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The attacker cannot make progress because their king cannot get behind the pawn. The rook should shuttle back and forth between the squares protected by the pawn, and the king should stay near its pawn. For example, in Diagram 1, White can play 1.Rg3 Ke4 2.Re3+ Kf4 3.Rg3 Qc6+ 4.Kg1 and Black cannot make any progress
The queen and pawn versus queen endgame is a chess endgame in which both sides have a queen and one side has a pawn, which one tries to promote. It is very complicated and difficult to play. Cross-checks are often used as a device to win the game by forcing the exchange of queens. It is almost always a draw if the defending king is in front of ...
1 king – most important piece, and one of the weakest (until the endgame). The object of the game is checkmate, by placing the enemy king in check in a way that it cannot escape capture in the next move. On the top of the piece is a cross. 1 queen – most powerful piece in the game, with a relative value of 9 points. The top of the piece is ...
The king, queen, courier (bishop), knight, and rook have their modern powers. The bishop (or archer) can move one square diagonally, or leap diagonally to the second square. The fool, standing beside the queen, moves one square in any direction. The sage, standing beside the king, combines the powers of the fool and the knight.
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A queen wins against a lone rook, unless there is an immediate draw by stalemate or due to perpetual check [3] (or if the rook or king can immediately capture the queen). In 1895, Edward Freeborough edited an entire 130-page book of analysis of this endgame, titled The Chess Ending, King & Queen against King & Rook.
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The white queen starts on d1, while the black queen starts on d8. With the chessboard oriented correctly, the white queen starts on a white square and the black queen starts on a black square—thus the mnemonics "queen gets her color", "queen on [her] [own] color", or "the dress [queen piece] matches the shoes [square]" (Latin: servat rēgīna colōrem).