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Chess Piece Values: What Each Piece Is Worth

Chess piece values explained: the 1-3-3-5-9 point scale, why the king has no number, bishop vs knight, and how to use the points to judge every trade you make.

Updated 5 min readBy the Pass and Play Games team

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The standard chess piece values are: pawn 1 point, knight 3, bishop 3, rook 5 and queen 9. The king has no point value, because losing it means losing the game. These numbers are a rule of thumb rather than a law, but they give you a quick way to judge any trade: add up what you give and what you get, and avoid deals that leave you with less.

The point values at a glance

Piece Value Why it’s worth that much
Pawn 1 Moves one square forward (two on its first move) and can promote when it reaches the last rank
Knight 3 Jumps in an L-shape over other pieces; strong at short range and in crowded positions
Bishop 3 Moves any distance diagonally, but stays on one color of square all game
Rook 5 Moves any distance along ranks and files; powerful on open files and in endgames
Queen 9 Combines the rook and bishop, so it can move any distance in eight directions
King No value Can’t be traded; in the endgame it fights about as well as a minor piece

Knights and bishops are called minor pieces, and rooks and queens are major pieces. Each side starts with 39 points of material, not counting the king: eight pawns (8), two knights (6), two bishops (6), two rooks (10) and a queen (9).

How to use piece values in a game

The main job of the numbers is to help you decide whether a capture or trade is good. Before you capture, count both sides of the deal.

  • Even trades (a knight for a bishop, a rook for a rook) don’t change the material balance. Make them when they help your position, for example by removing an attacker near your king.
  • Winning trades gain you points: capturing a rook with a bishop when the bishop is then recaptured gives you 5 for 3.
  • Losing trades give away points. Swapping your queen for a rook and a pawn costs you about 3.

When you’re ahead in material, trading pieces (but not pawns) usually helps, because your extra material matters more as the board empties. When you’re behind, avoid trades and look for complications.

Common trades and what they’re worth

Some imbalances come up again and again. Here’s how they usually compare:

Trade Points Usual verdict
Rook for a knight or bishop (“the exchange”) 5 vs. 3 Good for the side getting the rook
Two minor pieces for a rook 6 vs. 5 Usually good for the side with two minors in the middlegame
Rook and pawn for two minor pieces 6 vs. 6 Roughly level; two minors often a bit better before the endgame
Queen for two rooks 9 vs. 10 Roughly equal; depends on king safety and coordination
Queen for three minor pieces 9 vs. 9 Three minors are often slightly better
Minor piece for three pawns 3 vs. 3 Depends on whether the pawns can advance

The lesson here is that the raw total is only the starting point. Pieces that work together are worth more than the same points scattered around the board.

Bishop or knight: which is better?

On average, the two minor pieces are close to equal. In a 1999 article based on a large database of master games, International Master Larry Kaufman found that an unpaired bishop and knight were worth almost exactly the same, and that owning both bishops (the “bishop pair”) was worth about half a pawn extra.

Position decides which is better in a given game:

  • Bishops prefer open positions, where long diagonals are clear, and endgames with pawns on both sides of the board.
  • Knights prefer closed positions, with locked pawn chains, and strong central squares that enemy pawns can’t attack.
  • A knight on the edge is weaker. The saying “a knight on the rim is dim” exists because a knight on the a- or h-file controls far fewer squares than one in the center.
  • A “bad” bishop, blocked by its own pawns on the same color, can be worth noticeably less than 3.

How values change during a game

The numbers above describe a typical middlegame. As the game goes on, some pieces gain value and others lose it.

  • Pawns grow as the board clears. A passed pawn, one with no enemy pawns ahead of it on its own or neighboring files, can be worth far more than 1 because it threatens to become a queen.
  • Rooks get stronger in the endgame, when open files and ranks give them room.
  • The king becomes a fighter. With fewer pieces left to attack it, the king should walk toward the center and help, and it’s often valued at about 3 to 4 points of fighting strength at this stage.
  • Knights lose some value in open endgames with pawns spread across the board, because they’re slow to get from one side to the other.

What computers say about piece values

Chess engines and researchers have measured these values in more detail, and the results stay close to the classic scale. In a 2020 paper exploring chess rule variants, researchers from DeepMind, working with former world champion Vladimir Kramnik, estimated values from the AlphaZero program’s own games: knight 3.05, bishop 3.33, rook 5.63 and queen 9.5. The authors noted that these figures came from computer games, which differ from typical human games, so they aren’t a final answer.

For practical play, the classic 1-3-3-5-9 scale is still the one to remember.

When to ignore the numbers

Material isn’t everything. Strong players regularly give up points when they get something better in return:

  • A checkmating attack. No amount of material matters if your king is about to be mated. See how to checkmate for the patterns that make sacrifices worth it.
  • A big lead in development. Early in the game, a pawn given up for quick development and open lines can pay for itself. That’s the idea behind gambits, though the chess openings for beginners on our list keep material level and are safer to learn first.
  • A pawn about to promote. Giving up a rook to stop a pawn from becoming a queen is often the best deal on the board.
  • King safety and piece activity. An active rook can be worth more than a passive one stuck in the corner.

A quick trade checklist

Before you capture or allow a trade, run through these questions:

  1. What do I give, and what do I get, in points?
  2. After the trade, is my king still safe?
  3. Does the trade leave me with active pieces, or passive ones?
  4. If I’m ahead, does this simplify toward a won endgame?
  5. Did my opponent leave this capture available on purpose?

Practice weighing trades

The fastest way to build a feel for material is to play and count. Start a game of chess against the computer on Easy, and before every capture, say the trade out loud in points. If a deal goes wrong, use undo to step back and look at what you missed. The chess tutorial has more on spotting tactics that win material, and the chess rules guide covers how every piece moves, including promotion.

Frequently asked questions

Is a bishop or a knight worth more?

They're both worth about 3 points, and on average they come out almost equal. Bishops tend to be better in open positions and endgames with pawns on both sides, while knights do well in closed positions with locked pawns. Having both bishops is usually worth a little extra.

How many points is the king worth?

The king has no point value because it can never be traded or captured: losing it means losing the game. In the endgame, though, an active king fights about as well as a minor piece.

What does it mean to win the exchange?

Winning the exchange means trading one of your bishops or knights for one of your opponent's rooks. Since a rook is worth about 5 points and a minor piece about 3, you gain roughly 2 points.

Is a queen worth more than two rooks?

Usually not. Two rooks add up to about 10 points against the queen's 9, and they're roughly equal in many positions. Two rooks working together are often a little stronger in the endgame, while a queen does well when the opposing king is exposed.

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