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The Krampus is a horned anthropomorphic figure in the Central and Eastern Alpine folklore who, during the Advent season, scares children who have misbehaved.
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Chess is played on a board of 64 squares arranged in eight vertical rows called files and eight horizontal rows ⭕️ called ranks.

These squares alternate between two colours: one light, such as white, beige, or yellow; and the other dark, such ⭕️ as black or green.

The board is set between the two opponents so that each player has a light-coloured square at ⭕️ the right-hand corner.

Individual moves and entire games can be recorded using one of several forms of notation.

By far the most ⭕️ widely used form, algebraic (or coordinate) notation, identifies each square from the point of view of the player with the ⭕️ light-coloured pieces, called White.

The eight ranks are numbered 1 through 8 beginning with the rank closest to White.

The files are ⭕️ labeled a through h beginning with the file at White's left hand.

Each square has a name consisting of its letter ⭕️ and number, such as b3 or g8.

Additionally, files a through d are referred to as the queenside, and files e ⭕️ through h as the kingside.See Figure 1.

Moves

The board represents a battlefield in which two armies fight to capture each other's ⭕️ king.

A player's army consists of 16 pieces that begin play on the two ranks closest to that player.

There are six ⭕️ different types of pieces: king, rook, bishop, queen, knight, and pawn; the pieces are distinguished by appearance and by how ⭕️ they move.

The players alternate moves, White going first.

King White's king begins the game on e1.

Black's king is opposite at e8.

Each ⭕️ king can move one square in any direction; e.g.

, White's king can move from e1 to d1, d2, e2, f2, ⭕️ or f1.

Rook Each player has two rooks (formerly also known as castles), which begin the game on the corner squares ⭕️ a1 and h1 for White, a8 and h8 for Black.

A rook can move vertically or horizontally to any unobstructed square ⭕️ along the file or rank on which it is placed.

Bishop Each player has two bishops, and they begin the game ⭕️ at c1 and f1 for White, c8 and f8 for Black.

A bishop can move to any unobstructed square on the ⭕️ diagonal on which it is placed.

Therefore, each player has one bishop that travels only on light-coloured squares and one bishop ⭕️ that travels only on dark-coloured squares.

Queen Each player has one queen, which combines the powers of the rook and bishop ⭕️ and is thus the most mobile and powerful piece.

The White queen begins at d1, the Black queen at d8.

Knight Each ⭕️ player has two knights, and they begin the game on the squares between their rooks and bishops-i.e.

, at b1 and ⭕️ g1 for White and b8 and g8 for Black.

The knight has the trickiest move, an L-shape of two steps: first ⭕️ one square like a rook, then one square like a bishop, but always in a direction away from the starting ⭕️ square.

A knight at e4 could move to f2, g3, g5, f6, d6, c5, c3, or d2.

The knight has the unique ⭕️ ability to jump over any other piece to reach its destination.

It always moves to a square of a different colour.

Capturing ⭕️ The king, rook, bishop, queen, and knight capture enemy pieces in the same manner that they move.

For example, a White ⭕️ queen on d3 can capture a Black rook at h7 by moving to h7 and removing the enemy piece from ⭕️ the board.

Pieces can capture only enemy pieces.

Pawns Each player has eight pawns, which begin the game on the second rank ⭕️ closest to each player; i.e.

, White's pawns start at a2, b2, c2, and so on, while Black's pawns start at ⭕️ a7, b7, c7, and so on.

The pawns are unique in several ways.

A pawn can move only forward; it can never ⭕️ retreat.

It moves differently than it captures.

A pawn moves to the square directly ahead of it but captures on the squares ⭕️ diagonally in front of it; e.g.

, a White pawn at f5 can move to f6 but can capture only on ⭕️ g6 or e6.

An unmoved pawn has the option of moving one or two squares forward.

This is the reason for another ⭕️ peculiar option, called en passant-that is, in passing-available to a pawn when an enemy pawn on an adjoining file advances ⭕️ two squares on its initial move and could have been captured had it moved only one square.

The first pawn can ⭕️ take the advancing pawn en passant, as if it had advanced only one square.

An en passant capture must be made ⭕️ then or not at all.

Only pawns can be captured en passant.

The last unique feature of the pawn occurs if it ⭕️ reaches the end of a file; it must then be promoted to-that is, exchanged for-a queen, rook, bishop, or knight.

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