02 - How The Pieces Go
02 - How The Pieces Go
PRIOR KNOWLEDGE
• naming chess pieces
ACQUISITION
Concepts
way pieces go, move, making a move,
straight, diagonally, forwards, backwards,
sideways, jump, game rule, game
Instruction
We will now discuss the way the pieces go
in the order of difficulty for the students.
We will therefore start with the rook. They
have to look for the rook in their own chess
set. We put the rook on e4 (diagram �) and
show what the rook can do. The rook goes
straight: forwards, backwards and sideways
as far as you want it to go. We move the
rook from e4 to b4. White has played a
rook move. We play the rook to the other
squares, to the middle, to the edge and into
the corner. We show all the different possi
bilities on the board and give a running
commentary.
The students can exercise the moves of the
rook on their own board alone or in twos.
In the latter case, they play a move in turn
as White and Black. The rooks are not
allowed to land on the same square.
Counting the number of possible moves
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gives a good impression of the value of the
pieces. On an empty board the rook can {- �
move from each square to 1 4 squares.
After the rook, it is the turn of the bishop
which will receive the same treatment as
the rook (diagram 1}). The bishop moves � � � �
diagonally: forwards and backwards, as far
� � � �
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as you want it to. Let them move the
bishop from d5 one, two or more squares,
forwards and backwards. Avoid that the
bishop is only played to the edge. Ask for
the shortest and longest bishop move (e.g.
from a7 to b8, respectively from al to h8).
Explain, then let them work by themselves.
To keep the lesson fresh and varied, please
call a student to the demonstration board to
show a few moves.
Bishops are different. There is a bishop for
the white and one for the black squares.
They can of course never change their
square colour. A bishop on b7 can never
come to g3.
A bishop on d5 may choose out of 1 3
squares on an empty board. That is its
maximum. There are only 7 squares possi
ble from a l or b I .
After having dealt with rook and bishop, it
is only logical that the queen is next in line.
She can play like the rook and like the
bishop. The queen in the diagram (.0.) can
move both straight and diagonally, in all
directions, as far as you want her to go. She
can move in eight different directions from
the middle of the board. If she stands on
e5, then she covers at least 27 squares on
an empty board. In the corner, the queen
has to be satisfied with 2 1 squares. The
queen can do a lot and she is therefore very
strong.
The way the knight moves is the most com-
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plicated of all pieces. There are several
ways to explain its movement. We have
chosen for one diagonally, one straight
(one straight, one diagonally is also possi
ble). Children may have learned the move
of the knight differently. The way a knight
moves also imitates (follows) the letter L.
It does not really matter what way a student
uses, but teaching them more than one way
will create confusion.
The move ( or jump) of the knight must be
demonstrated well and several times. The
knight jumps in the diagram (Q) from d4,
always to a square of a different colour. In
order to make the visual image and the
control easier, it is recommended to put
pawns on all the squares where the knight
may jump in one move. Put extra emphasis
on the word jump in order to eliminate
illegal moves like Nd4-e4 (after moving in
correctly one diagonally and one straight).
A knight in the centre of the board gives a
nice circle; but half a circle also suits our
pwpose.
It is unfortunate that some children conti
nue to have problems with the knight jump.
A good visual prop is a 'board' of 3x2
squares (standing and lying). That can be
simply drawn and cut. On such a board a
knight jumps from one corner to the other
corner.
The way the king moves is easy again. We
deal with him last in order to let the stu
dents become used to the unique position
of the king in chess. In the diagram (�) the
king on f3 may move straight and diago
nally, but only one square per move. Do
not only place the king in the middle of the
board, but also at the edges and in a corner.
Also show a king of the other colour.
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Counting the various options gives the
students a good first impression of the
activity of this piece.
The concept of check will be introduced at
a later stage. The way the pawn moves is
left for another lesson. It takes a while
before the students are sufficiently familiar
with the way the pieces move. Allow the
children to play as much as possible with
the pieces!
A rough knowledge of the value of the
pieces is indispensable for the following
lessons. The students should make an order
of ranking. The probable order that they
will give is queen, rook, bishop, knight,
king. The queen is worth the most, then the
rook. Knight and bishop are roughly worth
the same because each bishop only can
come on one square colour. A point list
will be introduced at a later stage. A rough
ranking list is sufficient for the moment,
their relative worth comes in lesson 1 0.
Summary
The rook, bishop, queen, knight and king
each move in their own way over the
board. The pieces differ in their importance
and value.
PRACTICE
Reminder
o Moves ofthe pieces
Playing format
37
game.
In the position in the diagram ( fi) the white
and the black knight must 'eat' the pawns
of the other colour. That means capturing
them, and although this will be only
covered in the next lesson, this inconsis
tency does not pose any problems in
practice. The knights are not allowed to
capture each other.
Whoever has captured the most pawns is
the winner.
The purpose of this game is to exercise the
way the knight jumps in a playful manner.
This is a very useful exercise.
Variation: Both players have two knights.
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Initial position
A � � �� 1& ��;;; \UlJ ��
All pieces are in the wrong position in the .JL �� a �.�� 53 �.:
diagram (fi). The aim of the game is to
bring the pieces move by move to their
correct place in the initial position. The
pieces are not allowed to move beyond the
middle half of the board (i.e. 4th / 5 th row).
It is not necessary to erect a barrier. Who
�� �� �� ��
ever reaches the initial position first wins.
White begins. ��
B;c,,,,,
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rO-, ;:/�0
�;c n//. �./u/,.a, ?� � �illi: Y':\
This is a nice game where the children not � 'g �� � �):-lJ: .§ �§� �
// / / / / � /" " , Y: /:/" " " />" " , %
Workbook
39
for the knight' s moves. Looking at the reminder will also
help.
Mistake: A piece can play unexpected moves. There are too many
plus signs for the moves of various pieces.
Help: After a few plus signs have been written down by the
child, one of them has been taken as a starting point. Ask
him if the piece shown is allowed to go to the square with
the wrong plus sign. He will then often realize his
mistake.
Mistake: Too many plus signs when the queen is discussed.
Help: The queen can do 'anything' has been taken too literally.
Asking once more how the queen moves is often
sufficient.
Mistake: The bishop moves to a square of a different colour. A
white-squared bishop becomes a black-squared one.
Help: "Have another look ! " Carelessness is often the cause.
ANSWERS
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