• White moves first.
• Pawn: moves forward one square (two from its start), captures diagonally forward. Reaching the far row promotes it to a Queen. En passant capture applies right after an enemy pawn's two-square advance.
• Knight: moves in an L-shape, jumping over other pieces.
• Bishop: slides diagonally, any distance.
• Rook: slides horizontally or vertically, any distance.
• Queen: combines Rook and Bishop movement.
• King: moves one square in any direction. Castling (moving the King two squares toward a Rook) is allowed if neither piece has moved, the squares between are empty, and the King is not in or passing through check.
• Check: the King's square pulses red — you must get out of check immediately.
• Checkmate: a king in check with no legal move — the game ends.
• Draw: stalemate (no legal move, not in check), insufficient material, or 50 moves without a capture or pawn move.
• White moves first.
• Pieces move diagonally forward onto an empty square.
• Capture: jump over an adjacent opponent piece onto an empty square beyond it. Double/triple captures continue in sequence when possible.
• If a capture is available, it must be taken.
• A piece reaching the far row becomes a King (marked with a double white ring) and can move and capture backward too.
• Win: your opponent is left with no pieces or no legal move.
• Draw: if 40 moves pass with no capture, the game ends in a draw.
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