checkmate

A board with 64 squares of alternating colors. Each player is given 16 pieces made up of 8 pawns, 2 bishops, 2 rooks, 2 knights, 1 queen and 1 king. 

King must be protected. The game ends when a player’s king falls.  

Queen is the most powerful, able to mimic moves of the king, rooks and bishops, but not the knight. Queen always in a straight line or diagonally, back and forth, across unlimited number of squares.

Knights move in L-configuration and never in a straight line.
Knights are often used to corner the king into a checkmate.
Bishops slide diagonally.

Pawns are the most versatile, and the most overlooked. When moving for the first time, pawns can move up two or one square forward. When taking the opponent’s piece, it must do so diagonally. It can only go forward. Other pieces do not have this restriction.

However, once they reach the other side, they can be promoted. Queen is the most popular and obvious choice, and hence this is also referred to as “queening”.

I used to sacrifice my pawns, holding dearly to my valiant knight. I was shortsighted.

Pawns must get the investment and protection they need to become the next Queen. The next Bishop. Once promoted, they shed their lowly soldier status.

Only pawns can transform into something greater than themselves.  

Hence, to win the game of life, I must recognize and develop my pawns.