The green circles show the only possible move for each Pawn. The Pawn can only advance if the square in front is empty.
The Pawn captures on a forward diagonal, one square on the right diagonal or one square on the left. It can only capture if the diagonal square is occupied by an opponent's piece. If the diagonal square is empty or is occupied by a piece of the Pawn's own color, the Pawn cannot move to that square. The diagram shows the White Pawn on the left side of the board with three possible moves -- it can advance one square, or it can capture either of the Black Pawns on the diagonal.
The Black Pawn on the right also has three possible moves. You now know where to place the pawns when a game is started, how much the pawn is valued, how pawns move and capture, how en passant happens, and how a pawn promotes! Enjoy your new knowledge of pawns! Reading an article is a wonderful way to learn new material.
Watching a video lesson can be even more helpful! Check out the short video lesson below about the pawn! The pawns at their starting positions. How The Pawn Moves As mentioned, the pawn is the least powerful piece. The e2-pawn may move to the squares e3 or e4 on its first move. The pawn on the e4-square is blocked! The e4-pawn attacks the d5 and f5 squares. The e4-pawn can capture the f5-pawn but not the e5-pawn. En passant in action!
After Black's last move of e7-e5, White may capture the e-pawn on e6 for one move only! Promotion So far the pawn doesn't seem too powerful, right? Promoting the a-pawn to a queen or rook results in checkmate!
Underpromotion in action! Underpromoting to a knight in this position creates a checkmate! Test Let's test you to see if you can recognize how the pawn moves. Can White move a pawn to c8?
Can the White pawn on e4 capture the pawn on d5? White's e4-pawn can capture the pawn on d5. Each player begins a chess game with eight pawns, standing in front of their other eight chess pieces. Pawns are both simple and complex in their movements. The pawn piece has the fewest options of any chess piece on the board in where it can move and it can only move forward until it reaches the other side of the board.
Here are a few things to know about how a pawn chess piece moves:. Not all pawns are created equal. Each pawn is named after the piece behind it. For example, the two outer pawns are called "Rook Pawns", while the pawns in front of the King and Queen at the start of a game are called "King Pawn" and "Queen Pawn" respectively. In addition, pawns on each side of the board are named.
The pawns on the Queen's side of the board are called Queen side and the pawns on the King's side of the board are called King side. For example, at the start of the game, the pawn on the far left side would be called the QR-pawn Queen Rook Pawn. The pawn second from the right at the start of the game would be called the KN-pawn King Knight Pawn. Often, pawns are referenced as opposition. Your opponent's pawn directly across the board from your own pawn is called the "Counterpawn".
Each pawn on your board begins the game with its own counterpawn. At the start of the game, all pawns are considered "unfree", or not able to reach the opposite side of the board because of its counterpawn. Once its counterpawn has been captured, the pawn is then considered "half-free". Each pawn on the board also has opposing pawns called "sentries". Sentries are the opponent's pawn chess pieces that sit directly across from it, but are to the left and right by one square.
These pawns are the pieces your opponent could use to capture your pawn. While sentries can make it difficult for your pawn to cross the board, their obstruction of your piece is not absolute. Each of your own pawn chess pieces has "helpers". These are its neighboring pawn pieces that can be used to help the pawn chess piece cross the board. When trying to reach the other side of a board, a pawn piece is known as a "candidate". In most cases, your candidate piece would advance first, followed by its helper pieces, trying to ensure its safety.
Once the sentries of a pawn piece have been captured, the pawn is now considered "free". This means it no longer has any opposing pawns in its path to reaching the other side of the board.
When two pawns meet at squares directly in front of each other, they are considered part of a "ram". In basic terms, a ram occurs when two pawn pieces are blocking each other's movements across the board. When helper pawns get involved, a ram can be broken, allowing the pawn chess piece to move forward.
Avoiding rams is important when attacking an opponent as it eliminates your ability to use the pawn in the attack. Pawns can be very useful tools as you play the game of chess. Gaining a more in-depth understanding of how to use pawns in chess is crucial to becoming a better chess player. Here are some great books we recommend for studying pawn play in chess:. The straight piece. That's the easiest way to describe the rook chess piece.
In traditional sets, the piece looks kind of like a castle tower and begins each chess game as the outside corner pieces. Each player has two rook pieces to begin. The rooks are the most simple-moving chess pieces on the board. Their movements are only straight, moving forward, backward or side to side.
At any point in the game, the piece can move in any direction that is straight ahead, behind or to the side. Here are a few things to know about how the Rook chess piece moves:. The rook piece is the only piece on the board that can participate in a "castling" move with the King piece. This is a move where the King piece and the rook piece work together, allowing the player to move two pieces at the same time. We'll discuss castling later.
When it comes to your chess set, the Knight chess piece is often the defining piece in the set. This piece offers the most chance for variety and uniqueness in a chess set and it is often the piece with the most detail. When it comes to the game of chess, the Knight chess piece is often the favorite piece and most unpredictable piece in the game.
Many a game has been ended because of the make-or-break tactics with the Knight.
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