A plain-language summary of the official FIDE rules that govern the game of chess worldwide.
The Fédération Internationale des Échecs (FIDE) is the international governing body of chess. These rules are based on the FIDE Laws of Chess (2023 edition). For the full official text, please refer to the FIDE Handbook.
Chess is played between two opponents on a square board of 64 alternating light and dark squares, arranged in an 8×8 grid.
One player controls the light-coloured pieces ("White"), the other controls the dark-coloured pieces ("Black"). White always makes the first move.
The objective is to checkmate the opponent's King — placing it under an inescapable attack. The player who achieves checkmate wins the game.
If neither player can achieve checkmate, or if a position arises where checkmate is impossible, the game is drawn.
The King moves one square in any direction. It may also castle — a special move with a Rook (see below).
The Queen moves any number of squares along a rank, file, or diagonal, provided no pieces obstruct its path.
The Rook moves any number of squares along a rank or file.
The Bishop moves any number of squares diagonally. Each Bishop remains on its starting square colour for the entire game.
The Knight moves in an "L" shape — two squares along a rank or file, then one square perpendicular. The Knight is the only piece that may jump over other pieces.
The Pawn advances one square forward (two squares from its starting position). It captures one square diagonally forward. A Pawn reaching the last rank must be promoted to a Queen, Rook, Bishop, or Knight.
Castling: The King moves two squares toward a Rook on the same rank, and the Rook moves to the square the King crossed. Castling is only permitted when neither piece has previously moved, the squares between them are vacant, the King is not in check, and it does not pass through or land on a square attacked by an enemy piece.
En passant: If a Pawn advances two squares from its starting position and lands beside an opponent's Pawn, the opponent may capture it as though it had advanced only one square. This capture must be made immediately on the very next move, or the right is lost.
In touch-move rules (standard over-the-board play), a player who deliberately touches a piece must move or capture it if a legal move exists.
A move is completed when the player's hand releases the piece on its new square.
In online play on platforms like Sacrifice.pro, a move is completed when it is transmitted to the server — typically by releasing the piece on the destination square or clicking the target square.
A King is in check when it is attacked by one or more of the opponent's pieces. A player whose King is in check must immediately remove the threat — by moving the King, blocking the attack, or capturing the attacking piece.
Checkmate occurs when the King is in check and no legal move can remove the threat. The game is won by the player delivering checkmate.
Stalemate occurs when a player has no legal move and their King is not in check. The game is immediately drawn.
By mutual agreement: Both players may agree to a draw at any time.
Stalemate: As described above — no legal moves and the King is not in check.
Threefold repetition: If the same position occurs three times with the same player to move and the same legal possibilities (including castling and en passant rights), either player may claim a draw.
Fifty-move rule: If 50 consecutive moves by both players have been made without a Pawn move or a capture, either player may claim a draw.
Insufficient material: The game is drawn when neither side has enough pieces to deliver checkmate (e.g. King vs. King, King and Bishop vs. King, King and Knight vs. King).
Dead position: If a position arises where neither player can possibly checkmate by any legal sequence of moves, the game is drawn.
Each player must complete a prescribed number of moves or all moves in an allotted period of time, or face forfeit.
Time is measured using a chess clock with two displays. When one player makes a move, their clock stops and the opponent's starts.
A player whose time expires loses the game — unless the opponent has insufficient material to checkmate, in which case the game is drawn.
An increment (additional seconds per move) may be applied. For example, "5+3" means 5 minutes base time with 3 seconds added after each move.
FIDE recognises several time categories: Classical (60+ minutes), Rapid (more than 10 minutes but less than 60), and Blitz (10 minutes or less per player for all moves).
If an illegal move is discovered, the position must be reinstated to the point before the irregularity. The game then continues from that corrected position.
If the starting position was incorrect, the game is cancelled and a new game is played.
In FIDE-rated games, making two illegal moves results in forfeiture. In rapid and blitz, the first illegal move may result in a time penalty or loss, depending on the specific regulations.
Players must observe the highest standards of fair play and sportsmanship.
Players shall not use any external assistance — including electronic devices, written notes, or advice from another person — during a game.
Players must not distract or annoy their opponents in any manner whatsoever.
The arbiter has the authority to impose penalties for breaches of conduct, ranging from warnings to forfeiture of the game.
This page is a summary written in plain language. For the complete, authoritative text of the Laws of Chess — including competition-specific regulations, appendices, and guidelines for arbiters — visit the official FIDE Handbook.
Source: FIDE Laws of Chess, effective from 1 January 2023