test program and run it to make sure that the new code works and that it didn't break anything that was already there. The file UnitTest.h in the CS240 Utilities contains code that is useful for creating automated test cases. Shared Library As part of Project I you created a static library containing the CS240 Utility classes. For this project you will be required to create a shared library containing the chess GUI classes, and to use this library to link and run your program.

Specifically, the following files must be packaged as a shared library: chessgui.o inputbox.o messagebox.o Since you will need to change chess.cpp in order to integrate your code with the GUI, you need not put chess.o in your shared library, although you can if you want to. In class we will teach you how to create shared libraries using g++, and how to link them into a program. When you pass off your program, the TA will ask you to un-tar your source code and build your program. Creating and linking the shared library will be part of the build process. Of course, you will also be asked to demonstrate that your program works. Make File Automation You will be required to automate the compilation and testing of your Chess program using a make file. If you wish, you may start with the make file that is provided with the user interface files, and enhance it to perform the functions described below. Your make file will support the following functions: build the shared library containing the chess GUI classes build the executable Chess program run your automated unit test cases remove all of the files created by the build process Your make file must recognize the following targets: Target $ make test Compile and run your automated test program.

The test program should contain a main function that simply calls the Test methods on all of your classes. If all tests succeed, the program should print out a message indicating success. If one or more tests fail, the program should print out a message indicating failure, and also print out a message describing each test that failed. clean $ make clean Remove all files and directories created by the other targets. This returns the project directory to its original state. Code Evaluation After you have submitted and passed off your program, your source code will be graded on how well you followed the good programming practices discussed in class and in the textbook. The criteria for grading your source code can be found at the following link: Code Evaluation Criteria Submitting Your Program Create a gzip-compressed tar file containing all of your project's source files and directories. The name of the compressed tar file must have the following format: firstname_lastname.tgz where firstname should be replaced with your first name and lastname should be replaced with your last name. For example, if your name is Bob White, you would use the following command to create your Chess tar file: $ tar czf Bob_White.tgz chess (this assumes that your project files are stored in a subdirectory named chess ).

NOTE: In order to minimize the size of your tar file, please make sure that it only contains C++ source files, make files, and any data files that are needed by your test cases. It should not include .o files, .so files, executable files, etc. If your tar file is larger than 500kb (half a megabyte), you will not be allowed to submit it. If you follow these instructions, your tar file will probably be much smaller than 500kb. If it is bigger than 500kb, you need to delete some files and recreate the tar file. After you have created your tar file, click on the following link to go to the project submission web page: Chess: Pieces - Chess.com Chess.com Apr 15, 2010, 3:19 PM 3,825 Reads 4 Comments I'm creating this for a couple of my friends and others that are new to chess. This is just to cover the basics of each piece. As well, with facts on each of the pieces there will be a video that explains it visually. 1.

Pawns The pawn is the most numerous and (in most circumstances) the weakest piece in the game of chess, representing infantry, or more particularly armed peasants or pikemen. Each player begins the game with eight pawns, one on each square of the second rank from the view of the player. Movement: Pawns are unusual in movement and use. Unlike all the other pieces, pawns may not move backwards. Normally a pawn moves by advancing a single square, but the first time each pawn is moved from its initial position, it has the option to advance two squares. Pawns may not use the initial two-square advance to jump over an occupied square, or to capture. Any piece directly in front of a pawn, friend or foe, blocks its advance. Capturing: Unlike other pieces, the pawn does not capture in the same way as it moves. A pawn captures diagonally, one square forward and to the left or right. Promotion: A pawn that advances all the way to the opposite side of the board (the opposing player's first rank) is promoted to another piece of that player's choice of a queen, rook, bishop, or knight of the same color.

The pawn is immediately (before the opposing player's next move) replaced by the new piece. The choice of promotion is not limited to captured pieces. It is both legal and possible for one player to simultaneously have as many as ten knights, ten bishops, ten rooks or nine queens. Strategy: The pawn structure(or the way a player sets up his/her pawns) mostly determines the strategic flavor of a game. While other pieces can usually be regrouped more favorably if they are temporarily badly placed, a poorly placed pawn cannot retreat to a more favorable position. Because pawns capture diagonally and can be blocked from moving straight forward, opposing pawns often become locked in diagonal pawn chains of two or more pawns of each color, where each player controls squares of one color. Isolated Pawn: Pawns on adjacent files can support each other in attack and defense. A pawn which has no friendly pawns in adjacent files is an isolated pawn. The square in front of an isolated pawn may become an enduring weakness. Passed Pawn: A pawn which cannot be blocked or captured by enemy pawns in its advance to promotion is a passed pawn.

Double Pawn: After a capture with a pawn, a player may end up with two pawns on the same file, called doubled pawns. Doubled pawns are substantially weaker than pawns which are side by side, because they cannot defend each other, and the front pawn blocks the advance of the back one. 2. Knight The knight is a piece in the game of chess, representing a knight (armoured cavalry). It is normally represented by a horse's head, leading some to refer to it informally as a "horse". Each player starts with two knights, which start on the rank closest to the player. Movement/Capturing: The knight move is unusual among chess pieces. When it moves, it can move two squares horizontally and one square vertically, or two squares vertically and one square horizontally. The complete move therefore looks like the letter 'L'. Unlike all other standard chess pieces, the knight can 'jump over' all other pawns and pieces (of either color) to its destination square. It captures an enemy piece by moving into its square. The knight's ability to 'jump over' other pieces means it is at its most powerful in closed positions.

The move is one of the longest-surviving moves in chess, having remained unchanged since before the seventh century AD. Because of this it also appears in most chess-related national games. The knight moves alternately to white and black squares. Strategy: The knight is the only piece that can be in position to attack a king, queen, bishop, or rook without being reciprocally attacked by that piece. The knight is thus especially well-suited for executing a fork (a tactic that uses one piece to attack two or more of the opponent's pieces at the same time). 3. Bishop A bishop is a piece in the board game of chess. Each player begins the game with two bishops. One starts between the king's knight and the king, the other between the queen's knight and the queen. Movement/Capturing:The bishop has no restrictions in distance for each move, but is limited to diagonal movement. Bishops, like all other pieces except the Knight, cannot jump over other pieces. A bishop captures by occupying the square on which an enemy piece sits. The bishops may be differentiated according to which wing they begin on, i.e. the king's bishop and queen's bishop.

As a consequence of its diagonal movement, each bishop always remains on either the white or black squares, and so it is also common to refer to them as light-squared or dark-squared bishops. Good and Bad Bishop: A player with only one bishop should generally place his pawns on squares of the color that the bishop cannot move to. This allows the player to control squares of both colors, allows the bishop to move freely among the pawns, and helps fix enemy pawns on squares on which they can be attacked by the bishop. Such a bishop is often referred to as a "good" bishop. Conversely, a bishop which is impeded by friendly pawns is often referred to as a "bad bishop" (or sometimes, disparagingly, a "tall pawn"). However, a "bad" bishop need not always be a weakness, especially if it is outside its own pawn chains. Fianchetto: A bishop may be fianchettoed, for example after moving the g2 pawn to g3 and the bishop on f1 to g2. This can form a strong defense for the castled king on g1 and the bishop can often exert strong pressure on the long diagonal.

A fianchettoed bishop should generally not be given up lightly, since the resulting holes in the pawn formation may prove to be serious weaknesses, particularly if the king has castled on that side of the board. 4. Rook A rook is a piece in the strategy board game of chess. The piece has been called the castle, tower, marquess, rector, and comes, and is still sometimes popularly (but not under official chess terminology) called a "castle". Using the rook in a specialized double-movement with the king is still referred to as castling. Each player starts with two rooks, one in each of the corners nearest his own side. Movement/Capturing: The rook moves horizontally or vertically, forward or back, through any number of unoccupied squares. Like other pieces, it captures by occupying the square on which an enemy piece stands. The rook also participates, along with the king, in a special move called castling. Strategy: In the opening, the rooks are undefended by other pieces, so it is usually desirable to connect one's rooks on the first rank by castling and clearing all pieces except the king and rooks from the first rank.

In that position, the rooks protect each other, and can easily move to threaten the most favorable files. A common goal with a rook is to place it on the first rank of an open file, i.e. one unobstructed by pawns of either player, or a half-open file, i.e. one unobstructed by friendly pawns. From this position, the rook is relatively unexposed to risk but can control every square on the file. If one file is particularly important, a player may advance one rook on it, and move the other behind, doubling the rooks. A rook on the seventh rank (the opponent's second rank) is usually very powerful, as it threatens the opponent's unadvanced pawns and puts pressure in the enemy king. A rook on the seventh rank is sufficient compensation for a pawn. In this position, the rook on the seventh rank enables White to draw, despite being a pawn down. Two rooks on the seventh rank are often enough to force victory, or at least a draw by perpetual check.

These rooks are sometimes colloquially referred to as "pigs on the seventh", because they often threaten to "eat" the opponent's pieces or pawns. Rooks are most powerful towards the end of a game (i.e. the endgame), where they can move unobstructed by pawns and control large numbers of squares. They are somewhat clumsy at restraining enemy pawns from advancing towards promotion, unless they can occupy the file behind the advancing pawn. By the same token, a rook best supports a friendly pawn towards promotion from behind it in the same file. 5. Queen The queen is the most powerful piece in the game of chess and can move in any direction. Each player starts the game with one queen, placed in the middle of their first rank next to their king. The white queen starts on a white square, and the black queen on a black square, thus the mnemonic "queen gets her color" or "queen on color". Moving/Capturing: The reason the queen is more powerful than a combination of a rook and bishop, even though they control the same number of squares, is twofold.

First, the queen is a more mobile unit than the rook and bishop, as the entire power of the queen can be transferred to another location in one move while transferring the entire firepower of a rook and bishop requires two moves. Second, the queen is not hampered by the bishop's inability to control squares of the opposite color to the square on which it stands on. A factor in favor of the rook and bishop is that they can attack (or defend) a square twice, while a queen can only do so once, but experience has shown that this factor is usually less significant than the points which favor the queen. The queen is at her most powerful when the board is open, when the enemy king is not well-defended, or when there are loose (i.e. undefended) pieces in the enemy camp. Because of her long range and ability to move in more than one direction, the queen is well-equipped to execute forks. Compared to other long range pieces (i.e. rooks and bishops) the queen is less restricted and more powerful also in closed positions. Strategy: Beginners often develop the queen as soon as possible, in the hopes of plundering the enemy position and possibly even delivering an early checkmateScholar's mate.

This strategy is disadvantageous against experienced players. With no other pieces developed, an attack by the queen alone can be easily repelled. Moreover, because the queen is too valuable to exchange for a lesser piece, the defender can often gain time and space by threatening an exposed queen and forcing her to retreat. Nonetheless, the Scandinavian Defense, which in the main line features queen moves by Black on the second and third moves, is considered sound and has been played at world championship level. Even the Parham Attack (1.e4 e5 2.Qh5!?), which is widely considered a chess opening suitable only for beginners. 6. King In chess, the King is the most important piece. The object of the game is to trap the opponent's king so that its capture is unavoidable (checkmate). If a player's king is threatened with capture, it is said to be in check, and the player must move so as to remove the threat of capture. If it cannot escape capture on the next move, the king is said to be in checkmate, and the player which owns that king loses the game. Although it is the most important piece, it is one of the weakest pieces in the game (until the endgame).

Movement/Capturing: White starts with the king on the first rank to the right of the queen. Black starts with the king directly across from the white king. With the squares labeled as in algebraic notation, the white king starts on e1 and the black king on e8. A king can move one empty or enemy-occupied square in any direction (horizontally, vertically, or diagonally) unless such a move would place the king in check. As a result, the opposing kings may never occupy adjacent squares, but the king can give discovered check by unmasking a bishop, rook, or queen. The king is also involved in the special move of castling. As with all pieces except the pawn, it captures by moving onto a square occupied by an enemy piece. Castling: In conjunction with a rook, the king may make a special move called castling, in which the king moves two squares toward one of its rooks and then the rook is placed on the other side of the king. Castling consists of moving the king two squares on its first rank toward either one of the original rooks, then moving the rook onto the square over which the king crossed.

Castling is allowed only when neither the king nor the castling rook has previously moved, when no squares between them are occupied, when the king is not in check, and when the king will not move across or end its movement on a square that is under enemy control. Check/Checkmate: If a player's move places the opponent's king under attack, that king is said to be in check, and the player in check is required to immediately remedy the situation. There are three possible methods to remove the king from check: Moving the king to an adjacent non-threatened square Interposing a piece between the king in check and the attacking piece in order to break the line of threat (not possible when the attacking piece is a knight, or when in double check). Capturing the attacking piece (not possible in double check, unless the king captures) If none of these three options are possible, the player's king has been checkmated and the player loses the game. Stalemate: A stalemate occurs when, for the player with the move: The player has no legal moves, and The player's king is not in check If this happens, the king is said to have been stalemated and the game ends in a draw.

A player who has very little or no chance of winning will often try to entice the opponent to inadvertently place the player's king in stalemate in order to avoid a loss. Hope this has helped all that who read this wanting to know about chess. The credit to the one that made these videos is by thechesswebsite, which more of his videos going over gambits, traps, openings, etc. can be found on his YouTube channel: JUMPING CHESS Jumping Chess By Peter Aronson Introduction Jumping Chess is a Chess Variant where captures, instead of being by replacement, are made by jumping over a piece, as in Checkers/Draughts. The standard orthodox chess array is used, but in order to avoid uncapturable pieces at the edge of the board, two extra ranks and two extra files of edge squares are added. These edge squares can only be entered as the result of a capturing jump, and pieces sitting on them are obliged to capture if possible.

Board and Setup +---+---+---+---+---+---+---+---+---+---+ 10 | * | * | * | * | * | * | * | * | * | * | +---+---+---+---+---+---+---+---+---+---+ 9 | * | R |:N:| B |:Q:| K |:B:| N |:R:| * | +---+---+---+---+---+---+---+---+---+---+ 8 | * |:P:| P |:P:| P |:P:| P |:P:| P | * | +---+---+---+---+---+---+---+---+---+---+ 7 | * | |:::| |:::| |:::| |:::| * | +---+---+---+---+---+---+---+---+---+---+ 6 | * |:::| |:::| |:::| |:::| | * | +---+---+---+---+---+---+---+---

+---+---+ 5 | * | |:::| |:::| |:::| |:::| * | +---+---+---+---+---+---+---+---+---+---+ 4 | * |:::| |:::| |:::| |:::| | * | +---+---+---+---+---+---+---+---+---+---+ 3 | * | p |:p:| p |:p:| p |:p:| p |:p:| * | +---+---+---+---+---+---+---+---+---+---+ 2 | * |:r:| n |:b:| q |:k:| b |:n:| r | * | +---+---+---+---+---+---+---+---+---+---+ 1 | * | * | * | * | * | * | * | * | * | * | +---+---+---+---+---+---+---+---+---+---+ a b c d e f g h i j Squares marked with a

 * are edge squares.

Squares marked with are edge squares. General Rules The rules of Jumping Chess are identical to those of orthodox chess , except when noted below. The major changes are that pieces capture by jumping over opposing pieces instead of capturing them by occupying the same square, and that the object of the game is to capture the opposing King, not to checkmate it. Thus it is legal, if perhaps undesirable, to move your King to a square that is threatened by one of your opponent's pieces. A player who is unable to move (stalemated), loses. Capturing Moves One of the most significant difference between Jumping Chess and International Chess is in how captures are made. Pieces are captured by an opposing piece jumping over them and landing on an unoccupied square past the piece being captured (except for the Knight -- see below). Only a single capture may be made per turn, and (except for the Knight) you may neither jump over one of your opponent's pieces without capturing it, nor jump over a friendly piece at all. All capturing moves must land on a square; thus, it is not possible to capture a piece on an edge square if the capturing move would result in the capturing piece attempting to land beyond the edge of the board.

A Pawn captures by jumping two squares diagonally forward, over an opposing piece, and landing on the square diagonally past its target. For example: +---+---+---+ |:::| |:#:| +---+---+---+ | |:P:| | +---+---+---+ |:p:| |:::| +---+---+---+ The white Pawn could capture the black Pawn by jumping over it to the square marked with a "#" (red circle on graphic). If there was a piece, either friendly or belonging to the opponent, on the square marked with a "#", the capture could not be made. A Pawn may capture another Pawn that is making an initial double move en-passant as in orthodox chess if there is not a piece occupying the square in which the capturing Pawn would to need to land. Knights capture by moving in a normal Knightwise manner. There are always two squares adjacent to both the Knight's starting and ending squares: a Knight may capture a piece belonging to the opponent on either one of these squares (but not both).

For example: +---+---+---+---+ |:::| |:#:| | +---+---+---+---+ | |:P:| R |:::| +---+---+---+---+ |:::| n |:::| | +---+---+---+---+ | |:::| |:::| +---+---+---+---+ The white Knight could capture either the black Pawn or the black Rook by jumping to the square marked with a "#" (black circle on graphic). The Knight is not required to capture any piece it jumps over. The Bishop captures like a Queen in International Draughts, except that it may only make a single capture per turn. It moves diagonally until it reaches the target piece, leaps over it, then lands on unoccupied square some distance in the direction of movement beyond the piece captured.

For example: +---+---+---+---+---+---+ |:::| |:::| |:::| P | +---+---+---+---+---+---+ | |:::| |:::| 3 |:::| +---+---+---+---+---+---+ |:::| |:::| 2 |:::| | +---+---+---+---+---+---+ | |:::| R |:::| |:::| +---+---+---+---+---+---+ |:::| 1 |:::| |:::| | +---+---+---+---+---+---+ | b |:::| |:::| |:::| +---+---+---+---+---+---+ The white Bishop could jump over and capture the black Rook, landing in the square marked with a 2 (black circle) or with a 3 (white circle).

If there was a piece, either friendly or belonging to the opponent, on the squares marked with a 1 (red circle) or 2 (black circle), then the capture could not be made. The Rook captures like a King in Turkish Draughts (Dama), except that it may only make a single capture per turn -- in other words, like a orthogonal Bishop. It moves up, down, left or right until it reaches the target piece, jumps over it, then lands some distance in the direction of movement beyond the piece captured.

For example: +---+---+---+---+---+---+ |:p:| |:::| |:::| | +---+---+---+---+---+---+ | 1 |:::| |:::| |:::| +---+---+---+---+---+---+ |:b:| |:::| |:::| | +---+---+---+---+---+---+ | |:::| |:::| |:::| +---+---+---+---+---+---+ |:::| |:::| |:::| | +---+---+---+---+---+---+ | R |:n:| 2 |:3:| P |:::| +---+---+---+---+---+---+ The black Rook above could capture the white Bishop and land in the square marked 1 (red circle), or capture the white Knight, landing on the square marked 2 (black circle) or 3 (white circle). The Queen may capture either like a Rook or like a Bishop.

The King captures like the Queen, but may only capture adjacent pieces, and must land on the first square past the piece captured in the direction of the jump. The Edge Squares Only a capturing move may end on one of the 36 edge squares. A player with a piece on an edge square that has a possible capture (even a pawn with an en-passant capture), must make that capture, even if it results in their King being captured.

Consider the following example: +---+---+---+---+---+---+---+ | * |:::| |:::| |:::| | +---+---+---+---+---+---+---+ | * | |:::| k |:::| |:::| +---+---+---+---+---+---+---+ | * |:::| |:::| |:::| | +---+---+---+---+---+---+---+ | * | |:::| N |:::| |:::| +---+---+---+---+---+---+---+ | * |:::| |:R:| |:::| | +---+---+---+---+---+---+---+ | q | |:::| |:1:| |:::| +---+---+---+---+---+---+---+ | * |:::| K |:::| |:::| | +---+---+---+---+---+---+---+ | * | * | * | * | * | * | * | +---+---+---

+---+---+---+---+ It is black's move and the rest of the board is empty.

White's Queen is on an edge square (marked otherwise with a "*" or a green circle on the diagram). If black moves their Knight to the square marked 1 (red circle) on the diagram, then white is required to capture it with their Queen, allowing black to capture white's King with their Rook. If a player has on their turn more than one possible capture by a piece or pieces on edge squares, it is the player's choice which capture to make. Note that Pawns on edge squares are trapped unless a capturing move presents itself, and Rooks on corners are similarly trapped, since in both cases the piece's noncapturing move would land on an edge square, which is which is only allowed on a capturing move. Pawn Promotion , and add two ranks and two files of edge squares to bring the board up to eight by eight. (5) Quick Evacuation Edge Squares Instead of pieces on edge squares being required to make captures when possible, pieces on edge squares are simply required to move off the edge square as soon as possible. So, if a player has a piece on an edge square they would be required to move the piece on the edge square before any other piece.

(6) Checkmate It is possible to play Jumping Chess with object being to checkmate rather than to capture the opposing king, but it is then necessary to add the following rules defining the interaction between the edge squares and check: A piece on an edge square that has a possible capture, must make that capture, with the following exceptions: If it is the King, and the capturing move would place it into check; If the capturing move would expose the moving player's King to check; Elsewhere on the board, it is necessary to move a piece not on an edge square in order to relieve check; There are more than one piece of the player's on edge squares with possible captures, and the player chooses to move a different one. Additionally, if there are multiple moves possible to relieve check, and one or more of them make use of a capture by a piece on an edge squares, then a piece on an edge square must make a capturing move to relieve check. Or in general, moving out of check, or not moving into check, or not exposing your King to check take precedence over forced jumps, and forced jumps take precedence over everything else. Also, in this subvariant, all of the normal restriction on castling are in effect.

Notes The King and the Knight have similar attack patterns in this game, being able to capture any adjacent piece, unless other pieces block the squares to jump to, or the target piece is on an edge square and the square that would have to be jumped to in order to make the capture is off of the board's edge. The Knight however, is harder to block, and is the only piece that can ever attack pieces on edge squares without being on an edge square itself (but pieces on the corners can not be attacked at all). Checkmate was eliminated to avoid having complex rules describing the interaction between the forced jumps for pieces on edge squares, and the requirement to relieve check (see subvariant (6) Checkmate, above for such rules). This also has the nice side-effect of potentially making the game easier to implement for Zillions of Games . The edge squares were added to the board in order to avoid pieces hanging around edges and corners to avoid being captured. The requirement that they only be entered as part of a capturing move was to avoid them becoming a place to flee to in turn, and the must capture rule was added so that even if pieces do end up on edge squares, they still can be lured out and attacked. The game of Shatra .

A game from Altai in Russia that combines Chess pieces with Checkers-like capture (including captures being obligatory), a special board with a fortress at each end, and drops of pieces from out of the fortress. Web page by Ivan A. Derzhanski. A sample game Peter Aronson and Köksal Karakus played a game of Jumping Chess, and Köksal Karakus sent the following animated diagram of the game. Download Peter has written a ZRF file for playing Jumping Chess with Zillions of Games. You can download it here: Jumping Chess is a competing entry in the 100 Squares Contest . Written by Peter Aronson. Diagram of game by Köksal Karakus. WWW page created: February 10, 2000.Last modified: October 20, 2000. ﻿ This site is supported by advertising and by donations. You can help out by making a small donation or by using this site's affiliate links when you shop at ebay.com , Amazon.com , or the House of Staunton .

Question: What is the only chess piece that can jump over other pieces?
Answer: Knight