Think of Chess as a race! Development means bringing your pieces out from the back row into the action. If you leave your Knights and Bishops sleeping, your army is too weak to win. Tip: Try to move every piece at least once before moving the same piece twice!
Topic: Standard Start
π‘οΈ Chapter 1: The Foundations
Every King needs a castle! Castling protects your King by tucking him safely in the corner and brings your Rook into the center to fight. You can only do this if the King and Rook haven't moved yet and the path is clear.
When most pieces are gone, your King stops hiding! In the Endgame, the King becomes a hero that helps his Pawns reach the other side. Your main goal is to turn a Pawn into a Queen to deliver the final checkmate.
Trading is like an equal swap. If you take a Knight and the opponent takes yours, that is a trade. A Noble player only trades when it helps them. Never trade your best attacking piece for an opponent's piece that isn't doing anything!
This is a secret "Ghost Move." If an enemy pawn jumps two squares to land right next to yours, you can capture it as if it only moved one square. But be carefulβyou must do it immediately on the next turn, or the ghost vanishes!
The Pawn is a tiny soldier with a big dream. If he makes it all the way to the 8th rank, he levels up! You can turn him into a Queen, Rook, Bishop, or Knight. Most players choose the Queen because she is the most powerful.
Sometimes, a Queen is too powerful and causes a stalemate (a draw). In this lesson, we promote to a Knight instead to give a check and win the game. Itβs all about being smart, not just strong!
This is the "Mind Reading" move. Instead of just making your own plan, you ask: "What is my opponent planning to do to me?" Prophylaxis is a move that stops their best idea before they even get to try it.
βοΈ Chapter 2: Tactics & Strategy
In Chess, you MUST move when it is your turn. Zugzwang is a trap where every possible move you can make is a bad one. Itβs like being forced to step into a hole because you aren't allowed to stay still!
The middle of the board (e4, d4, e5, d5) is the "High Ground." If you control the center, your pieces can jump to any side of the board much faster. Own the center, own the game!
Pawns are like the walls of a castle. When they stand together in a chain, they are strong. When they are alone (Isolated), they are weak targets. Learn to build your walls so your bigger pieces can hide behind them.
A Pin is when you attack a piece that cannot move because a more important piece (like the King) is behind it. It's like putting a thumbtack through two pieces at once! The piece in front is "pinned" to the board.
A Skewer is like a "Reverse Pin." You attack a big piece (like a King), and when he runs away, you take the piece that was hiding behind him. It's named after a kebab stick because it goes right through them!
A Fork is when one piece attacks two or more enemies at the same time. Knights are the kings of forks! In this position, the White Knight is attacking the King, the Queen, AND the Rook all at once.
This is the famous 4-move checkmate! It tries to catch the weak f7 square. Every Noble player must learn how it works so they can block it and make the opponent's Queen regret coming out too early.
Every great player has a favorite way to start. Whether it is the Ruy Lopez (shown here), the Sicilian Defense, or the Italian Game, learning the names helps you remember the best plans!