King
Moves one square in any direction, but never onto a square attacked by the opponent.
Learn with Orion
Set up the board, learn how each piece moves, and see what checkmate looks like on the same board you’ll play on.
Checkmate the opposing king.
Win by attacking the opponent’s king so that it is in check and no legal move can make it safe. Kings are never captured—the game ends as soon as checkmate is reached.
Place the queen on her own color.
Each side begins with eight pawns, two rooks, two knights, two bishops, one queen, and one king. The back rank reads rook, knight, bishop, queen, king, bishop, knight, rook from left to right for White.
The lower-right corner must be a light square. White moves first, then turns alternate.
Six pieces, six movement patterns.
At the start, the knight on b1 can reach a3 or c3 even though its own pawns are in the way. Trace two squares up, then one to either side.
Moves one square in any direction, but never onto a square attacked by the opponent.
Moves any number of open squares along a rank, file, or diagonal.
Moves any number of open squares horizontally or vertically.
Moves any number of open squares diagonally and stays on one square color.
Moves in an L shape: two squares in one direction and one perpendicular. It can jump over pieces.
Moves forward one square, or two from its starting square, and captures one square diagonally forward.
A checked king must be made safe.
Answer check immediately by moving the king, capturing the attacking piece, or blocking the attack when possible. A move that leaves your own king in check is illegal. If none of those replies works, the king is checkmated and the game is over.
Castle, capture en passant, and promote.
With an unmoved king and rook, move the king two squares toward the rook, then place that rook on the square the king crossed. The squares between them must be empty, and the king cannot be in check, cross an attacked square, or land in check.
When an opposing pawn advances two squares and lands beside your pawn, your pawn may capture it as though it had moved only one square. This option exists only on the immediately following move.
A pawn reaching the farthest rank promotes. Choose a queen, rook, bishop, or knight from the promotion picker.
Checkmate wins; stalemate draws.
Checkmate gives the attacking player the win. LarkSpark declares a draw by stalemate when the player to move has no legal move but their king is not in check. Timed online matches also end when a player’s clock expires.
Your turn in four checks.