1.e4 e5 is one move. Not two. The pieces have changed square twice, but the game is one move old, and the scoresheet has one line on it. That pairing is the thing beginners trip over, because it means the word “move” does two jobs: the thing you do when it is your turn, and the numbered pair that goes in the record.
8
7
2
a
b
c
d
e
f
g
h 1 Ply is the word for a single turn
When you need to be exact, a single player’s turn is a ply, sometimes called a half-move. Chess writers borrowed it from computer science and engines live by it. If your app says the engine searched to depth 18, it looked eighteen turns ahead: nine moves for you, nine for the opponent.
Notation keeps the two ideas apart with dots. One dot after the number means White’s turn, three mean Black’s. So 12.Bb5 is White’s twelfth, and 12…Nf6 is Black’s reply to it. When a book quotes a black move on its own it always writes it with the three dots, which is the only way you can tell the two halves apart in running text. More of that on how to read chess notation.
Mate in 2 means two of your moves
This is the practical reason to care. A puzzle labelled mate in 2 is asking for two moves from you, and your opponent gets one in between, so three turns go on the board in total.
8
a Count the turns in that solution: White, Black, White. Two white moves, and the second one ends the game. Get used to counting that way before you start on mate in two puzzles, because looking for a two-move solution and forgetting that Black gets a say in the middle is how people fail them.
The fifty-move rule counts pairs, and so does the clock
The draw claim in Art. 9.3 needs the last fifty moves by each player to have gone by without a capture and without a pawn move. That is a hundred turns, not fifty, so it is twice as long as most people assume and no threat at all in ordinary endings. Learning the fifty-move rule properly saves you from claiming a draw at move 60 and getting a two-minute penalty for a wrong claim.
Tournament time controls count in the same units. “90 minutes for the first 40 moves” means forty of your own turns, and the extra time appears the instant your fortieth is on the board.
When your move is a move
Two moments matter at the board. The first is releasing the piece: under Art. 4.7 a piece let go on a square cannot then be sent anywhere else on that move, so the fingertip on d4 is the point of no return. The second is pressing the clock, which hands the turn over. In between, the move already counts, and the only thing left to do is press.
That is why you should decide, then move, then press, and never the other way round. Sitting with your hand hovering over a piece is how a rook ends up on the square your finger picked rather than the one your head did.