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Chess piece
Chess piece
from Wikipedia
Polish Węgiel pieces
Original Staunton chess pieces
Left to right: pawn, rook, knight, bishop, queen, king

A chess piece, or chessman, is a game piece that is placed on a chessboard to play the game of chess. It can be either white or black, and it can be one of six types: king, queen, rook, bishop, knight, or pawn.

Chess sets generally come with sixteen pieces of each color. Additional pieces, usually an extra queen per color, may be provided for use in promotion or handicap games.

Number

[edit]
Chess pieces

King

Queen

Rook

Bishop

Knight

Pawn

Each player begins with sixteen pieces (but see the subsection below for other usage of the term piece). The pieces that belong to each player are distinguished by color: the lighter colored pieces are referred to as "white" and the player that controls them as "White", whereas the darker colored pieces are referred to as "black" and the player that controls them as "Black".

In a standard game, each of the two players begins with the following sixteen pieces:

Definitions

[edit]

The word "piece" has three meanings, depending on the context.[1]

  1. It may mean any of the physical pieces of the set, including the pawns, but not including the chessboard. When used this way, "piece" is synonymous with "chessman" or simply "man".[2][3] This usage can be seen in chess rule books, such as the FIDE Laws of Chess[4] and the US Chess Federation’s Official Rules of Chess.[5]
  2. In play, the term is usually used to exclude pawns, referring only to a queen, rook, bishop, knight, or king. In this context, the pieces can be broken down into three groups: major pieces (queen and rooks), minor pieces (bishops and knights), and the king.[6]
  3. In phrases such as "winning a piece", "losing a piece" or "sacrificing a piece" and other related contexts, it refers only to minor pieces (bishops or knights). By convention, the queen, rooks, and pawns are specified by name in these cases – for example, "winning a queen", "losing a rook", or "sacrificing a pawn".[7]

Moves

[edit]
abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Chess starting position. Squares are referenced using algebraic notation.

The rules of chess prescribe the moves each type of chess piece can make. During play, the players take turns moving their own chess pieces.

  • The rook may move any number of squares vertically or horizontally without jumping. It also takes part, along with the king, in castling.
  • The bishop may move any number of squares diagonally without jumping. Consequently, a bishop stays on squares of the same color throughout the game.
  • The queen may move any number of squares vertically, horizontally, or diagonally without jumping.
  • The king may move to any adjoining square. No move may be made such that the king is placed or left in check. The king may participate in castling, which is a move consisting of the king moving two squares toward a same-colored rook on the same rank and the rook moving to the square crossed by the king. Castling may only be performed if the king and rook involved are unmoved, if the king is not in check, if the king would not travel through or into check, and if there are no pieces between the rook and the king.
  • The knight moves from one corner of any two-by-three rectangle to the opposite corner. (This can be thought of as moving two squares horizontally then one square vertically, or moving one square horizontally then two squares vertically—i.e. in an "L" pattern.) Consequently, the knight alternates its square color each time it moves. It is not obstructed by other pieces.
  • The pawn may move forward one square, and one or two squares when on its starting square, toward the opponent's side of the board. When there is an enemy piece one square diagonally ahead of a pawn, then the pawn may capture that piece. A pawn can perform a special type of capture of an enemy pawn called en passant ("in passing"), wherein it captures a horizontally adjacent enemy pawn that has just advanced two squares as if that pawn had only advanced one square. If the pawn reaches a square on the back rank of the opponent, it promotes to the player's choice of a queen, rook, bishop, or knight of the same color.[8]

Pieces other than pawns capture in the same way that they move. A capturing piece replaces the opponent piece on its square, except for an en passant capture by a pawn. Captured pieces are immediately removed from the game. A square may hold only one piece at any given time. Except for castling and the knight's move, no piece may jump over another piece.[9]

Relative value

[edit]

The value assigned to a piece attempts to represent the potential strength of the piece in the game. As the game develops, the relative values of the pieces will also change. For example, in an open game, bishops are relatively more valuable; they can be positioned to control long, open diagonal spaces. In a closed game with lines of protected pawns blocking bishops, knights usually become relatively more potent. Similar ideas apply to placing rooks on open files and knights on active, central squares. The standard valuation is one point for a pawn, three points for a knight or bishop, five points for a rook, and nine points for a queen.[10] These values are reliable in endgames, particularly with a limited number of pieces. But these values can change depending on the position or the phase of the game (opening, middle game, or ending). A bishop pair for example, is worth an additional half-pawn on average.[11] In specific circumstances, the values may be quite different: sometimes a knight can be more valuable than a queen if a particular angle is required for a mating attack, such as certain smothered mates. The humble pawn becomes more and more valuable the closer it is to securing a queen promotion for another example.

Manufacture

[edit]

Chess sets have been made in a variety of styles, sometimes for decorative or artistic purposes rather than practical play, but the Staunton pattern is standard for competition.

History

[edit]

Chess evolved over time from its earliest versions in India and Persia to variants that spread both West and East. Pieces changed names and rules as well; the most notable changes was the Vizir (or Firz) becoming the Queen, and the Elephant becoming the Bishop in European versions of chess. The movement patterns for Queens and Bishops also changed, with the earliest rules restricting elephants to just two squares along a diagonal, but allowing them to "jump" (seen in the fairy chess piece the alfil); and the earliest versions of queens could only move a single square diagonally (the fairy chess piece Ferz). The modern bishop's movement was popularized in the 14th and 15th centuries, and the modern queen was popularized in the 15th and 16th centuries, with versions with the more powerful modern queen eclipsing older variants.

Names

[edit]

The characters implied by pieces' names vary between languages. For example, in many languages, the piece known in English as the "knight" frequently translates as "horse", and the English "bishop" frequently translates as "elephant" in language areas that adapted the modern bishop's movement pattern, but not its new name.[12]

Overview of chess piece names
Language King Queen Rook Bishop Knight Pawn Chess Check Checkmate/Mate
figure ♔ ♚ ♕ ♛ ♖ ♜ ♗ ♝ ♘ ♞ ♙ ♟ n/a + or # or ++ or
Afrikaans K Koning
king
D Dame
lady
T Toring
tower
L Loper
runner
R Ruiter
rider
(P) Pion
Skaak Skaak Skaakmat
Albanian M Mbreti
king
D Dama / Mbretëresha
lady / queen
T Torra
tower
F Fili / Oficeri
elephant / officer
K Kali
horse
(U) Ushtari
soldier
Shahu Shah Shah mat
Arabic م مَلِك (malik)
king
و وزير (wazïr)
vizier
ر رخ / طابية (rukhkh / ṭābiya)
fortress / castle
ف فيل (fīl)
elephant
ح حصان (ħiṣān)
horse
ب بيدق / عسكري (baidaq / `askarī)
pawn / soldier
شطرنج (shaṭranj) كِش مَلِك (kish malik) كِش مات (kish māt)
Azerbaijani Ş Şah
shah
V Vəzir
vizier
T Top
cannon
F Fil
elephant
A At
horse
P Piyada
foot soldier
Şahmat şah
shah
mat
mat
Armenian Ա Արքա (Ark῾a)
king
Թ Թագուհի (T῾agowhi)
queen
Ն Նավակ (Navak)
ship
Փ Փիղ (P῾ił)
elephant
Ձ Ձի (Dzi)
horse
Զ Զինվոր (Zinvor)
soldier
Շախմատ (Šaxmat)
Ճատրակ (Čatrak)
Շախ (Šax) Մատ (Mat)
Basque E Erregea
king
D Dama
lady
G Gaztelua
castle
A Alfila
Z Zalduna
knight
(P) Peoia
pawn
Xake Xake Xake mate
Belarusian (Taraškievica) К кароль
king
Вз візыр
vizier
Лд ладзьдзя
boat
А афіцэр
officer
В вершнік
rider
(Л) латнік
pawn
Шахматы Шах Мат
Bengali R রাজা (rājā)
King
M মন্ত্রী (montri)
Minister
N নৌকা (noukā)
Boat
H গজ / হাতি (gôj / hāti)
Elephant
G ঘোড়া (ghoṛā)
Horse
B বোড়ে / সৈন্য (boṛe / śoinno)
Walker / Troop
দাবা (dābā) কিস্তি (kisti)
Check
কিস্তিমাত (kistimāt)
Checkmate
Bulgarian Ц цар
tsar
Д дама / царица
lady / tsaritsa
Т топ
cannon
О офицер
officer
К кон
horse
(П) пешка
foot soldier
Шахмат / Шах Шах (Шах и) мат
Catalan R rei
D dama / reina
lady / queen
T torre
tower
A alfil
C cavall
horse
(P) peó
Escacs Escac / Xec Escac i mat
Chinese K (wáng)
king
Q (hòu)
queen
R (jū)
chariot
B (xiàng)
elephant
N (mǎ)
horse
(P) (bīng)
soldier
國際象棋 (guójì xiàngqí)
international chess
將軍 (jiāngjūn)
將死 (jiāng sǐ)
Czech K král
king
D dáma
lady
V věž
tower
S střelec
shooter
J jezdec
rider
(P) pěšec
foot soldier
Šachy Šach Mat
Danish K konge
king
D dronning
queen
T tårn
tower
L løber
runner
S springer
jumper
(B) bonde
peasant
Skak Skak Skakmat
Dutch K koning
king
D dame / koningin
lady / queen
T toren / kasteel
tower / castle
L loper / raadsheer
runner / counsellor
P paard
horse
(pi) pion
Schaken Schaak Mat / Schaakmat
English K king
Q queen
R rook, castle
B bishop
N knight
(P) pawn
Chess Check Checkmate / Mate
Esperanto R reĝo
king
D damo
lady
T turo
tower
K kuriero
courier
Ĉ ĉevalo
horse
(P) peono
Ŝako Ŝak Ŝakmato
Estonian[13] K kuningas
king
L lipp
flag
V vanker
chariot / carriage
O oda
spear
R ratsu
riding horse
(E) ettur
forwarder
Male
after malev
Tuli / Šahh
fire
Matt
Finnish K kuningas
king
D daami / kuningatar
lady / queen
T torni
tower
L lähetti
messenger
R ratsu
ride
(S) sotilas
soldier
Shakki Shakki Matti / Shakkimatti
French R roi
king
D dame
lady
T tour
tower
F fou
jester
C cavalier
rider
(P) pion
Échecs Échec Échec et mat
Galician R rei
king
D dama / raíña
lady / queen
T torre
tower
B bispo
bishop
C cabalo
horse
(P) peón
foot soldier
Xadrez Xaque Xaque mate
Georgian მფ მეფე (mep'e)
king
ლაზიერი (lazieri)
queen
ეტლი (etli)
chariot
კუ (ku)
tortoise
მხედარი (mkhedari)
rider
პაიკი (paiki)
pawn
ჭადრაკი (Čadraki) ქიში (K'ishi) შამათი (Shamat'i)
German[14] K König
king
D Dame
lady / queen
T Turm
tower
L Läufer
runner
S Springer
jumper
(B) Bauer
peasant / farmer
Schach Schach Matt / Schachmatt
Greek Ρ βασιλιάς (vasiliás)
king
Β βασίλισσα (vasílissa)
queen
Π πύργος (pýrgos)
tower
Α αξιωματικός (axiomatikós)
officer
Ι ίππος (íppos)
horse
(Σ) πιόνι (pióni)
pawn
Σκάκι (Skáki) Σαχ (Sach) / Ρουά (Rouá) Mατ (Mat)
Hindi R राजा (rājā)
king
V वज़ीर / रानी (vazīr / rānī)
vizier / queen
H हाथी (hāthī)
elephant
O ऊँट (ūṁṭ)
camel
G घोड़ा (ghoṛā)
horse
(P) प्यादा (pyādā)
infantryman
शतरंज (śatrañj) शह (Shah) शहमात (Shahmāt)
Hebrew מ מלך (Melekh)
king
מה מלכה (Malka)
queen
צ צריח (Tsari'aẖ)
tower
ר רץ (Rats)
runner
פ פרש (Parash)
horseman
רגלי (Ragli)
foot soldier
שחמט (Shaẖmat) שח (Shaẖ) מט (Mat)
Hausa S sarki
king
Q sarauniya
queen
R sansanin
fortress
G giwa
elephant
J jarumi
mounted warrior
(P) soja
soldier
ces ceki ceki mat
Hungarian K király
king
V vezér / királynő
leader / queen
B bástya
bastion
F futó
runner
H huszár / ló
hussar / horse
(Gy) gyalog / paraszt
footman / peasant
Sakk Sakk Matt / Sakk-matt
Icelandic K kóngur
king
D drottning
queen
H hrókur
rook
B biskup
bishop
R riddari
knight
(P) peð
pawn
Skák Skák Skák og mát
Ido R rejo
king
D damo
lady
T turmo
tower
E episkopo
bishop
K kavalo
horse
(P) piono
Shakoludo Shako Shakmato
Indonesian R raja
king
M menteri
minister / vizier
B benteng
castle / fortress
G gajah
elephant
K kuda
horse
(P) pion
Catur Sekak / Ster Sekakmat
Interslavic K kralj
king
C carica / dama
empress / lady
Z zamok / věža
castle / tower
L lovec
hunter
J jezdec / konj
rider / horse
(P) pěšak
infantryman
Šahy Šah Mat
Irish R
king
B banríon
queen
C caiseal
bulwark
E easpag
bishop
D ridire
knight
(F) fichillín / ceithearnach
little chess piece / kern
Ficheall Sáinn Marbhsháinn
Italian R re
king
D donna / regina
lady / queen
T torre
tower
A alfiere
standard-bearer
C cavallo
horse
(P) pedone
foot soldier
Scacchi Scacco Scacco matto
Japanese K キング (kingu)
Q クイーン (kuīn)
R ルーク (rūku)
B ビショップ (bishoppu)
N ナイト (naito)
(P) ポーン (pōn)
チェス (chesu) 王手 (ōte) /
チェック (chekku)
詰み (tsumi) /
チェックメイト (chekkumeito)
Javanese R raja
king
Q ratu / perdhana mentri
queen / prime minister
B bèntèng
fortress
M mentri
minister
K jaran
horse
(P) pion
sekak
Kannada ರಾ ರಾಜ (raaja)
king
ಮಂತ್ರಿ (mantri)
minister
ಆನೆ (aane)
elephant
ರಥ (ratha)
chariot
ಕು ಕುದುರೆ (kudure)
horse
ಪಾ ಪದಾತಿ (padaati)
foot soldier
ಚದುರಂಗ (caduraṅga)
Kazakh Кр патша (patşa)
king
У уәзір (uäzır)
vizier
Т тура (tura)
tower
П піл (pıl)
elephant
А ат (at)
horse
(П) пешка (peşka) / (С) сарбаз (sarbaz)
foot soldier / warrior
шахмат (şahmat) шах (şah) мат (mat)
Korean K 킹 (king)
Q 퀸 (kwin)
R 룩 (rug)
B 비숍 (bi syob)
N 나이트 (na i teu)
(P) 폰 (pon)
체스 (che seu) 체크 (che keu) 체크메이트 (che keu me i teu)
Latin R rex
king
M regina
queen
T turris / elephas
tower / elephant[15]
A signifer / cursor / stultus / alphinus
standard-bearer / messenger / fool[15]
E eques
knight
(P) pedes / pedo
foot soldier
Scacci Scaccus Mattus
Latvian K karalis
king
D dāma
lady
T tornis
tower
L laidnis
Z zirgs
horse
(B) bandinieks
peasant
Šahs Šahs Šahs un mats
Lithuanian K karalius
king
V valdovė
queen
B bokštas
tower
R rikis
Lithuanian military commander
Ž žirgas
horse
(P) pėstininkas
pawn
Šachmatai Šach Matas
Luxembourgish K Kinnek
king
D Damm
lady
T Tuerm
tower
L Leefer
runner
P Päerd
horse
(B) Bauer
farmer
Schach Schach Schachmatt
Macedonian K крал
king
D кралица / дама
queen / lady
T топ
cannon
L ловец
hunter
S коњ / скокач
horse / jumper
P пешак / пион
infantryman / pawn
шах шах мат
Malayalam K രാജാവ് (raajavu)
king
Q മന്ത്രി (manthri)
minister
R തേര് (therú)
chariot
B ആന (aana)
elephant
N/Kt കുതിര (kuthira)
horse
(P) കാലാള്‍ / പടയാളി
(kaalal / padayaali)
foot soldier
ചതുരംഗം (chathurangam) ചെക്ക്
ചെക്ക് മേറ്റ്
Marathi R राजा (rājā)
king
V वजीर (vajīr)
vizier
H हत्ती (hātti)
elephant
O उंट (Unṭ)
camel
G घोडा (ghoḍā)
horse
(P) प्यादे (pyāde)
foot soldier
बुद्धिबळ (buddhibal) शह (shah) शहमात (shahmāt)
Mongolian Н ноён
noyan
Б бэрс (fers)
vizier
т тэрэг (tereg)
chariot
Т тэмээ (temee)
camel
М морь (mor)
horse
(Х) хүү (hüü)
boy
Шатар шаг / дуг / цод мад
Norwegian Bokmål K konge
king
D dronning
queen
T tårn
tower
L løper
runner
S springer
jumper
(B) bonde
peasant
Sjakk Sjakk Sjakkmatt
Norwegian Nynorsk K konge
king
D dronning
queen
T tårn
tower
L løpar
runner
S springar
jumper
(B) bonde
peasant
Sjakk Sjakk Sjakkmatt
Odia K ରଜା (rôja)
king
Q ରାଣୀ (raṇi)
queen
R ଡଙ୍ଗା (ḍôṅga)
boat
B ହାତୀ (hati)
elephant
N ଘୋଡ଼ା (ghoṛa)
horse
P ସୈନିକ (sôinikô)
soldier
ଚେସ୍/ଶତରଞ୍ଜ (chess/śôtôrôñjô) ଚେକ୍ (check) ଚେକମେଟ୍ (checkmate)
Oromo M Mootii
Mt Mootittii
G Gidaara, masaraa
A abuunii
N namkabajaa
Cheezii Mirkaneeffannaa Waayila / Mate
Persian ش شاه
king
و وزیر
vizier / minister
ق/ر قلعه/رخ
castle
ف فیل
elephant
ا اسب
horse
س/پ سرباز/پیاده
soldier
شطرنج (shatranj) کیش (kish) مات (mat)
Polish K król
king
H hetman / królowa
general (hist.) / queen
W wieża
tower
G goniec / laufer
courier / (ger. derived)
S skoczek / koń
jumper / horse
(P) pion / pionek
pawn
Szachy szach mat / szach-mat
Portuguese R rei
king
D dama / rainha
lady / queen
T torre
tower
B bispo
bishop
C cavalo
horse
(P) peão
foot soldier
Xadrez Xeque Xeque-mate
Romanian R rege
king
D damă / regină
lady / queen
T turn / tură
tower
N nebun
fool
C cal
horse
(P) pion
Șah Șah Mat / Șah mat
Russian Кр король (korol')
king
Ф ферзь / королева (ferz' / koroleva)
vizier / queen
Л ладья (ladya)
boat
С слон (slon)
elephant
К конь (kon')
horse
(П) пешка (peshka)
шахматы (shakhmaty) шах (shakh) мат (mat)
Scottish Gaelic R righ
king
B bànrigh
queen
T tùr
tower
E easbaig
bishop
D ridir
knight
(P) pàn
pawn
feòirne casg tul-chasg
Serbo-Croatian K kralj (К краљ)
king
D kraljica / dama (Д краљицa / дама)
queen / lady
T top / kula (Т топ / кула)
cannon / tower
L lovac / strijelac / laufer (Л ловац / стрелац / лауфер)
hunter / archer / runner
S skakač / konj (С скaкaч / коњ)
jumper / horse
(P) pješak / pion / pijun ((П) пешак / пион / пијун)
footman / pawn
Šah (Шах) Šah (Шах) Mat (Мат)
Northern Sotho K Kgoši
Kg Kgošigadi
N Ntlosebô / Moshate
Mp Mopišopo
M Mogale
S Seitšhireletšo
Tšhêšê Check Checkmate
Sicilian R re
king
D riggina
queen
T turru
tower
A alferu
S scecc[h]u
donkey
(P) pidinu
foot soldier
Scacchi
Slovak K kráľ
king
D dáma
lady
V veža
tower
S strelec
shooter
J jazdec
rider
(P) pešiak
infantryman / pawn
Šach Šach Mat / Šachmat
Slovene K kralj
king
D dama
lady
T trdnjava
castle
L lovec
hunter
S skakač
jumper
(P) kmet
farmer
Šah Šah Mat / Šahmat
Spanish R rey
king
D dama / reina
lady / queen
T torre
tower
A alfil
C caballo
horse
(P) peón
foot soldier
Ajedrez Jaque Jaque mate
Swedish K kung
king
D dam / drottning
lady / queen
T torn
tower
L löpare
runner
H springare / riddare
horse/knight
(B) bonde
peasant
Schack Schack Schack matt
Tamil K அரசன் (arasaṉ)
king
Q அரசி (araci)
queen
R கோட்டை (kōṭṭai)
castle
B அமைச்சர் / மந்திரி (amaicchar / manthiri)
minister
N/Kt குதிரை (kutirai)
horse
(P) காலாள் / சிப்பாய் (kālāḷ / cippāy)
foot soldier / sepoy
சதுரங்கம் (sathurankam) முற்றுகை (muṟṟukai) இறுதி முற்றுகை (iṟuti muṟṟukai)
Telugu రాజు (rāju)
king
మంత్రి (maṃtri)
minister
ఏనుగు (ēnugu)
elephant
శకటు (śakaţu)
గుర్రం (gurraṃ)
horse
బంటు (baṃţu)
soldier
చదరంగం (cadaraṃgaṃ) దాడి (dāḍi) కట్టు (kaţţu)
Thai ขุน (khun)
king
เม็ด / ตรี / มนตรี (met / tri / montri)
counselor
เรือ (ruea)
ship
โคน (khon)
ม้า (ma)
horse
(บ) เบี้ย (bia)
menial
หมากรุก (makruk) รุก (ruk) จน (chon)
Turkish Ş/K şah / kral
shah / king
V vezir
vizier
K kale
castle
F fil
elephant
A at
horse
(P) er / piyon
soldier / pawn
Satranç Şah Mat
Ukrainian король (korol)
king
Ф ферзь (ferz)
vizier
T тура (tura)
tower
C слон (slon)
elephant
K кінь (kin)
horse
(П) пішак / пішка (pishak / pishka)
foot soldier
Шахи (shakhi) Шах (shakh) Мат (mat)
Urdu بادشاہ (bādshāh)
وزیر (vazīr)
رخ (rukh)
فيلہ (fīlah)
گھوڑا (ghōṛā)
پیادہ (pyādah)
شطرنج (šaṭranj) شہ (sheh) شہمات (shehmāt)
Vietnamese V vua
king
H hậu
queen
X xe
chariot
T tượng / tịnh / voi
elephant
M mã / ngựa
horse
tốt / chốt / binh
soldier
Cờ vua Chiếu / Chiếu tướng Chiếu bí / Chiếu hết / Sát cục / Tuyệt sát
Welsh T teyrn / brenin
lord / king
B brenhines
queen
C castell
castle
E esgob
bishop
M marchog
rider
(G) gwerinwr
peasant
Gwyddbwyll Siach Siachmat

Variants

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A 1616 illustration of the Mann, a chess piece unique to the Courier Chess variant; the Mann moves like a King, but threatening it does not give check, and it can be captured without loss of the game.

Chess variants sometimes include new, non-standard, or even old pieces. For example, Courier Chess, a predecessor of modern chess dating from the 12th century, was played on an 8×12 board and used all six modern chess piece types, plus three additional types of pieces: Courier, Mann (or rath or sage), and Jester. Variants of "old" chess might use the old rules for bishops/elephants with the alfil piece, or old rules for Queens with the ferz. Many modern variants with unorthodox pieces exist, such as Berolina chess which uses custom pawns that advance diagonally and capture vertically.

See also

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Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A chess piece is one of the six distinct types of components used in the strategic board game of chess: the king, queen, rook, , , and pawn. Each player controls 16 pieces of one color (typically or ), arranged at the start on the first two ranks of an checkered board, with the goal of maneuvering them to the opponent's . These pieces vary in power and mobility, forming the core mechanics that demand foresight, tactics, and calculation from players. The movements of chess pieces are precisely defined to ensure fair play and strategic complexity. The king moves one square in any direction and can perform under specific conditions, such as not having moved previously and no pieces intervening between it and a rook. The queen, the most powerful piece, travels any number of squares vertically, horizontally, or diagonally. Rooks move along ranks or files without limit, bishops along diagonals, knights in an L-shape (two squares in one direction and one perpendicular, jumping over pieces), and pawns forward one square (or two on their first move), capturing diagonally. Pawns also promote to another piece type upon reaching the opponent's back rank, often becoming a queen to maximize advantage. Captures occur by landing on an opponent's piece, removing it from the board, except for the rule unique to pawns. Official standards for chess pieces, governed by the International Chess Federation (), mandate the Staunton design for competitive play to promote uniformity and clarity. Pieces must be made of wood, plastic, or suitable imitations, with heights descending from the king at 9.5 cm to pawns at 5 cm, and base diameters comprising 40-50% of their height for stability. Colors distinguish sides—light shades for white pieces and dark for black—with the king's top differentiated from the queen's, often by a versus a coronet. This design ensures pieces are easily identifiable during rapid play. The concept of chess pieces traces back over 1,500 years to ancient , where the game featured prototypes like chariots (rooks), horses (knights), elephants (bishops), and foot soldiers (pawns), reflecting military divisions. As the game spread via Persia and the Islamic world to by the 10th century, pieces evolved; the queen replaced the vizier as the most powerful figure around the 15th century, enhancing the game's dynamism. The modern Staunton pattern, patented in 1849 by Nathaniel Cooke and endorsed by chess master , standardized the figurative shapes still used today for their balance of aesthetics and functionality.

Fundamentals

Definitions and Terminology

A chess piece is a game token used in the strategic board game of chess to represent one of the combatants on either side, with each player controlling a set of sixteen pieces at the start of the game. These pieces are divided into six distinct types: the king, queen, rook, , , and pawn, each with unique roles in simulating military units from . In chess terminology, pieces are broadly classified into major pieces (the queen and rooks), minor pieces (the bishops and ), and pawns, which are treated as a separate category representing due to their distinct movement and promotional potential. Key terms related to chess pieces include "promotion," which occurs when a pawn advances to the eighth rank (for ) or first rank (for ), allowing it to be immediately replaced by a queen, rook, , or of the same color, thereby enhancing the player's attacking options. "Capturing" refers to the process of removing an opponent's piece from the board by moving one's own piece to the occupied square, with the captured piece taken out of play and no longer usable by its owner. "Check" describes a position in which a player's is under direct attack by an opponent's piece, requiring the player to respond by moving the to a safe square, capturing the attacking piece, or blocking the attack on the next turn. The classification of chess pieces into their modern categories emerged during the medieval period in , as the game evolved from its Persian predecessor , with adaptations reflecting European military and cultural influences around the 12th to 15th centuries. For instance, the term "rook" derives from the Persian word "rukh," originally signifying a in the ancient Indian game that inspired chess, though its representation shifted to a tower-like fortress in European sets to symbolize defensive strongholds. This evolution in and categorization helped standardize the game's pieces across regions, distinguishing them from earlier abstract forms. Chess pieces exist in both physical and digital forms: physical pieces are tangible objects, often carved from wood, plastic, or ivory in stylized shapes like the Staunton design, used in traditional over-the-board play to provide a tactile experience. In contrast, digital representations appear as graphical icons or 3D models on computer screens in online platforms, allowing for virtual gameplay while maintaining the same rules and strategic depth as physical sets.

Standard Composition and Setup

In standard chess as governed by the , each player begins the game with 16 pieces, for a total of 32 pieces divided equally between the two sides for . This composition consists of 1 , 1 queen, 2 rooks, 2 knights, 2 bishops, and 8 pawns per player, ensuring balanced forces at the outset. The pieces are color-coded, with white employing light-colored pieces and black using dark-colored ones, to distinguish the opposing armies visually. The major pieces occupy the first rank (back rank) for and the eighth rank for , arranged in a specific order to reflect the game's tactical foundations. From the player's left side on the first rank, the positions are: rook on a1, on b1, on c1, queen on d1, on e1, on f1, on g1, and rook on h1. For , the arrangement mirrors this symmetry but on the eighth rank: rook on a8, on b8, on c8, queen on d8, on e8, on f8, on g8, and rook on h8, viewed from 's perspective. This setup positions the queens on their respective color squares—'s queen on a light square and 's on a dark square—aligning with the alternating board pattern. The pawns form the forward line, placed on the second rank for white (a2 through h2) and the seventh rank for black (a7 through h7), creating a protective screen ahead of the major pieces. The chessboard itself is an grid of 64 squares, oriented such that a white square occupies the near-right corner for each player, with files (vertical columns) labeled a through h from left to right for white and ranks (horizontal rows) numbered 1 through 8 from white's side. Under rules, white always initiates the game, alternating moves thereafter to maintain fairness. While the FIDE-standard setup is fixed for international competitions, non-standard variations exist in casual or handicap play, where the stronger player may remove certain pieces (such as a rook or queen) from their side before the game begins to equalize chances, though these do not affect official ratings or tournaments. Time controls, such as those in rapid or blitz formats, alter pacing but preserve the initial composition and arrangement.

Movements and Captures

Individual Piece Movements

In chess, each piece has a distinct method of movement and capture, governed by the official rules established by the . Pieces generally cannot pass through squares occupied by other pieces, except for the , which jumps over intervening pieces. Capture occurs when a piece moves to a square occupied by an opponent's piece, replacing it and removing the captured piece from the board. The pawn is the only piece that moves forward and captures diagonally. It advances one square straight ahead along its file to an unoccupied square. On its first move, from its initial position on the second rank for or seventh rank for , a pawn may optionally advance two squares forward, provided both the destination and intervening square are unoccupied; this initial double-step can lead to the capture exception, though its procedure is addressed separately. Pawns cannot move backward or sideways except when capturing an opponent's piece on an adjacent file one square diagonally forward. The rook moves any number of unoccupied squares horizontally along its rank or vertically along its file. It captures by advancing to the square occupied by an opponent's piece in those directions, provided the path is clear. The knight moves in an L-shaped pattern: two squares in (either horizontally or vertically) and then one square , or one square in and then two squares , landing on a square of the opposite color. Unlike other pieces, the knight jumps over any intervening pieces, friend or foe, and captures by landing on an opponent's piece in one of these eight possible target squares nearest to its position but not on the same rank, file, or diagonal. The bishop moves any number of unoccupied squares diagonally in any direction. It is confined to squares of the same color throughout the game due to the alternating color pattern of the , remaining on light or dark squares based on its starting position. Capture occurs by moving to the square of an opponent's piece along a clear diagonal path. The queen combines the movements of the rook and , allowing it to travel any number of unoccupied squares horizontally, vertically, or diagonally. It captures by replacement on any such square occupied by an opponent, making it the most versatile piece in terms of range. The moves one square in any direction: horizontally, vertically, or diagonally. It captures by moving to an adjacent square occupied by an opponent's piece, but the king cannot move to a square that would place it in check; , a special king movement involving the rook, is covered under separate rules.

Special Rules and Interactions

In chess, is a special move that allows the and one rook to move simultaneously, enhancing the king's safety and rook's activity. The king moves two squares toward the rook on the same rank, and the rook then jumps to the square immediately on the other side of the king. This is permitted only if neither the king nor the rook has previously moved, no pieces occupy the squares between them, the king is not in check, and the king does not pass through or land on a square attacked by an opponent's piece. En passant is another exceptional pawn capture rule designed to balance the pawn's initial two-square advance. When an opponent's pawn moves two squares forward from its starting position, landing adjacent to the capturing pawn on the same rank, the capturing pawn may take the advanced pawn as if it had only moved one square, by moving to the square the advanced pawn passed over. This capture must occur on the immediate next move; otherwise, the opportunity is lost. Promotion occurs when a pawn reaches the eighth rank (for ) or first rank (for ), at which point it is immediately exchanged for a queen, rook, , or of the same color, regardless of whether other pieces of that type remain on the board. The most common choice is the queen due to its power, but underpromotion to a rook, , or can be strategically advantageous in specific endgame scenarios, such as avoiding or delivering . Beyond individual movements, pieces interact through blocking, where one piece obstructs another's path, and more advanced tactics like pinning and . A pin immobilizes an opponent's piece by threatening to capture a more valuable piece, typically the king, behind it; the pinned piece cannot move without exposing the protected piece to capture, as doing so would place the king in check. A arises when one piece moves away, revealing an attack from another piece on an opponent's target, often amplifying threats in combinations. These interactions can lead to , where the king is in check and has no legal move to escape, resulting in victory for the attacking player, or , where the player to move has no legal moves but the king is not in check, drawing the game. The addresses prolonged immobility in piece interactions, declaring a draw if fifty consecutive moves by each player occur without any pawn movement or capture, preventing indefinite blocking or pinning without resolution.

Evaluation and Strategy

Relative Values

In chess, the relative value of pieces serves as a fundamental tool for material balance, guiding decisions on exchanges and assessment. The conventional assigns numerical points to each piece type, with the pawn serving as the baseline unit of 1 point. This framework, widely adopted in strategic analysis, posits the and at 3 points each, the rook at 5 points, and the queen at 9 points; the king holds infinite or priceless value, as its loss ends the game and it cannot be traded. The pair receives a bonus of about 0.5 pawns due to their complementary control of both board colors. These values reflect the pieces' mobility, control, and influence across typical positions, though they are approximations rather than absolutes.
PieceStandard Value (in pawn units)
Pawn1
3
3
Rook5
Queen9
Priceless
Historical precedents for such valuation systems trace back to medieval treatises, where pieces were assigned relative worth based on military hierarchy or monetary equivalents. In , as documented by as-Suli, pieces were valued in dirhems: the (king) at 2, rukh (rook) at 5, (knight) at 3, firzan (vizier) at 2, (bishop) at 2, and pawn at 1. These early point systems laid the groundwork for modern evaluations, evolving through 19th-century refinements like those in Howard Staunton's The Chess-Player's Handbook (1847), which provided near-contemporary decimals (pawn=1.00, =3.05, =3.50, rook=5.48, queen=9.94) still rounded in practice today. Piece values are not static and vary by game phase and position type, adjusting for mobility and strategic potential. In the opening and middlegame, knights often gain relative strength in closed positions—where pawn chains block lines—as their ability allows infiltration without reliance on open files, sometimes equating to 3.25-3.5 pawns. Conversely, bishops excel in open positions, leveraging long-range diagonals for up to 3.25 pawn equivalents, while their value dips in blocked setups. Rooks and similarly appreciate in open terrain, gaining 10% or more due to file control, but lose up to 20% in cramped boards. In , pawns inflate in worth beyond 1 point owing to promotion prospects; a near the eighth rank can approach 2-3 points, tipping material balances toward aggressive pawn advances. For exchange evaluation, these values inform trade arithmetic, where parity guides decisions but positional nuances refine outcomes. A classic approximation balances a queen (9) against two rooks (10 total), though positional factors like open files or initiative can make such trades favorable even if is slightly imbalanced. Such formulas underscore the system's flexibility: static points establish a baseline, but dynamic factors like king safety or can shift effective worth by 0.5-1 pawn units per piece.

Tactical and Positional Roles

In , the tactical and positional roles of pieces extend beyond their basic movements to encompass activity, coordination, and development principles that dictate control over the board. Piece activity refers to the degree to which a piece influences key squares, attacks threats, or supports allies, often prioritizing central placement for maximum scope. Coordination involves harmonizing pieces to amplify collective strength, such as aligning rooks on open files or supporting a pawn advance with minor pieces. Development principles emphasize rapid mobilization, with knights typically developed before bishops in the opening due to the knights' shorter range and the bishops' need for open diagonals; this order allows knights to contest quickly while avoiding early pawn moves that might block bishops. Pawns play a foundational role in positional play by forming chains—diagonal sequences of connected pawns that control squares and restrict opponent mobility, often serving as the base for attacks on the enemy or . These chains create locked structures where the base pawn becomes a target for undermining, but they also secure space for one's own pieces. Passed pawns, unopposed by enemy pawns on their file, emerge as potent endgame weapons, capable of promoting to queens if supported by the , often deciding games through promotion races. However, pawn weaknesses like isolated pawns—lacking adjacent pawn support—and doubled pawns—two on the same file—expose vulnerabilities to attack, reducing defensive coverage and inviting infiltration by enemy pieces. Rooks excel in tactical domination on open files, where they infiltrate the seventh rank to attack pawns, restrict the enemy , and create threats that force concessions. Positioning a rook on the seventh rank, often termed "pigs on the seventh," allows it to capture loose pawns and limit the opponent's back-rank mobility, turning material equality into a winning edge. In coordination, rooks form batteries with the queen on the same file, doubling firepower to pressure key points like the enemy or weak pawns, amplifying threats without additional moves. Knights leverage their unique L-shaped movement for tactical forks, simultaneously attacking two or more enemy pieces, which disrupts coordination and wins material in crowded positions. Positionally, knights thrive on outposts—advanced squares supported by one's own pawns and unattainable by enemy pawns—within pawn chains, from where they control central squares, blockade advances, and prepare breaks. Bishops harness long-range diagonals for positional control, particularly through the development, where the occupies g2 or b2 (for White), influencing and safeguarding the king while eyeing the opponent's castled position. The distinction between a "good" bishop—mobile on open diagonals aligned with enemy weaknesses—and a "bad" bishop—trapped behind one's own pawns on blocked colors—guides exchanges and pawn advances, as the good bishop often proves superior in open endgames. The queen's versatility enables centralization, placing it on d4 or e5 to radiate influence across files, ranks, and diagonals, supporting hypermodern strategies that undermine enemy centers without occupying them directly. Yet, its early exposure risks loss to tactical traps or development lags, as opponents can gain tempi by attacking it, underscoring the need for safe activation after minor pieces. The transitions from a passive defender to an active endgame participant, utilizing opposition—positioning to force the enemy backward—to support passed pawns or block advances in pawn endings. Castling early ensures its safety behind pawns and rooks, facilitating piece coordination while avoiding central exposure.

Historical Development

Origins and Early Forms

The game of , recognized as the earliest precursor to modern chess, originated in northern during the 6th century AD under the , simulating a four-division army on an 8x8 board with pieces representing , , elephants, chariots, and royalty. The core pieces included the (), which moved one square in any direction; the mantri or (counselor or general, an early form of the queen limited to one diagonal step); the or hastin (elephant, precursor to the with a leaping movement over two squares diagonally); the or sakata (, akin to the rook moving horizontally or vertically any number of squares); the (, similar to the knight's L-shaped jump); and the padati (foot-soldier or pawn, advancing one square forward and capturing diagonally). These pieces reflected the structure of ancient Indian warfare, with no initial casting or rules, and gameplay influenced by in some variants before evolving into a purely strategic form. By the 7th century, spread westward to the in Persia, where it was adapted into , with pieces renamed to align with Persian terminology while retaining similar movements. The became the (); the farzin or firzan (counselor, still restricted to one diagonal move); the pil or (elephant, maintaining its 2x2 leap); the rukh (chariot); the or asp (horse); and padati the piadah, piyada, or baidaq (foot-soldier). This version emphasized the 's vulnerability and the farzin's weakness, with the 's elephantine jump evoking battlefield imagery, and quickly gained popularity in Persian courts as a test of intellect. Following the Arab conquest of Persia in the mid-7th century, shatranj was transmitted across the Islamic world during the 8th to 10th centuries, with Arabic scholars refining rules and terminology while preserving the alfil as the elephant piece, symbolizing its origins in Indian and Persian military motifs. By the 10th century, the game reached Europe through Muslim-controlled regions like Al-Andalus in Spain and Sicily in Italy, introducing the abstract warrior-themed pieces to Christian kingdoms via trade and conquest. During the Islamic Golden Age, figures like al-Adli (9th century) and al-Suli (10th century) codified strategies, composing opening analyses and endgame problems (mansubat) that standardized play, with 10th-century Arabic manuscripts such as al-Suli's treatises providing early textual illustrations of board positions and piece interactions, though visual depictions of pieces remained largely abstract to adhere to aniconic traditions. In early European variants from the 10th to 12th centuries, chess pieces began shifting from explicit warrior representations to more abstract symbols, influenced by ecclesiastical prohibitions on figurative art, while games like courier chess—emerging around the 12th century in central Europe—expanded the board to 12x8 and added pieces such as the courier (a bishop-like mover), sage (limited king), and extra pawns to enhance tactical depth. Courier chess, played alongside shatranj-derived forms, featured the standard pieces plus these innovations, fostering regional diversity before broader unification, with surviving artifacts like ivory sets from this era showing simplified, geometric designs for the king, counselor, elephant, chariot, horse, and pawn.

Standardization and Evolution

The standardization of chess pieces and their movements emerged in the late 15th century through European reforms that elevated the game's dynamics, particularly in Spain and Italy. A pivotal document, the 1475 Valencian manuscript Scachs d'amor, records the earliest known game employing modern rules for the queen and bishop, showcasing the queen's transformation from a limited advisor—restricted to one square diagonally—to a piece capable of unrestricted movement in any direction. Similarly, the bishop evolved from a confined two-square leaper, akin to an elephant in precursor games, to full diagonal traversal across the board, fundamentally accelerating play and strategy. These "Queen's Chess" alterations, reflecting cultural shifts toward more assertive female figures, proliferated across Europe by 1495, unifying the pieces' roles in what became the modern variant. By the , as international tournaments proliferated, attention turned to physical uniformity to ensure fair competition. In 1849, English designer Nathaniel Cooke registered the Staunton pattern, produced by John Jaques of London, featuring distinct, balanced silhouettes—the as a knight's head, the with a —for clarity at a distance. Endorsed by chess authority , this design gained traction amid growing events, with 1880s tournaments like the 1883 London International enforcing consistent sets to prevent disputes over piece recognition. The Fédération Internationale des Échecs (), established in 1924, codified these developments by adopting the Staunton style as the standard form for tournaments starting in 1924, promoting global consistency. FIDE standards prescribe fixed proportions: the king stands 9.5 cm (±10% tolerance, approximately 8.55–10.45 cm) tall, with descending heights for other pieces (queen 8.5 cm, 7 cm, 6 cm, rook 5.5 cm, pawn 5 cm, all with ±10% tolerance), bases 40–50% of height for stability, and weights optimized for handling without specifying exact grams. Pieces must be distinguishable—king taller than queen, bishops optionally notched—and free of , using matte , , or equivalents in contrasting light/dark shades. Into the 20th and 21st centuries, core piece designs have endured unaltered despite technological advances, with computer engines revolutionizing tactical analysis and opening theory since the 1970s without impacting physical forms. As of November 2025, FIDE's 2022 standards remain in effect with no significant updates to traditional piece designs, emphasizing weight suitability for stability in tournaments, while digital platforms align with Staunton visuals for consistent online rendering in virtual events.

Production and Design

Materials and Manufacturing Techniques

Chess pieces have traditionally been crafted from a variety of natural materials valued for their durability, workability, and aesthetic appeal. Boxwood and are among the most common woods used for high-quality wooden sets, with boxwood providing a light, fine-grained base for white pieces and offering a dense, dark contrast for black pieces. Historically, and were popular for their smooth texture and carving properties, particularly in antique sets from the 18th and 19th centuries, but their use in new pieces has been prohibited since the 1989 Appendix I listing of the , which banned international trade in elephant to protect . However, fossilized , sourced from prehistoric remains, is commonly used for new sets as it is not regulated under . Decorative sets often incorporate or stone, such as or , for their weight and visual elegance, though these are less common in competitive play due to their fragility. Manufacturing techniques for chess pieces emphasize precision and balance, particularly in the standardized Staunton design introduced in the . Traditional production involves lathe-turning, where wood is rotated on a and shaped with cutting tools to create symmetrical forms like pawns and bishops, ensuring uniformity across sets. For custom or artisanal pieces, hand-carving allows intricate detailing, often starting from solid hardwood blocks and refining shapes with chisels and gouges. To enhance stability during play, pieces are typically weighted by inserting lead plugs into the bases, which are then covered with felt to protect boards and allow smooth movement. Contemporary manufacturing has incorporated advanced technologies to meet demands for customization, affordability, and . Since the 2010s, has enabled the of custom variants, allowing hobbyists and designers to produce pieces in resins or metals layer by layer from digital models. Injection molding dominates production of tournament sets, where molten is injected into molds to create lightweight, uniform pieces suitable for mass events. Wooden chess pieces often provide a superior tactile feel and balance due to their natural weight compared to unweighted plastic ones, enhancing the playing experience for many players. CNC machining provides high-precision carving for both wood and metal, using computer-controlled tools to replicate complex designs with minimal waste. The International Chess Federation () sets standards for tournament equipment, requiring pieces to be made from durable wood or approved plastic materials that withstand repeated use without deformation. These standards ensure non-magnetic properties to prevent interference with electronic boards, though explicit non-magnetic rules apply more to venue setups. Costs vary widely, from basic plastic sets starting at around $10 for casual play to luxury wooden or stone sets exceeding $10,000, reflecting craftsmanship and material rarity. As of 2025, environmental considerations are influencing production, with sustainable alternatives like sheesham wood increasingly replacing scarcer rosewoods due to overharvesting concerns. Recycled plastics are also gaining traction in mass-produced sets, reducing environmental impact while maintaining compliance.

Artistic and Symbolic Aspects

Chess pieces have long embodied the feudal of medieval society, with the king representing the and ultimate , the queen symbolizing a powerful consort or advisor, and the pawns depicting the masses or foot soldiers who bear the brunt of conflict. This structure mirrors the social order of the time, where nobility directed the actions of the lower classes, much like the pieces' movements on the board. The of chess pieces draws from historical and cultural symbols, evolving significantly over time. The king and queen are typically adorned with crowns or coronets to denote royalty, while the wears a reflecting its ecclesiastical origins in European adaptations. The features a horse's head, symbolizing chivalric , and the rook, originally a chariot in ancient Indian , transformed into a tower representing defensive strongholds. Artistic designs of chess pieces range from figurative representations to abstract forms, showcasing diverse styles across eras. Figurative sets, such as the 12th-century carved from , depict Viking warriors with expressive faces and detailed armor, blending Norse craftsmanship with early European chess . In contrast, Renaissance-themed sets often feature ornate, humanistic figures inspired by the period's art, with elaborate carvings of nobility and clergy. Modern abstract designs, influenced by artists like who carved geometric chess sets from basic shapes such as spheres and cubes, emphasize minimalism and conceptual form over literal depiction. Themed sets, including those inspired by with tridimensional boards and character-based pieces, extend this creativity into popular culture. As collectibles, chess sets hold significant artistic value, with renowned examples fetching high prices at auction. Similarly, the Christian I Von Munch ivory , carved with intricate details, achieved $547,192 at auction, underscoring the enduring appeal of historical figurative works. Chess pieces have permeated art and literature, symbolizing and human endeavor. In Lewis Carroll's Through the Looking-Glass (1871), animated chess pieces guide Alice's journey across a living board, with her progressing as a pawn to queenship, blending whimsy with the game's hierarchical themes.

Nomenclature and Cultural Variations

English and Standard Names

In standard international chess rules, the six types of pieces are named the , queen, rook, , , and pawn. These names are used in English-language descriptions and official documentation. The abbreviations for algebraic notation, as standardized by , are K for , Q for queen, R for rook, B for , and N for (chosen to avoid confusion with K); pawns have no abbreviation and are implied by the absence of a letter. The English names evolved from earlier forms as chess spread through . The queen originated as the "fers" or "fierce," a weak piece derived from the Persian "farzīn" (counselor), which by the late 15th century in had transformed into the powerful modern queen alongside changes to its movement. The derives from the "" (elephant), which entered English via Italian "alfiere" and French "fou," eventually adopting "" in the , possibly due to the piece's pointed hat resembling a . The traces back to the "aśva" () in ancient Indian , retaining its equine association in English while other languages directly call it "." Two primary notation systems have been used in English chess literature: algebraic and descriptive. Algebraic notation, the sole system recognized by since 1981, identifies squares by files (a–h) and ranks (1–8), with piece abbreviations followed by the destination square, such as Nf3 for knight to f3. Descriptive notation, now outdated, referenced the board from each player's perspective using terms like King's Bishop 3 (KB3), with examples like Kt-KB3 for the same knight move to f3; it used Kt for knight to distinguish from king. FIDE's laws, updated periodically since the , mandate English piece names and abbreviations in international contexts, while allowing local language equivalents in notation for non-English speakers under specific conditions. For diagrams and publications, recommends symbolic representations, including characters like ♔ for white , ♕ for white queen, ♖ for white rook, ♗ for white bishop, ♘ for white knight, and ♙ for white pawn (with black counterparts ♚, ♛, ♜, ♝, ♞, ♟). A common in casual English usage is calling the rook a "," stemming from its tower-like shape in modern sets, which evokes fortifications; however, the name "rook" derives from the Persian "rukh" (), and "" properly refers only to the king-rook maneuver known as .

Global Naming Conventions

Chess piece nomenclature varies significantly across languages, reflecting historical, cultural, and linguistic adaptations as the game spread globally from its origins in ancient . In , names often draw from medieval European interpretations of the pieces' roles. For instance, in French, the queen is termed dame (lady), the rook tour (tower), and the bishop fou (jester or fool), evoking courtly or architectural imagery. Spanish uses dama for queen and torre for rook, emphasizing the tower's defensive symbolism, while the bishop is alfil, a term borrowed from meaning "elephant," highlighting the piece's historical evolution. In Italian, the queen is donna (lady) or regina (queen), the rook torre (tower), and the bishop alfiere (standard-bearer), which alludes to a military ensign rather than a religious figure. Germanic and exhibit similar patterns but with distinct emphases on movement or historical titles. German nomenclature includes for queen (lady), Turm for rook (tower), Springer for (jumper, reflecting its leaping motion), and Läufer for (runner). In Russian, the queen retains the archaic ferz' (from Persian firz, meaning advisor), the rook is ladya (boat, an older chariot association), and the slon (). Polish terms include for queen (a Cossack leader), skoczek for (jumper), and goniec for (messenger or runner), incorporating regional historical connotations. Asian languages often preserve elements from indigenous games like xiangqi or , leading to unique adaptations. In Chinese, the queen is hòu (empress), the xiàng (elephant), the (horse), and the rook (chariot), mirroring the military hierarchy of Chinese chess. Japanese terminology for international chess frequently borrows English loanwords, such as kuīn for queen and bisshoppu for , but traditional influences appear in shogi-derived terms like gyoku (jewel) for the king in some contexts. In , cultural symbolism shifts the rook to hāthī () and the to ūṇṭ (camel), drawing from local to represent the pieces' diagonal and straight movements, respectively. Arabic names include malik for (ruler), wazīr for queen (vizier or minister), fīl for (elephant), and rukh for rook (chariot), retaining Persian-Arabic roots from the game's medieval transmission. These variations pose translation challenges, particularly with gender and symbolism. The queen is typically feminine (dame, donna, hòu) in most languages, aligning with its powerful role, but appears neutral or masculine in others, such as Russian ferz' (advisor). Symbolic shifts are evident in animal associations, like the bishop as an elephant (fīl in Arabic, xiàng in Chinese, or hathi-like in Indian contexts), contrasting the Western ecclesiastical bishop. In the era of , English terms dominate international tournaments, apps, and standards, yet local persists in regional media. This blend ensures chess remains accessible while honoring linguistic diversity.

Extensions in Variants

In popular chess variants, standard pieces retain their core identities but experience rule alterations that modify their strategic roles, promoting diverse playstyles while preserving familiarity. Chess960, also known as Fischer Random Chess, employs the same six piece types as classical chess but randomizes their arrangement on the first rank—excluding pawns on the second rank—to one of 960 valid starting positions, thereby disrupting traditional opening theory and emphasizing middlegame improvisation from the outset. Castling remains possible once per side, adapted so the king and rook end in their classical relative positions regardless of initial setup, provided the path is clear and neither has moved. This randomization equalizes opening advantages, with white's typical edge reduced compared to standard chess. Crazyhouse modifies piece permanence by allowing captured pieces to be "dropped" back onto any empty square on the player's subsequent turn, effectively recycling pawns, queens, and others to amplify their availability and frequency on the board. Drops cannot place pawns on the first or eighth ranks, and promoted pawns revert to pawn form upon capture, but this mechanic fosters hyper-aggressive exchanges and sudden reinforcements, often leading to queen-heavy positions. Unlike standard chess, material losses are temporary, shifting value toward capture opportunities over retention. Shogi-inspired variants like introduce promotion for most pieces upon entering the opponent's four-rank promotion zone, granting enhanced movements; for instance, a pawn promotes to a gold general, which combines orthogonal and diagonal steps for greater versatility. Promotion is optional, achieved by flipping the piece post-move, and unpromoted pieces can defer it until later zone entry, but kings, royal pieces, and certain strong units are exempt. This system transforms underpowered pieces like pawns into formidable assets, rewarding territorial advances in the larger 12x12 board context. Three-Check Chess augments the win conditions by allowing victory through delivering a third check to the opponent's , alongside or , which heightens the utility of knights for forking threats and bishops for diagonal pins in pursuit of repeated attacks. Standard movement rules apply, and checks accumulate throughout the game; the third check must be legal without resulting in self-check; this encourages bold sacrifices to expose the early. Atomic Chess alters capture consequences: any capture explodes the captured piece, the capturing piece, and all adjacent non-pawns, so king-adjacent captures obliterate both kings and nearby units, rendering such moves fatal for the attacker. Consequently, kings cannot capture enemy pieces, as the explosion would destroy themselves, promoting cautious positioning and pawn screens over direct confrontations. These variants maintain the six standard piece types without additions, focusing instead on behavioral tweaks like drops, promotions, or explosive captures to innovate gameplay. In 2025, Chess960 gained prominence through major events such as the Freestyle Chess Grand Slam Tour series of five tournaments, which has elevated its status, with analyses of games examining relative values due to variable opening exposures.

Custom and Invented Pieces

Custom and invented pieces, often referred to as pieces, extend the standard set of chess pieces by introducing novel movement rules, combinations, or abilities, primarily for use in chess variants and composition problems. These pieces have been created since the to enhance strategic depth, with the term "fairy chess" emerging in the early to describe such innovations. Unlike orthodox pieces, fairy pieces allow for greater variety in gameplay, appearing in thousands of problems and hundreds of variants. The origins of many invented pieces trace back to , where experimenters sought to reform or expand chess. For instance, the Amazon, a powerful compound piece that moves as either a queen or a , was developed before 1500 A.D. as a potential replacement for the weaker () in medieval variants like Turkish Great Chess, where it was known as the giraffe. Similarly, Italian priest Pietro Carrera introduced the (also called Cardinal or ), which combines and movements, and the (or Marshall), combining rook and movements, in his 1617 treatise Il gioco degli Scacchi. These pieces aimed to balance larger boards and more complex positions, influencing later variants. In the 20th century, British problemist Thomas Rayner Dawson, regarded as the father of , systematized and popularized the creation of new pieces through his extensive compositions and publications. Dawson invented the in 1912, a hopper that slides along queen lines but must leap over an intervening piece (the "hurdle") to land on the square immediately beyond it, capturing only if landing on an enemy piece. He later created the Nightrider in 1925, a rider that makes consecutive knight leaps in the same direction, forming straight or diagonal lines like a or rook but with knight steps. These innovations, featured in journals like The Problemist and Fairy Chess Review (which Dawson edited from 1936 to 1951), have become staples in fairy problems, with the alone appearing in tens of thousands of compositions. José Raúl Capablanca, world champion from 1921 to 1927, revived Carrera's compound pieces in the 1920s to address perceived drawishness in standard chess, proposing an 8x10 board with the and added to each side in his variant now known as Capablanca Chess. This design sought to increase attacking possibilities while maintaining familiarity. Modern inventors continue this tradition on sites like The Chess Variant Pages, creating pieces such as the Immobilizer, which paralyzes nearby enemy units without capturing, or the , which changes its movement type upon capturing, fostering endless experimentation in over 2,000 documented variants.

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