Promotion
Promotion is the compulsory change of a pawn that reaches the last rank into a queen, rook, bishop or knight of its own color, made as part of the same move and chosen freely, whatever has been captured so far.
Also called: pawn promotion
A pawn is a soldier with a destination. Reach the last rank and it stops being a pawn, which is why one far-advanced passed pawn can decide an endgame. The change is part of the move itself: you push or capture onto the last rank and swap the pawn for a queen, rook, bishop or knight in your color. Because the choice does not depend on what was captured earlier, a second or third queen is perfectly legal. A queen is the usual pick. Underpromotion is the occasional exception. A knight can give check or fork a king and queen in a way a new queen cannot, and a rook or bishop can keep a game alive when a queen would leave the opponent with no legal move and so produce stalemate. Over the board, three details matter. A promotion by capture still means removing the captured piece. The choice is fixed once the new piece touches the promotion square, and the pawn does not need to be placed there first. If you press the clock without replacing the pawn, the move is illegal and the pawn is turned into a queen. Notation puts the new piece after the move, as in e8Q or exf8N.
Compare it with Pawn. The pawn moves one square straight forward, or two from its starting square, captures one square diagonally forward, and is exchanged for a queen, rook, bishop or knight on the far rank.
Compare it with Queen. The queen moves any number of squares along a rank, file or diagonal, provided the path is clear, which makes her the most powerful piece on the board.
A neighboring idea is Illegal move. An illegal move is one that breaks the rules of how a piece moves or leaves your own king in check; in over-the-board play it is corrected, and a second completed illegal move loses the game.
Knowing "Promotion" is the easy part; what to practice next depends on your rating, and the improvement plans by rating band list the habits worth building at each level.
Related terms
The pawn moves one square straight forward, or two from its starting square, captures one square diagonally forward, and is exchanged for a queen, rook, bishop or knight on the far rank.
The queen moves any number of squares along a rank, file or diagonal, provided the path is clear, which makes her the most powerful piece on the board.
The knight moves to one of the nearest squares that is not on its own rank, file or diagonal, an L-shaped jump, and it is the only piece that can leap over other pieces.
Stalemate is a draw that occurs when the side on move has no legal move at all while its king is not attacked, so the game ends on the spot with half a point to each player.
An illegal move is one that breaks the rules of how a piece moves or leaves your own king in check; in over-the-board play it is corrected, and a second completed illegal move loses the game.
A capture happens when a piece moves onto a square held by an enemy piece, which is removed from the board as part of the same move; the king can be attacked but is never captured.
Guides that go further
What to decide first, the questions to ask, what a first lesson should show and the red flags to avoid.
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A game review, a read on your level and a written study plan from George Li.
Sources
- FIDE Laws of Chess (effective 1 January 2023), Articles 3.7.3.3 to 3.7.3.5, read Oct 21, 2026.
- FIDE Laws of Chess (effective 1 January 2023), Articles 4.4.4 and 4.6, read Oct 21, 2026.
- FIDE Laws of Chess (effective 1 January 2023), Article 7.5.2, read Oct 21, 2026.
- FIDE Laws of Chess (effective 1 January 2023), Appendix C.11, read Oct 21, 2026.
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