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Players should
try to castle
in the early stages of the game and seek safety on
the edge of the board behind
friendly
Pawns.
In the endgame, the King emerges to
play an active role
becoming an
offensive piece
and also by
assisting in the promotion of their
remaining Pawns.
When a
player's King
is threatened by an
opponent's
piece, it is said to be in
check, and the player must move
it to
remove the threat of capture.
If
the King
cannot escape capture on
his next move,
the King is said to be in checkmate and
the
game ends.
Kings and Rooks are the
only two pieces that make a
double move in the Castling maneuver.
The numeric
value of the King could be
considered infinite
since it is not meaningful to
assign it a
value relative to the other pieces, as
it cannot be captured or exchanged. |