Kings
Each player possesses one king at the beginning of the game. The entire match revolves around protecting one's king while capturing that of the opponent. As such, the king is the most valuable piece on the board, valued at 200 points in official tournaments. Kings can move one space in the any direction, providing that the space is empty. However, if the king can be captured during the opponent's subsequent turn, the king is in "check" and can only move into a new square that will remove it from check. If this is not possible, the king is in "checkmate" and the game is over. The king commonly appears with a crown topped with a royal cross.
Queens
Queens are the second most valuable piece on the board. As the most mobile piece, many players consider the queen the fulcrum between winning and losing. The queen is worth nine points in official matches and is allowed to move any number of space in any direction, providing that her path is clear. The queen commonly appears with a grooved crown topped with a single ball or jewel.
Rooks
Players are initially supplied with two rooks, which are also known as "castles." These pieces are the third most valuable piece type on the board, with each being valued at five points in official tournaments. Rooks are similar to the queen in that they are able to move any number of spaces vertically and horizontally in straight lines, providing that their paths are clear. However, unlike the queen, rooks are not able to move diagonally. Rooks commonly appear as castle towers, some with parapets, others with spires.
Bishops
Players are initially supplied with two bishops, which are each valued at three points in official tournaments. Bishops are similar to the queen in that they are able to move any number of spaces diagonally, providing that their paths are clear. However, unlike the queen and rooks, bishops are not able to move vertically or horizontally. Bishops commonly appear to be holy men wearing pope hats decorated with a diagonal slash.
Knights
Players are initially supplied with two knights, which are also valued at three points each in official tournaments. Knights are very interesting pieces with a peculiar movement style. Knights move in a straight line two squares, make a 90-degree turn left or right, and then move a final square. Knights have the special ability to jump over opponents. As long as the "landing" square is clear, knights can make the move, presumably due to well-trained jumping horses. Knights commonly appear as horse heads, complete with eyes, ears and a mane.
Pawns
Pawns are the grunts, the ground troops, the infantry of the king's army. Players are initially supplied with eight pawns, which are valued at one point each in official tournaments.. With the first move, pawns are able to move forward one or two spaces. Every move after the first limits the pawns to one space forward. Pawns can only move toward the opponent's end of the board, but must jump one square diagonally to capture an enemy piece. However, pawns have the distinct honor of being able to "graduate" to a more valuable piece (other than a king) if they are moved to the opposite end of the board. Pawns are typically shorter than other pieces with a simple round head.