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3. ROOK
The Rook can move to any square along the same rank or file on which it stands (except as limited by Article I.3).
4. BISHOP
The Bishop can move to any square along the same diagonal on which it stands (except as limited by Article 1.3).
5. KNIGHT
The Knight's move is in the shape of an "L", moving two squares horizontally vertically, and then one square at 90°
angle from the first move. These two moves can be reversed (one square and then two) if desired.
6. PAWN
The Pawn can move either one or two squares forward on its original move, and then one square forward at any time
afterward. When capturing, it advances one square diagonally (forward). When a Pawn reaches the last rank, it must
be immediately exchanged for a Queen, Rook, Bishop, or a Knight of the same color as the Pawn, at the player's
choice and without taking into account the other pieces still remaining on the chessboard. This exchange is called a
"promotion".
A Pawn can attack a square crossed by an enemy Pawn which has been advanced two squares in one move from its
original square as though the latter had been moved only one square. This capture may be made only on the move
immediately following such an advance and is called capturing "en passant". (When your computer makes an en
passant capture it will display the symbol "ep".) The en passant moves is also described under section
4.b
in this
instruction.
III.
HINTS & TIPS
Get a feel for the values of different pieces, which will be useful when making decisions on captures and exchanges.
In general, try to capture the more valuable pieces. Some important principles:
Castle your King into safety as soon as possible.
If you control the center squares, this will give you the advantage. To do this, move your center pawns and
develop your Bishops and Knights early in the game.
Take advantage of capture situations, particularly if you will gain material.
Concentrate – don't be caught off guard by your opponent!