I. The Basic Rules of Chess
Chess Party #1
- The chess board is a battlefield of 64 light and dark squares.
- A light square is always on the player's right-- White on right!
Chess Party #2
- Every soldier has a home
- Pieces- K=King N=Knight R=Rook B=Bishop Q=Queen
- Files-vertical up and down (a,b,c...h) Ranks- across (1,2,3...8)
- Say the letter of the piece first followed by the file and then the corresponding rank. Ex: Ne5 Kh7
- It is good to learn chess notation because:
- it enables students to record games for later analysis
- if you are giving a lecture on a demonstration board it is easier for students to say their intended ideas rather than shouting "that piece goes over there" or running up to show you.
- It is good to teach notation early and incorporate it in all subsequent lessons so students can get used to using it.
Chess Party #3
- the only soldier on foot, it doesn't move as fast as the others
- moves one or two squares on its first move and then up one square thereafter
- captures by moving diagonally one square
- when the pawn reaches the last rank it can turn into any other soldier of the same color except the king
- the pawn has a value of $1
- let the kids play the Pawn Game
- moves in the shape of the letter L- two squares in any straight line on a rank or file and then one square to any side
- the only soldier that can hop over other men
- has a value of $3
- let the kids play Horse Races
- moves along the diagonals of the color it originally started on
- has a value of $3
- moves in straight lines- up, down, left and right
- has a value of $5
- can move like a rook in a straight line and like a bishop along the diagonals
- most powerful piece
- worth $10
- most important piece, but not very powerful
- moves one square in any direction
- priceless- cannot be captured, traded or kidnapped
- introduce the games of Cops and Robbers and Fences and Killers
Chess Party #4
- move the king away from the range of the shooting laser of the attacking piece
- block the fire with the shield of another soldier
- slay the dragon (capture the attacking enemy piece)
- show examples of each scenario
Chess Party #5
- the initial aim of the journey
- when the king is attacked and has no way out of trouble it is said to be checkmated and the battle is over
- show examples of simple checkmates
Chess Party #6
- stalemate- when the player whose turn it is to move is not in check and cannot make a
legal move it is said to be a stalemate and the game is tied
- when there are no soldiers with which to checkmate:
- King + Bishop vs. King
- King + Knight vs. King
- King vs. King
3.when both players agree to a draw
Chess Party #7
- The king is helpless and open to attack in the center. It must be protected at all times.
- Castling is one special move that helps you to bring the king to safety.
- This is the only move that allows you to move two soldiers at once.
- Move the king over 2 squares either direction (to the right or left) and the rook on that side jumps over the king and lands next to his side.
- You cannot castle if:
- your king is in check
- there are other soldiers in between the king and the rook
- you've already moved the king, or the rook with which you wish to castle
- the king, on it's castling journey must pass over or land in a territory attacked by the enemy.
Chess Party #8
- En-Passant if a pawn moves forward two squares on its first move and lands beside an enemy pawn, the enemy pawn can capture it as if it had only moved forward one square
- this can only be done on the first chance- take it or leave it
II. General Principles of Chess Strategy
Many beginners assume they know the game by simply being able to move the pieces all around the board. If that were true, chess would not be considered the most complicated game. It's not enough just to wander aimlessly around the battlefield and count the number of pieces captured. Here are a few concepts of each stage of a game that every student must understand in order to start playing strategic chess.
Chess Party #9
- The Opening
- At the beginning of any war, the soldiers leave their homes and join in the fight
- it is important that they come out quickly and that there are no lazy soldiers left on the first rank
- knights and bishops usually come out first and then the rooks and queen
- the center is the most crucial area of the battlefield. Aim your forces towards the center. Opening moves such as 1.a4 followed 2. Ra3 are very suspicious.
- Compare good developing moves with not so good ones. Ex: A knight moved to a3 can only move to four squares, while the one on c3 has much more horse power and and can move to eight squares.
- Castling is crucial! The general of the army never joins in the fight until it is safe to do so. By castling you hide your king behind a wall of pawns so it is safe from attack. The rook also comes in to join the action. You must think very hard before making moves that weaken your king. Remember, pawns can never go backwards, so only break the castle wall when you're sure you won't have any regrets.
Chess Party #10
After the students have grasped the previous concepts of openings, you may show them brief variations of various openings so they they learn a variety of ways to start games. Don't expect beginnings to memorize lines. Just familiarize them with different openings and be sure to explain the idea behind each move.
- Cosed Sicilian Defense- 1.e4 c5 2.Nc3 Nc6 3.g3 g6 4.Bg2 Bg7
- Ruy Lopez- 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4
- Four Knights- 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.Bc4 Bc5
- Caro-Kann- 1.e4 c6 2.d4 d5 3.Nc3 dxe4 4.Nxe4 Bf5
- French Defense- 1.e4 e6 2.d4 d5 3.e5 c5 4.c3 Nc6
First Steps in Judging and Planning
Throughout the game there are hundreds of moves to be evaluated and ideas to be planned out. A chess player cannot play a good game up to the end without thinking about every move. Here are a few things that every teach should teach each beginning chess scholar:
- Always look at your opponent's moves and predict his intentions. Although your opponent could be your friend in life, on the chess board he is your worst enemy and cannot be trusted.
- Always play with a plan. Don't play individual moves all around the board. Remember, you are the general of your army- get your soldiers organized and working together in the fight for victory.
- Before continuing with your plan, defend against any possible traps set up by your enemy.
- Before moving your piece somewhere, picture it there in your mind. Can it be captured by the enemy? Was it defending a soldier before that would not be defending if it moved?
- In the event of any exchanges ask yourself- is it a fair trade? Always consider the value of the pieces and their importance in your position. How many defenders are there and how many attackers?
- Do Not Hurry! Think first before you cross the street. Sit on your hands if you have to before moving. Once you've touched a piece, you must move it.