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Individual and Dual Sports: Apayao State College
Individual and Dual Sports: Apayao State College
Module
in
INDIVIDUAL AND DUAL SPORTS
(P.E. 13)
UNIT 4
SPECIAL MOVES AND BASIC RULES
IN CHESS
TOPICS:
4.1 SPECIAL MOVES IN CHESS: CASTLING, PROMOTION,
AND EN PASSANT
4.2 BASIC RULES IN CHESS: FIDE LAWS OF CHESS
4.3 EXERCISES
LESSON OBJECTIVES
1. Describe the nature and characteristics of Castling, Promotion, and En passant;
2. Explain how special moves are applied in a game of chess;
3. Identify basic rules in a game of chess.
(Before the execution of kingside castling) (After the execution of kingside castling)
(Before the execution of queenside castling) (After the execution of queenside castling)
Pawns only move forward, never backwards. What happens when your pawn reaches the very end
of the board? Another special move in chess is called pawn promotion. A pawn which successfully
reaches the first rank or eighth rank must be promoted to any chess piece except for a king.
Logically, you would promote a pawn to a queen. When a pawn is promoted to a queen, the move
is often termed as queening. A player is allowed to have more than one queen on the board at the
same time. Promoting a pawn to a rook, knight, or bishop is also possible but this is unusual in a
chess game, in which case underpromotion is used.
The diagrams below show how c7 and b2 pawns can be promoted into a queen.
The diagrams above illustrate how an en passant works. The following conditions must all be present
to make an en passant capture to be legal:
1. The capturing pawn must be on fifth rank (white pawn) or fourth rank (black pawn).
2. The opponent must move a pawn two squares, landing the pawn directly alongside
the capturing pawn.
3. You must make the capture immediately; you only get one chance to capture en
passant.
If all those conditions are met, an en passant capture is possible.
In the diagram, the g2 pawn moves two squares to g4, landing directly next to Black’s pawn on h4.
If Black wishes, he may capture White’s pawn by moving his pawn to g3. Black can capture it as if
it moved only one square. However, if he chooses not to capture immediately, Black loses his option
to make an en passant.
Another diagram also shows a second example from White's perspective. Black has just moved a
pawn from e7 to e5. White's pawn on d5 may capture Black's pawn by moving to e6 on the next turn.
If White chooses not to make this capture, he loses the chance to capture en passant.
Take note that you can only en passant a pawn that moved two squares. In other words, if the white
pawn was on g3, and moved one square to g4, the black pawn on h4 is not allowed to use en passant.
Unit Week
4.2 4
TOUCH-MOVE RULE
A player having the move touches a piece as if having the intention of moving it, then the player
must move it if it can be legally moved. According to the FIDE laws of chess (Article 4.3) if the
player having the move intentionally touches on the chessboard:
a. one of more of his own pieces, that player must move the first piece touched which
can be moved legally
b. one or more of his opponent’s pieces, that player must capture the first piece touch
which can be captured
If none of the pieces touched can be moved or captured, the player may make any legal move.
COMPLETION OF MOVE
When a piece has been released on a square, it cannot be moved to another square on this move as
long as it is legal.
When castling, the player should first move the king with one hand and then move the rook with
the same hand. If the player intended to castle, but castling is not legal, that player must make
another legal move with his king (which may include castling on the other side). If the king has no
legal move, the player is free to make any legal move.
In the case of a pawn promotion, the player must use the same hand he/she used in promoting the
pawn. The choice of the piece is finalized, when the piece has touched the square of promotion.
First Offense – Time penalty of giving two minutes extra time to your opponent in a classical and
rapid chess; one minute extra time in blitz games.
Second Offense – Forfeiture of the game, unless the position is impossible for the opponent to win
the game due to insufficient chess pieces to deliver checkmate, in which case the game is drawn.
If it is discovered during the game that the starting position is incorrect, the game is restarted. If it
is discovered during the game that the board is oriented incorrectly, the game is continued with the
pieces transferred to a correctly oriented board. If the game starts with colors reversed, the game is
restarted if less than 10 moves have been made by both players, otherwise the game is continued.
If a player knocks over pieces, it is the responsibility of that player to restore them in their correct
position using their own time.
Unit Week
4.3 4
EXERCISES
ACTIVITY 1
Instruction: Identify if the following statements are true or false. Write TRUE, if the statement is
correct and FALSE, if otherwise. (1point per item)
1. If a player touched a piece that cannot be legally moved or captured, the player may make any
legal move.
2. Castling is done with a king and two of your rooks.
3. Castling can be done either kingside or queenside.
4. A player losses a game by forfeiture if he/she commits an illegal move for the second time.
5. When the king has already moved, castling is impossible.
6. Castling is illegal if the king is currently in check.
7. There are only two special moves in a game of chess.
8 A pawn which successfully reaches the first rank can be promoted to any chess piece.
9. Having nine queens on the board at the same time is allowed.
10. To improve King’s safety, players use castling.
11. Promoting a pawn to a bishop is called underpromotion.
12. In recording a move, kingside castling is written as: castle-kingside
13. En passant is done by capturing your opponent’s pawn with your own pawn.
14. Players are expected to shake hands before and after the game.
15. The official rules in chess are governed by the International Federation of Chess.
16. Pawn promotion is the only move in chess that moves two of your piece at once.
17. Each move must be done with one hand only.
18. A player can use castling more than once.
19. Players are not required to record their moves if they have less than five minutes on their clock.
20. Most often to take place in a game of chess among the special moves is called en passant.
21. There are four different types of time control in chess.
22. In a formal competition, players are obliged to inform the arbiter when leaving the competition
area.
23. If the game starts with colors reversed, the game is continued if both players made more than
10 moves.
24. A player should call the attention of the arbiter if his opponent made an illegal move.
25. A player may capture en passant after two moves.
Unit Week
5 5
UNIT 5
CHECK, CHECKMATE, AND STALEMATE:
EXPLAINED
TOPICS:
5.1 CHECK
5.2 CHECKMATE
5.3 STALEMATE
5.4 EXERCISES
LESSON OBJECTIVES
1. Evaluate the differences between check, checkmate, and stalemate;
2. Identify if a given position is considered a check, checkmate, or stalemate
3. Solve and apply the concepts of check and checkmate in a game of chess.
Unit Week
5.1 5
CHECK: EXPLAINED
The rules of check have been part of chess rules since its beginning. Until the early 20th century it
was expected to announce “check” verbally when you put your opponent’s king in check.
Nowadays, it is not necessary to say “check”.
WHAT IS CHECK?
Check is an extremely important concept in chess. Check is a term in chess when a player's king is
attacked. Since a king can never be captured, the term "check" is used when a king is threatened.
The word "check" is merely saying, "the King is in danger" and it demands immediate attention.
In the position below, White has just moved his bishop to b5-square which attacks the black king
on e8. This means that Black is in check.
In the diagram below, the black King has been put in check by the white Bishop on b5. Black can
use all three of these options (noted by green arrows) to remove the King from danger. The a6 pawn
may capture the checking piece Bb5, the King may move to d8 or e7 square, and the knight on f6,
or the bishop on c8 and the queen on c7 may block the check.
IF A PLAYER MOVES A PIECE AND PLACES THE KING IN CHECK AND FAILS
TO ANNOUNCE CHECK, DOES THE OTHER PLAYER WIN BY DEFAULT?
No, saying check is not obligatory. It is the obligation of his opponent to know if his king is in
danger. If the other player fails to see the king is in check, and moves without lifting the check, that
player also does not lose, but has to make a different move.
Unit Week
5.2 5
CHECKMATE: EXPLAINED
The main objective of the game is to put your opponent’s king in checkmate. The term checkmate
is commonly shortened to simply “mate”. This happens when a king is attacked (in check) and there
is no way to escape that attack or cannot make any legal move on its next move. If your king is
checkmated, you lose the game. Checkmate can be directly by any piece on the board except for
opposing king.
In the diagram above, the White king is checkmated. He cannot perform any legal move.
It is white's turn to move, but his rook is This move is illegal. Although it looks
pinned by the queen. like black is checkmated, the black
queen is now checking the white king.
Unit Week
5.3 5
STALEMATE: EXPLAINED
In the diagram below, it is Black to move. He is not in check at the moment. However, there no
legal moves at all. Has he lost the game?
The answer is - no, if it is your move but you don’t have legal moves – it’s stalemate.
If your opponent puts you in a situation where you can’t make any legal move, the game is declared
drawn due to stalemate. This means neither player wins, but the game is over.
In the diagram below, Black had a bishop on c2, stalemate is not possible in this situation as he
would be able to move his bishop.
Some people think that ‘stalemate’ just means that your king cannot move. Not true at all. If it were
true, the starting position would be a stalemate.
Unit Week
5.3 5
EXERCISES
ACTIVITY 1
Instruction: Identify if the following diagrams shows a check, checkmate, or stalemate. Write A, if
it is only a check; B, if it is a checkmate; and C, if it is stalemate. (1point per item)
1. ________ 2. ________
3. ________ 4. ________
5. ________ 6. ________
7. ________ 8. ________
ACTIVITY 2
Instruction: Write in algebraic notation the move that checks the opponent’s King. All of the
diagrams below are White to move. (1point per item)
1. ________ 2. ________
3. ________ 4. ________
5. ________
ACTIVITY 3
Instruction: Write in algebraic notation the move that checkmates the opponent’s King in one move.
All of the diagrams below are White to move. (1point per item)
1. ________ 2. ________
3. ________ 4. ________
5. ________
Unit Week
6 6
UNIT 6
PHASES OF A CHESS GAME:
OPENING, MIDDLEGAME, AND ENDGAME
TOPICS:
6.1 INTRODUCTION TO THE PHASES OF A CHESS GAME
6.2 GOLDEN RULES AND PRINCIPLES IN CHESS:
OPENING, MIDDLEGAME, AND ENDGAME
6.3 EXERCISES
LESSON OBJECTIVES
1. Distinguish the different phases in a game of chess according to its nature and
characteristics;
2. Cite examples of chess opening;
3. Formulate a summary of the best practices for each phase of the game.
Unit Week
6.1 6
Phase 1 – The Opening game Phase 2 – The Middlegame Phase 3 – The Endgame
In each phase there are objectives to consider when making a move – if you do not know what to
do during each stage, think about the objectives and principles of a specific phase. The game starts
with the opening game and intensifies during the middlegame and normally ends in the endgame
stage.
OPENING
An Opening is a group of initial moves of a chess game, normally the first 10-12 moves, in which
both players are moving their pieces from their starting position to post actively in the center and
be ready to do battle in the middlegame.
According to Igor Smirnov, there are four (4) main tasks which a player need to realize during the
Opening stage:
1. Develop the pieces
- Developing the pieces means bringing them off of their original squares – to more
useful positions. Usually the best pieces to develop first are the pawns, knights, and
bishops.
2. Control the center
- In order to do this, you need to position your pieces towards the center (e4, e5, d4, d5).
This is important because chess pieces are more active when they are placed in the
center. There is a saying, “He who controls the center, controls the game”.
3. Castle
- For each stages of the game, king’s safety is necessary. Castling in the opening is
essential in order to put your safeguard the king.
4. Connect the rooks
- Get your rooks connected. Logically to make this, you need to do the three practices
above.
According to Wikipedia, The Oxford Companion to Chess lists, 1,327 named chess openings. A
given opening may be named after a player who first played it, or named after the player who
popularized it; sometimes it is named after the place where it is first appeared or popularized; name
of animals; or a thing.
The following are some of the list of chess openings:
- Sicilian Defense - Italian Game
- Ruy Lopez - Two Knights Defense
- Caro Kann - Philidor Defense
- French Defense - Nimzowitsch Defense
- Alekhine Defense - Stonewall Attack
- Queen’s Gambit Opening - Budapest Gambit
- King’s Gambit Opening - Hippopotamus Defense
- Pirc Defense - Bird Opening
- London System - Vienna Opening
- Torre Attack - Scandinavian Defense
- Colle Opening - King’s Indian Defense
- Frankenstein – Dracula Variation - Orangutan Opening
- Sicilian Dragon Variation - Bullfrog Gambit
- Elephant Gambit - Hedgehog Opening
MIDDLEGAME
The middlegame is the transition between the opening game and the endgame. Generally, it is
difficult to distinguish the exact transition from opening to middlegame, but as a general rule it
occurs once the pieces have been deployed from their starting position and the king have castled. It
is often considered the most exciting phase of the chess game. It requires deep understanding of
strategies in a given position. The pieces should work actively together as a team to launch effective
attacks on the opponent’s pieces and king. In this stage, it is where the action takes place – threats
and exchanges of pieces are taking place.
According to Marko Makaj, there are three (3) middlegame tasks which a player need to implement
during the Middlegame stage:
1. Have a plan/ construct a plan
- The plan depends on the current position on the chessboard and it may change in a later
period. Remember the saying, “A bad plan is better than no plan”. Therefore it is
recommended to have a plan in the middlegame. One of the most common and direct
plan in the middlegame is to attack the opponent’s king. Take note of the saying,
“When you fail to plan, you are planning to fail”.
2. Coordinate your pieces
- Make sure that every piece is active and well-coordinated to each other. Always try to
synchronize your pieces. You may do this by attacking a square or an opponent’s piece
with all of your pieces.
3. Know your opponent’s plan(s) and stop them
- It’s important to focus not only on your plan. It is equally important to understand what
your opponent is thinking and planning. You need to stop the plan of your opponent.
Preventing your opponent to employ his plans is a sign that you are about to win the
game.
Below is an example of the middlegame phase:
ENDGAME
The players move into the endgame once most of their pieces have been captured during the
middlegame. If neither player achieves a knockout blow in the middlegame, the game will
eventually reach the endgame. As with the opening, it is difficult to distinguish the transition from
the middlegame to endgame but as a general rule it occurs when both players don’t have enough
pieces left to easily checkmate the opponent’s king.
The following are the characteristics of an endgame:
1. They generally have reduced forces on the board.
2. They usually don't have queens, though not necessarily.
3. They tend to emphasize material advantages.
4. They typically require the active participation of the king.
In the diagram above, there are no enough pieces to put the king in checkmate. There are three (3)
main tasks which a player need to realize during the Endgame stage:
1. The king participates actively in the endgame.
- In the endgame, the king is an attacking unit, so activate it. Generally, the king should be
developed toward the center or some other important area.
2. Activate your pieces.
- The player whose pieces are more active is likely has the positional advantage and
eventually can convert it into a win.
3. Promote a pawn to take material advantage.
- Pawns in the endgame phase must be promoted. It will give you a material advantage over
your opponent and eventually can convert it into a win.
Unit Week
6.2 6
Unit Week
6.3 6
EXERCISES
ACTIVITY 1
Instruction: Write the letter of the correct answer. (1point per item)
1. Which of the following is NOT true about the phases of a chess game?
A. The game is divided into three phases
B. All games are featured by the three phases
C. Endgame is the last phase of the game
D. There is no exact way to distinguish the transitions of a phase to another phase
2. Which phase of the game is described when both players moves their pieces on their first ten moves?
A. Opening B. Middlegame C. Endgame D. First Stage
3. The following are the main tasks which a player need to realize during the Opening, except for:
A. Safeguard the King C. Connect the Rooks
B. Move the pieces towards the center D. Activate the King
4. In this stage, threats and piece exchanges are usually done which makes deep understanding of
strategies is important.
A. Endgame B. Opening C. Middlegame D. Transitional Phase
5. Attacking the opponent’s king is the main plan in this stage.
A. Middlegame B. Endgame C. Opening D. All of the Above
6. Which of the following phases of the game best describes this position:
A. Opening
B. Middlegame
C. Endgame
D. None of the Above
7. Which of following practices in the endgame phase is the direct way to get a material advantage?
A. Promote your Pawns C. Develop the pieces
B. Activate your King D. Check the opponent’s King
8. The rook is most effective when it is __________
A. in an open file C. in an open rank
B. at the center of the board D. at the edge of the board
9. The following are practices to avoid during the game, except for:
A. Trade a developed piece to undeveloped one
B. Moving the same piece twice without a good reason during the opening stage
C. Moving the pawns towards the center
D. Block the way of your Bishops
10. Which of the following is an example of an opening?
A. Morphy Gambit B. Sicilian Attack C. Arabian Opening D. Pirc Defense
ACTIVITY 2
Instruction: Complete the blanks with the correct word. Choose your answer from the box.
(1point per item)
no opening position
Chess games are divided into three ________ (1). The game starts with the ________ (2) followed
by ________ (3) and normally ends with ________ (4). The player who controls the ________ (5),
controls the game. Try to place your pieces at the best possible ___________ (6). The player who
___________ (7) the development first, gains the __________ (8). ________ (9) plan is better than
_______ (10) plan.
Unit Week
7 7
UNIT 7
MOST COMMON TACTICS IN CHESS AND
PIECE EXCHANGES
TOPICS:
7.1 INTRODUCTION TO BASIC TACTICS IN CHESS
7.2 BASIC TACTICAL THEMES IN CHESS:
EN PRISE, PIN, AND FORK
7.3 INTRODUCTION TO PIECE EXCHANGES
7.4 TYPES OF PIECE EXCHANGES:
EVEN EXCHANGES AND UNEVEN EXCHANGES
7.5 EXERCISES
LESSON OBJECTIVES
1. Explain the fundamental concepts of chess tactics;
2. Identify some of the tactical themes in chess;
3. Enumerate ways to spot tactics in a game of chess;
4. Apply the concepts of each tactical themes by solving puzzles;
5. Distinguish even exchanges from uneven exchanges in a game of chess.
Unit Week
7.1 7
Unit Week
7.2 7
(Black to move)
Chess players need to look at the whole board. You need to know where every piece is and what
each piece can do before you make a decision about what to move. Find the piece that is attacking
an unguarded piece and take the unguarded piece.
Another example of en prise is shown in the diagram below. It is Black to move, the king cannot
capture the knight because it is protected by the rook but the Black king may capture the rook
because it is unprotected. We can say, the rook is en prise.
(Black to move)
PIN
There is a famous quote, saying, that a pin is mightier than a sword. Pin as a tactical theme is
considered a powerful attack. It prevents a piece to move; a piece that can’t move has lost its power.
There are two kinds of pin: the Absolute pin, if the pin is against a king, and the Relative pin, if the
pin is against any piece other than king. A pin occurs when a Queen, Bishop, or Rook attacks an
enemy piece, and if that piece were to move, there would be an attack on another piece behind it.
In the diagram #1, you can easily see that the rook on d1 attacks the enemy knight on d5, and that
if the knight were to move, the Black king on d8 would be under attack. The knight on d5 is
prevented to move because it is illegal to leave your king in check. This is an example of Absolute
pin. In the diagram #2, the knight on d5 is pinned by the bishop on f3, and if the knight were to
move, the Black rook on a8 would be under attack. This is an example of Relative pin.
(Diagram 1) (Diagram 2)
In the diagram below, moving the White bishop on d4 will pin the rook on e5.
(White to move)
FORK
If you attack two or more pieces at once, you have a good chance of getting one of them. Fork is
best described when one piece simultaneously attacks two enemy units. It is the simplest form of
double attack. Every piece can fork, including the king. You need to know the locations and
capabilities of all your pieces. Look for two or more enemy piece that can be attacked at the same
time.
In the diagram below, the White knight on e7 is forking the queen on c8 and king on g8.
All pieces can fork, but the queen and knight, attacking in eight different directions, are the best
pieces to fork opponent’s pieces.
Unit Week
7.3 7
Unit Week
7.4 7
EVEN EXCHANGES
Even exchanges occurs when the total piece value traded by both sides is equal. The pieces do not
have to be the same as long as the material count is relatively equal for both players. If a rook is
traded for a knight and two pawns, it is considered even exchange.
UNEVEN EXCHANGES
Uneven exchanges happens when the material count for each side is different or uneven. The player
who gained material then “wins the exchange”, while the other player who lost material, “loses the
exchange”. If a queen is traded for a rook and a bishop, it is considered uneven exchange.
Unit Week
7.5 7
5
EXERCISES
ACTIVITY 1
Instruction: Identify what tactical theme is best applied in the position and write the corresponding
move that executes the tactical theme. All of the diagrams below are White to move. (2 points per
item)
1. 2. ’
3. 4.
5. 6.
7. 8.
9. 10.
ACTIVITY 2
Instruction: Identify if the following trades or exchanges are considered even or uneven. Write
EVEN, if the value of the pieces of both sides are traded equally; and UNEVEN if the value of the
pieces of both sides are traded unequal. (1 point per item)
Unit Week
8 8
UNIT 8
THE THINKING SCHEME IN CHESS
TOPICS:
8.1 LEARN THE BASICS OF PLANNING IN CHESS
8.2 HOW TO FIND THE BEST MOVE IN CHESS?
8.3 EXERCISES
LESSON OBJECTIVES
1. Evaluate a chess game based from the concepts of basic planning in chess;
2. Explain the concept of a candidate move;
3. Identify some of the thinking scheme used in playing chess;
Unit Week
8.1 8
Unit Week
8.2 8
In this game, Sanchez made the move Qg5 and eventually won the game after 10 moves.
Generating a candidate move starts with this simple but important principle: “The quality of the
candidate moves you generate rely on the quality of information you have gathered on the position”.
The next question is: What is the best way to get the information that will help you find suitable
candidate moves? The answer is – you need to consider the following:
1. Find opponent’s threats and tactical themes in a given position
2. Calculate all the checks and captures
There is an important reason why the first step is to find your opponent’s threat, it would be a waste
of time to consider any other candidate moves. When you discover opponent’s threats, you will
need to consider only two (2) kinds of candidate moves:
1. Candidate moves that sufficiently deal with your opponent’s threats or;
2. Candidate moves that make an even stronger threat than that of your opponent.
In positions where there are no dangers or opponent’s threats, you need to consider the following
thinking method:
1. Compare Material or Pieces
2. Compare King-Safety
3. Compare Piece-Development
4. Compare Control of the Center
5. Compare Pawn-Structures
All of these comes together. The information you’ve gathered will point towards the candidate
moves you need to consider. As you will become a more skilled player, you will go over these steps
fairly quickly.
Note: Your intuition and experience plays an important role in your ability to find the best move in
a given position, but you must always verify your thoughts by calculating and considering the
Golden rules and principles in chess.
Unit Week
8.3 8
EXERCISES
ACTIVITY 1
Instruction: Identify if the following statements are true or false. Write TRUE, if the statement is
correct and FALSE, if otherwise. (1point per item)
1. The player who plans systematically has a greater chance to win the game than the one who
doesn’t plan.
2. Most of the games in chess are won by chances.
3. After a player created a plan, the player should evaluate the position.
4. Candidate moves are essential to identify the best move.
5. Candidate moves relies on the information you have gathered in a position.
6. Plans should be realistic and easy to implement.
7. Intuition is important to find the best move in a given position.
8. To identify the best move, you need to evaluate the position.
9. The last step in considering your candidate move as the best move is to verify the thinking process
you’ve made through calculation.
10. Thinking schemes serves as a guideline to your thinking process.
11. There are five possible candidate moves to act against a threat.
ACTIVITY 2
Instruction: Complete the following chart on how to generate a candidate move. (1point per item)
Generate a Candidate Move
If no dangers or
opponent’s threats