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Checkmate the opponent's king — trap it so every escape is covered. You play White and move first.
Pawns step forward and capture diagonally; rooks move in straight lines, bishops on diagonals, the queen does both, knights jump in an L, and the king moves one square any direction.
A few specials: castle the king to safety, capture en passant, and promote a pawn that reaches the far rank. Get checked and you must escape; no escape is checkmate; no legal move without check is stalemate — a draw.
Promote to