Open any chess book, tournament report or online game archive and you will meet lines of compact code. To someone who has not learned the system it looks like a cipher. In fact it is one of the simplest and most elegant notation systems in any game — you can learn the whole thing in about ten minutes, and once you have, every chess game ever recorded becomes readable.
Every square has a name
The chessboard is an eight-by-eight grid, so each square can be named by a column and a row.
- Columns are called files and are lettered a through h, from White’s left to White’s right.
- Rows are called ranks and are numbered 1 through 8, starting from White’s side of the board.
A square is written as its file letter followed by its rank number, always lowercase for the letter: e4, a1, h8. This naming is absolute, not relative — the square e4 is e4 for both players. Black does not renumber the board from their own point of view.
Two useful landmarks: White’s king starts on e1 and Black’s king starts on e8. The bottom-left corner from White’s view, a1, is a dark square.
Every piece has a letter
Pieces are abbreviated with a single uppercase letter. Note that the knight is N, because K is already taken by the king — the most common point of confusion for beginners.
| Piece | Letter |
|---|---|
| King | K |
| Queen | Q |
| Rook | R |
| Bishop | B |
| Knight | N |
| Pawn | (no letter) |
Pawns have no letter at all. A move written as just a square — e4 — means a pawn moved to e4. Since only one pawn can legally reach a given square by moving forward, no further information is needed.
These letters are the English convention. Other languages use their own initials, which is why the same game can look different in a German or Spanish book. Diagram-based and computer formats avoid the issue entirely by using figurines or a language-independent standard.
Writing a move
The basic form is: piece letter + destination square.
- Nf3 — a knight moves to f3.
- Qd8 — the queen moves to d8.
- c5 — a pawn moves to c5.
Notice what is not recorded: the starting square. Standard algebraic notation records where a piece lands, not where it came from, because in almost every position only one piece of that type can legally reach that square. The reader reconstructs the origin from the position.
Symbols for special events
| Symbol | Meaning | Example |
|---|---|---|
| x | Capture | Nxe5 — knight captures on e5 |
| + | Check | Qh5+ — queen moves to h5 with check |
| # | Checkmate | Qh7# — checkmate |
| O-O | Kingside castling | Written with capital letter O, not zero |
| O-O-O | Queenside castling | Three letters for the longer move |
| = | Promotion | e8=Q — pawn reaches e8 and becomes a queen |
| e.p. | En passant capture | Optional; often omitted |
Pawn captures are the one case where a pawn move includes a letter: the file the pawn came from. exd5 means a pawn on the e-file captured something on d5. This is needed because two different pawns might be able to capture on the same square.
When two pieces could move to the same square
Occasionally the destination alone is ambiguous — both knights can reach the same square, for instance. The rule is to add the minimum information needed to remove the ambiguity, in this order of preference:
- The file of origin, if that settles it: Nbd2 means the knight on the b-file goes to d2.
- The rank of origin, if the pieces share a file: N1d2.
- Both, in the rare case that neither alone is enough.
Numbering and reading a score sheet
Moves are numbered in pairs. One number covers one White move and the Black reply that follows it:
1. e4 e5 2. Nf3 Nc6 3. Bb5
That reads: White’s pawn to e4, Black’s pawn to e5, White’s knight to f3, Black’s knight to c6, White’s bishop to b5. When a text quotes only a Black move, it is written with three dots — 3… a6 — to show that White’s half of the move is being skipped.
Results are recorded at the end of the score: 1-0 for a White win, 0-1 for a Black win, and 1/2-1/2 for a draw.
Annotation marks
Commentators add symbols expressing an opinion about a move. These are judgements, not part of the move itself:
- ! — a good move
- !! — an excellent or brilliant move
- ? — a weak move
- ?? — a serious blunder
- !? — an interesting move worth considering
- ?! — a dubious move
Why bother learning it
Three practical reasons. First, it is required in most formal tournament play: players are expected to keep a written record of the game. Second, it is the gateway to the entire chess literature — books, articles, opening references and databases all assume it. Third, and most useful for improvement, recording your own games lets you replay them afterwards and find the moment things went wrong, which is far more instructive than remembering that you “lost somewhere in the middlegame”.
A short practice routine
- Set up a board and name squares aloud at random until it is automatic.
- Play through the opening moves of a famous game from a book, one move at a time.
- Write down your next casual game as you play it, even if slowly.
- Replay that game from your own notation the following day and look for the turning point.
Conclusion
Algebraic notation is a tiny system — a letter, a number, a handful of symbols — that unlocks centuries of recorded games. The effort to learn it is measured in minutes, and it pays off every time you open a chess book or want to understand your own mistakes.
If you would like to go further, the free board and card game courses on Cursa cover chess fundamentals, tactics and opening principles for players starting from scratch.













