Download as pdf or txt
Download as pdf or txt
You are on page 1of 189

Lesson 1

Meet the Players:


King, Knight & Pawn
Part 1: Introducing the King, Knight and Pawn

Concepts:
• How to move your King k, Knight n, and Pawn p!

Meet the Players, Part 1: The King is Your Leader!


cuuuuuuuuC The King is the leader of your chess army, and this is a
(wdwdwdwd} very important job! In fact, the King is the most important
7dwdwdwdw} chess piece. The King is an old man with a long white
6wdwdwdwd} beard. He has back problems, and likes to carry around a
5dwd*8*dw} walking stick. The King is valuable, but he isn't very fast -
&wdw8K8wd} he is actually the slowest chess piece on the chessboard.
3dwd*8*dw}
2wdwdwdwd} The King can move in any direction, but only one step
%dwdwdwdw} at a time. Since walking is such hard work, and the King is
v,./9EFJMV so very important, he likes to sit back and relax behind his
The KING moves one castle walls while the other pieces do the work of fighting
space in any direction. his wars for him. Though he is slow, don't ever forget that if
you lose your King (get checkmated) you lose the game!

Meet the Players, Part 2: The Knight is Unlike Any Other Piece: Special Moves!
cuuuuuuuuC The Knight in shining armor is the trickiest chess piece
(wdwdwdwd} around! He gallops across the kingdom atop his noble
7dwdwdwdw} steed, who likes to show off by leaping over hedges and
6wdw8w8wd} small streams. The Knight moves in an “L” shape: one,
5dw8wdw8w} two, turn the corner. The Knight always changes color
&wdwdNdwd} when he hops: rotating from a light square to a dark, or
3dw8wdw8w} from a dark square to a light.
2wdw8w8wd}
%dwdwdwdw} While the Knight can easily outrun a King, he too is one of
v,./9EFJMV the slower pieces on the chessboard. However, it is
Only the KNIGHT can impossible to block a Knight, as he is the only piece that
jump over other pieces - can jump over other pieces. Remember though, he doesn't
like an “L”. “capture” or take the pieces he jumps over! A Knight only
captures a piece that is on the square it lands on...

© ChessKid.com Page 1 of 9
Lesson 1
Meet the Players, Part 3: The Pawns! The “Little Guys” Can be Mighty!
cuuuuuuuuC The Pawn is the most plentiful piece! He's not a trained
(wdwdwdwd} soldier, and can't do fancy hops like the noble Knight.
7dwdwdwdw} Instead, he moves by stepping one square in front of him.
6wdw8wdwd} He's been ordered by the King to keep charging forward,
5dwdPdwdw} and never look back. Forward, march! On his first move
&w8wdwZwZ} (b2-pawn), the Pawn is so excited, he can move two steps
3d*dwdw)w} forward instead of one, but only if he chooses to do so.
2w)wdwdwd}
%dwdwdwdw} It's scary moving around in the world of powerful Kings,
v,./9EFJMV Queens and Knights, and so the Pawn is always a little bit
The PAWN moves nervous. He's too embarrassed to capture pieces directly in
forward but only front of him, so he sneaks up on them at an angle. The
captures diagonally. Pawn captures diagonally one step forward (see g3-pawn).

Follow the Stars, and Reach the Moon


cuuuuuuuuC If a Pawn is so brave and adventurous to make it all the
(wd*dwdwd} way across the board to the other side, the pawn can
7dw8wdpdw} promote himself into a more powerful chess piece! The
6wd*dw8wd} pawn can choose to be a Queen – even if you already have
5dw8wd*dw} one, which means you could have up to nine Queens in a
&wd*dw8wd} chess game – a Rook, a Knight or a Bishop. The “promoted
3dw8wd*dw} Pawn” cannot become a King or remain a Pawn!
2wdPdw8wd}
%dwdwd*dw} You do this by replacing the Pawn with the desired Knight,
v,./9EFJMV Bishop, Rook, or Queen once it reaches the edge of the
Each Pawn's board. For white, the pawns must reach the 8th Rank, while
“path to promotion” is black's pawns must reach the 1st Rank. Whichever piece is
highlighted with stars. chosen to relieve the pawn of his duties is placed on the
“Queening square” (it is usually called a Queening square
because the most likely choice for promotion is a Queen).

© ChessKid.com Page 2 of 9
Lesson 1
The Farmer and the Piggies!
cuuuuuuuuC
(wdwiwdwd}
7dwdwdwdw}
6wdwdwdwd}
5dwdwdwdw}
&wdwdwdwd}
3dwdwdwdw}
2P)P)P)P)}
%dwdwdwdw}
v,./9EFJMV
Level 1: PPPPPPPP vs. k
Level 2: PPPPPPPP vs. n n
Level 3: PPPPPPPP vs. n n k
Level 4: PPPPPPPP vs. b b
Level 5: PPPPPPPP vs. b b k
Level 6: PPPPPPPP vs. r r
Level 7: PPPPPPPP vs. q
Level 8: Design your own!

RULES/GOAL:

The piggies have escaped from their piggy pen and are running across the yard in search of
food! The farmers must catch all the piggies before even one can reach the barn at the far
end of the yard.

You play white starting with level 1. Advance the pawns to the other side of the board. If a
pawn reaches the 8th rank, white wins.

© ChessKid.com Page 3 of 9
Lesson 1
The Farmer and the Piggies –
Instructor Handout
This is a sample lesson introducing the Farmer and Piggies game.This Instructor's Guide
should be used in conjunction with the Farmer and the Piggies Mini-Game.

Piggies can move one square forward at a time. On their first


P The Piggies move, piggies can choose to move one or two steps. Piggies
can capture mean farmers diagonally one square.

k Mr. MacDonald Mr. MacDonald can move one square at a time in any
direction.
Sheep Dogs move in “L” shapes: one, two, turn the corner.
n Sheep Dogs:
Wolfy and Rex
Sheep Dogs always changes their color square on each move.

b Farm Hands:
Bart and Bob
Farm Hands can move as far as they want along a diagonal.
Farm Hands always stay on the same color square that they
start on.
Tractors can move as far as they want up, down, left, or right.
r The Tractors
q Mrs.
MacDonald
Mrs. MacDonald can move as far as she wants up, down, left,
right, or diagonally.

• Italics – Physical gestures you make


• Bold – What you say
• Normal – comments/instructions

(Set up 8 white pawns on the demo board)


Old MacDonald had a farm … ee-ii-ee-ii-ooo
and on that farm there lived...8 piggies! (gesture to the pawns) … ee-ii-ee-ii-ooo

One day, the piggies escaped from their piggy pen (gesture to the first rank)
and started running across the yard (move some piggies, saying "oink, oink, oink")
toward Mr. MacDonald's barn (gesture to the eighth rank)
Mr. MacDonald (place the black king on e8) was lying in bed
when he looked out the window...and said (point accusingly out the window as if you are
Mr. M)
"Ahhhh! Hey you piggies, get back here!"
And he ran out to stop them.

Now, if just one piggy can make it all the way down the board to the barn
he will eat Mr. MacDonald's corn, and Mr MacDonald won't have food for the winter.

© ChessKid.com Page 4 of 9
Lesson 1
But, if Mr. MacDonald can catch all the piggies, he will protect his corn and feed his
family.

Now, how does Mr. MacDonald move around? Does anyone know?
That's right, Mr. MacDonald can move in any direction, but only one square.
Mr. MacDonald is an old man, with a long white beard and a walking stick.
He's very slow, and can only move one square at a time, and then he has to stop and
take a rest. But he can move in any direction.

How do the piggies move? Does anyone know?


That's right, piggies move one square forward at a time.
Can they move backward? No. Can they move sideways? Nope.
On it's very first move, a piggy is so excited that he can move one or two squares.

Show the e-pawn and King charging each other. When the King is on e5 and the Pawn on
e4, demonstrate that the King can capture the Pawn, but the Pawn cannot capture the King.
Show how Pawns capture.

Have the class play a game with you, where you are Mr. MacDonald and they are the
Piggies.

The King stands no chance, and the class should win. Let the students figure out how to
beat you. If you foresee the class losing, then subtly suggest the idea of using pawns on
opposite sides.

Tips: refer to each piggy by a name that starts with the same letter as it's file: (e.g. Amanda,
Betty, Christopher, David, Egor, Freddy, Gregory, and Harry). This helps to personify them,
and gets the kids to start noticing file names.

Once the children have all had a chance to play a game or two (ideally each pair will play as
both the Farmer and the Piggies), then bring them back to the demo board, and continue the
story.

So Mr. MacDonald went running back to the house crying (fake cry “boo hoo hoo”)
But then he wiped his eyes (wipes your eyes)
and whistled for his two faithful sheepdogs: Wolfie, and Rex. (produce the Knights)

Show how the Knights move. Play a quick game against the kids with just one Knight versus
their Piggies, so they see how it works. Continue showing each example before practicing...

© ChessKid.com Page 5 of 9
Lesson 1
Pawn Wars!
cuuuuuuuuC
(wdwdwdwd}
70p0p0p0p}
6wdwdwdwd}
5dwdwdwdw}
&wdwdwdwd}
3dwdwdwdw}
2P)P)P)P)}
%dwdwdwdw}
v,./9EFJMV

Level 1 – Diagramed position (with only Pawns).


Level 2 (Hard) – Add White King on e1 and Black King on e8.
NOTE: This Mini-Game can also be used in Lessons 14 and 15.

RULES/GOAL: The first player to get a pawn to the other side of the board (promote) wins!

Pawn Wars Mini-game: Tips to the Game!

• Students should practice the position, rotating colors.

• Try to get your pawn to the other side, but be aware of your opponent trying to stop
you! The King's make this game extra fun and extra hard!

© ChessKid.com Page 6 of 9
Lesson 1

Lesson 1
k The King K
Wdwdwdwd
dwdwdwdw
wdwdwdwd
dwd*8*dw
wdw8k8wd
dwd*8*dw
wdwdwdwd
dwdwdwdw
The King moves one step in any direction

Practice Moving the King!

© ChessKid.com Page 7 of 9
Lesson 1

Lesson 1
nThe Knight N
wdwdwdwd
dwdwdwdw
wdw8w8wd
dw8wdw8w
wdwdndwd
dw8wdw8w
wdw8w8wd
dwdwdwdw
Only the Knight can jump over other pieces
with his fancy “L-shaped” hop.

Practice Moving the Knight!

© ChessKid.com Page 8 of 9
Lesson 1

Lesson 1
p The Pawn P
wdwdwdwd
dwdwdwdw
wdwdwdpd
d*dwdNdN
w)w8wdwd
dwd*dwdw
wdw)wdwd
dwdwdwdw
The Pawn moves one step at a time, but
captures pieces diagonally. On his first move,
he can move one or two spaces.

Practice Moving the Pawn!

© ChessKid.com Page 9 of 9
Lesson 2
Meet the Players:
Rook, Bishop & Queen
Part 2: Introducing the Rook, Bishop and Queen

Concepts:
• How to move your Rook r, Bishop b, and Queen q!

Meet the Players, Part 4: The Rook is Your Second Most Powerful Piece!
cuuuuuuuuC Your Rook, the Tower of Power, looms at the outer
(wdwd*dwd} corners of the kingdom. At the start of the game, the Rook
7dwdw8wdw} likes to sit still, biding its time. The other pieces dread the
6wdwd*dwd} moment when it will rattle to life, for Rooks have wheels,
5dwdw8wdw} and this powerhouse piece is one of the swiftest and most
&*8*8R8*8} devastating on the chessboard.
3dwdw8wdw}
2wdwd*dwd} Some people like to call the Rook a “castle”, but actually a
%dwdw8wdw} Rook is used to build a castle for the King. At the end of the
v,./9EFJMV game, the Rook really shines, gobbling up pawns and
The ROOK moves as far creating lightning checkmates on Kings foolish enough to
as he likes up, down, stay in their castle with no guards. The Rook can move as
left and right. far as it needs to, in a straight line, in any one direction...

Meet the Players, Part 5: Bishops love to work in pairs!


cuuuuuuuuC The Bishop brothers are the advisers to the royal family
(wdwdwdwd} (the King and Queen). They sidle up on their tippy-toes,
7dwdwdwdw} whispering advice into the ears of their masters. When they
6*dwdwdw8} were young, the Bishop brothers loved to run on the
5d*dwdw8w} checkered floor of the castle, always sticking to one
&wd*dw8wd} color. The Bishop brothers hate it when people can't tell
38wd*8wd*} them apart, and so they made a deal with the King:
2w8w8*d*d}
%dwGwdBdw} While they both move around diagonally, one brother will
v,./9EFJMV always stay on the light squares, while the other stays only
The BISHOP moves as on the dark. The Bishop is a powerful long-range piece,
far as he likes along famous for making piercing pins (see Lesson 9 for more on
slanted diagonals. “pins”), and aiming at hopeless enemies from afar.

© ChessKid.com Page 1 of 6
Lesson 2

Meet the Players, Part 6: The Queen is Your Most Powerful Piece!
cuuuuuuuuC The Queen is the most beautiful woman in all the land, and
(*dwd*dwd} also the strongest. Every day she wakes up an hour before
7d*dw8wd*} dawn, while the King gently snores, to swim in the freezing
6wd*d*d*d} waters of the castle moat. She loves kickboxing, Tai Kwon
5dwd*8*dw} Do, marathon running, and knits sweaters that say “I'm the
&*8*8Q8*8} Best” in her spare time.
3dwd*8*dw}
2wd*d*d*d} There's only one Queen on each team (unless you promote
%d*dw8wd*} a pawn of course), but when she moves, everyone watches
v,./9EFJMV to see where she is going next!The Queen is so fast that
The QUEEN can move she can move like a Rook or a like a Bishop on any
as far as she likes up, given turn: up; down; left; right; or diagonally as far as she
down, left, right, and likes. The only thing a Queen can't do is jump over pieces
diagonally. She is like a or move like the tricky Knight!
Rook and Bishop
combined!

© ChessKid.com Page 2 of 6
Lesson 2
Meet the Players:
Lessons 1 & 2
Instructor's Guide

The goal of the first two lessons is to help your students learn how the pieces move in a fun
kid-friendly way. Experience has shown that trying to play a complete game of chess on the
first day of class can be too much for most children, especially younger ones with no previous
chess experience.

We recommend that you have your student(s) play mini-games like Farmer and the Piggies,
and Pawn Wars to break down the task of learning each chess piece in specific chunks. The
mini-games allow the children to play something right off the bat! See the Farmer and the
Piggies Instructor Handout for a sample lesson example of how to introduce the mini-games!

The Pawn and the Knight are typically the hardest pieces to learn, which is why we teach
them first. By the end of the second lesson, your students will have the most practice playing
with Pawns and Knights, and will hopefully be comfortable with their movement.

Practical Notes and Advice – Lesson 1 and 2:

• Use the worksheets during class to allow for individual practice of each piece's
specific movement.

• Allowing younger students (4-6 years of age) to draw lines and color the
worksheets, displaying how each piece moves, is a practical way of engaging
their attention.

• Place “enemy” pawns on all the squares that a Knight can capture to reinforce
the concept that a Knight only captures pieces that occupy the square it lands
on, and not the pieces it “jumps over” along the way.

• Make sure you clearly explain the rules of each mini-game to ensure that the
principles and critical concepts come across.

• Point out that a Queen is essentially a Rook and Bishop combined. Because the
Queen can move like a Rook, that gives her the ability to have the power of two
Bishops (either light and dark squared) at any given time.

© ChessKid.com Page 3 of 6
Lesson 2

Lesson 2
r The Rook R
wdwd*dwd
dwdw8wdw
wdwd*dwd
dwdw8wdw
*8*8R8*8
dwdw8wdw
wdwd*dwd
dwdw8wdw
The Rook moves as far as he likes along files
and ranks, up and down in any one direction.

Practice Moving the Rook!

© ChessKid.com Page 4 of 6
Lesson 2

Lesson 2
bThe Bishop B
*dwdwdwd
d*dwdwd*
wd*dwd*d
dwd*d*dw
wdwdbdwd
dwd*d*dw
wd*dwd*d
d*dwdwd*
The Bishop moves as far as he likes along
diagonals, and always keeps to the same
color square that he starts on.

Practice Moving the Bishop!

© ChessKid.com Page 5 of 6
Lesson 2

Lesson 2
q The Queen Q
*dwd*dwd
d*dw8wd*
wd*d*d*d
dwd*8*dw
*8*8q8*8
dwd*8*dw
wd*d*d*d
d*dw8wd*
The Queen is the most powerful piece. She
can move like a Rook or a Bishop: up, down,
left, right, and diagonally as far as she likes.

Practice Moving the Queen!

© ChessKid.com Page 6 of 6
Lesson 3
The Aim (Goal) of
a Chess Game
Part 1: Check and How to Escape Check

Concepts:
• How do you win a chess game?
• What is this “check” thing??
• How to get out of check!

What is Check? – Check! Shah!! Schach!!! - Attacking the King in Chess:


CuuuuuuuuC Every chess piece in the kingdom is well aware that
(wdwdwdkd} capturing the enemy King is the way to win – and that
7dbdwdp0p} being the piece that captures (traps) him is the way to
6wd*dwdnd} glory!! Before chess became famous all over the world, it
5dwd*dwdw} was played in Iran, and the word for "King" there was
&wdwdKdwd} "Shah." Every time a piece would attack the King, the piece
3)wdwdwdw} would get so excited it screamed "Shah!" as loud as it
2N)wdwdwd} could...
%dwdwdwdr}
v,./9EFJMV The Shah, hearing his name screamed, would know that he
Which piece is screaming was in immediate danger and needed to move to safety! As
“Shah!” here? That's the game moved out through the world from Iran, the
right, it's the BISHOP! scream of "shah!" changed as well. In some countries, it
became "schach!" in others, "schack!" and even
“schchikuchack!”. In English it became "check!" So, today
we say check if we attack the King!

You might be thinking that screaming at your opponent while he/she is thinking would be rude
– and you'd be right! However, it is considered polite to alert your opponent when their King
is under attack by saying "check" -- without screaming it – in a chess game.

However, some people will try to assassinate your King in stealthy ninja-fashion by not
saying "check". Though a player is not required to announce check, according to the rules of
chess, you cannot win simply by capturing the enemy King. If you capture the opponent's
King because he/she did not know the King was attacked, you simply have to go back to
before you took the King, and let him/her choose a different move to save the game. The
only way to win the game is to completely trap the king (checkmate) – and we are going
to learn about this in just a few minutes (Part 2)

First, you need to know the three ways of escaping check:

© ChessKid.com Page 1 of 12
Lesson 3
Escape Route #1 – Capture the Enemy Piece!
cuuuuuuuuC Capture the enemy! Almost always your best option to get
(wdwdwdkd} your King out of check and into safety is to capture the
7dbdwdp0p} enemy piece that is attacking your King! Not only is the
6wdwdwdnd} King saved in this way, but an example is set: "if you dare
5dwHwdwdw} to check me, you shall rot in my prison. Muahahahaha!"
&wdwdKdwd}
3)wdwdwdw} When people are scared (like a King who has been
2N)wdwdwd} checked) they like to regain a sense of peace by showing
%dwdwdwdr} how powerful they are. The King has been known to throw
v,./9EFJMV big parties for any one of his soldiers whom captured an
The c5-KNIGHT is not enemy piece that had the nerve to attack his royal
ready to let the black highness! Before you consider either of the following two
BISHOP get all the glory! options, see if you can capture the “checking piece”...

Escape Route #2 – Block the Enemy Piece!


cuuuuuuuuC Get in the way! The King, as you know well by now, is a
(wdwdwdkd} pretty lazy guy. So he's still expecting his loyal soldiers to
7dbdwdp0p} take care of this noisy "Check"-screaming pest for him. "If
6wdwdwdnd} you can't capture him for me, then at least make sure you
5dwd*dwdw} get captured, not me!", he encourages his troops.
&wdwdKdwd}
3)wdwdwdw} This may not be their favorite duty, but in the royal
2N)w!wdwd} kingdom, the rules are the rules. The other pieces must
%dwdwdwdr} prevent their King from being captured, and so they can
v,./9EFJMV often be seen stepping into the line of fire themselves (also
She's not happy, but the called "blocking") in order to shelter him. No piece, not
QUEEN gives herself up even the all mighty powerful Queen, is as important as the
to save the KING. King! In our current diagram, the Queen pays the price!

Escape Route #3 – Run Away from the Enemy Piece!


cuuuuuuuuC Run!!! Lazy as he may be, the King is not willing to get
(wdwdwdkd} locked away. He just knows the enemy King would come
7dbdwdp0p} down to his cell and laugh at him... every day! If none of his
6wdwdwdnd} soldiers can save him by capturing or blocking the checking
5dwdwd*dw} piece, the King will decide to make a run for it himself!
&wdw8Kdwd}
3Pwd*8wdw} Although I'm calling it running, he'll of course only move
2N)w!wdwd} one space at a time (he is awfully old after all). Sometimes
%dwdwdwdr} just one square is far enough to escape getting captured
v,./9EFJMV though. Notice here that the King has four ways to run
When all else fails, you away to a safe square (d4, d3, e3, and f5), so it would
will see the KING running. probably be a bad idea to block with the Queen!

© ChessKid.com Page 2 of 12
Lesson 3
The Aim (Goal) of
a Chess Game
Part 2: Checkmate and Introduction to Stalemate

Concepts:
• How to win a chess game: Checkmate!
• Intro to Stalemate!

When the King Cannot Escape... Checkmate!


cuuuuuuuuC You win the game when one of your pieces says "check,"
(wdwdwdkd} and the enemy King has no way to escape: they can't
70wdwdp0w} capture, block, or run! Setting up a checkmate is very
tricky, but you can use logic to realize that it often means:
6Rdw0wdw0}
5dwgbdw1w} • Separating the King from his allies (the pieces that
&Q0wd*dwd} would capture or block your attacker)...
3dPdwd*)w} • Surrounding him with your pieces (so that he has no
2w)Pdwd*)} safe squares to run to)...
%dw$wdNdK} • Finally, apply the deadly blow by giving check (that's
v,./9EFJMV right, don't forget to attack him) – Black's Bishop on
The trap is complete: the d5 is checking the King on h1: Checkmate! The
white King is done for! Bishop on c5 guards the g1-square from the King...

When a King Has Nowhere To Go, BUT is NOT in Check – He is Stalemated!


cuuuuuuuuC At first, everything looks good here for black. Black has
(wiwdwdrd} captured all the opponent's pieces, chased the poor King
7dp0wdwdw} into a corner (h1), and attacked all the squares he could
6pdwdwdwd} run to. White's King is quite surrounded! However, you
5dndwdwdw} forgot one important thing: you didn't attack him! Since he
&wdwdwdwd} is not attacked, it is not a checkmate.
3dwdwdwdw}
2wdwdw1wd} A King is not allowed to move onto a square that is
%dwdwdwDK} unsafe! Here the white King as no safe squares (any move
v,./9EFJMV would place him in check). For failing to checkmate
The King is trapped but properly, the game is declared a draw (tie game)! It's nice
not attacked. Black to share... but with all those extra pieces, black should
missed their chance! have figured out a way to checkmate! If white still had
another piece to move,it wouldn't be stalemate. For more
on stalemate, move onto Lesson 4 – Part 3.

© ChessKid.com Page 3 of 12
Lesson 3
The Aim (Goal) of
a Chess Game
Instructor's Guide

Lesson 3 should give the students a firm grasp of the goal of a chess game: surrounding and
trapping the enemy King. They should also begin to understand how to see if the King can
escape.

Key Concepts:
– Checkmating the enemy King is the Goal
– Check is a way to attack the enemy King
– Three ways of escaping check: Capture, Block, and Run
– Checkmate
– Stalemate

Make sure your students grasp the important but “counter-intuitive” concept that you cannot
capture the King! The only way to win is to trap (checkmate) the enemy King. The ninja joke
is supposed to make this idea stand out, but that moment is a good opportunity to add
emphasis. Stop and ask the students whether they are allowed to capture the enemy King.

Practical Notes and Advice – Lesson 3:

• Let the students try the “Checking worksheet” before “Escaping Check.”

• As you go through the three methods of escaping check, use the worksheets
associated to reinforce the concepts. This will increase retention.

• Let the students know that the choice to capture, block, or run is going to be an
important decision. They will often have to choose which is best in a game.

• Checkmate is: check with NO capture, block, or run possibility. When they have
a checkmate before their eyes, emphasize that this is the goal of the game. You
may want to go over a couple examples from the worksheets in class.

• Let them know stalemate will be revisited in the next lesson. The point is to re-
emphasize that without “check” there is no “checkmate.” Do this while the
differences between Checkmate and Stalemate are still fresh.

© ChessKid.com Page 4 of 12
Lesson 3
Lesson 3: Check the King!
Follow the instructions beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdkdwdw} 7dwdwdwdw}
6wdwdwdwd} 6wdwdkdwd}
5dwdwdwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdNdw}
2wdwdwdRd} 2wdwdwdwd}
%dKdwdwdw} %dwdwdwIw}
v,./9EFJMV v,./9EFJMV
Draw arrows to show the two ways the Draw arrows to show the two ways the
Rook can put the black King in check! Knight can put the black King in check!
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdkd}
7dwdwdwdw} 7dwdwdwdw}
6wdwiwdwd} 6wdwdwdwd}
5dwdwdwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdwd} 2wdwdQdwd}
%dKdwGwdw} %dwdwdwIw}
v,./9EFJMV v,./9EFJMV
Draw arrows to show the two ways the Draw arrows to show the six ways the
Bishop can put the black King in check! Queen can put the black King in check!

© ChessKid.com Page 5 of 12
Lesson 3
Lesson 3: Capture the Checker!
Follow the instructions beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdkdwdwd} (w4wdwdwG}
7dwdwdwdw} 7dwdwdwdw}
6wdwdwdwd} 6wdNdwdwd}
5dwdwdwdw} 5Iwdwdwdw}
&wdwdwdwd} &wdwdkdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdrdwdwd} 2wdwdwdwd}
%dRIRdwdw} %4wdwdwdw}
v,./9EFJMV v,./9EFJMV
Draw an arrow to show how white can Draw an arrow to show how white can
capture the “checker” and escape check capture the “checker” and escape check
cuuuuuuuuC cuuuuuuuuC
(wgwdwdkd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdk}
6wdwdwdwd} 6wdwdwdnd}
5dwdw1wdw} 5dwdwdw4K}
&wdNIwdwd} &wdwdwdwh}
3dwdwdwdw} 3dwdwdwgw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Draw an arrow to show how white can Draw an arrow to show how white can
capture the “checker” and escape check capture the “checker” and escape check

© ChessKid.com Page 6 of 12
Lesson 3
Lesson 3: Blocking Check!
Follow the instructions beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwir4} (rhbdkgn4}
7dwGwdpdw} 70pdpdp0p}
6wdwdwdwd} 6wdwdpdwd}
5dwdwdwdw} 5dw0wdwdw}
&wdwdwdwd} &wdwdPdw1}
3dwdwdwdw} 3dwHwdPdw}
2wdwdw)wd} 2P)P)wdP)}
%dwdwdRIw} %$wGQIBHR}
v,./9EFJMV v,./9EFJMV
Draw an arrow to show how white can Draw an arrow to show how white can
block the piece checking the King block the piece checking the King
cuuuuuuuuC cuuuuuuuuC
(rdwdw4kd} (rhb1rdkd}
70b0wdw0p} 70p0wdp0p}
6w0w0wdwd} 6wdw0whwd}
5dwdw0wdw} 5dwdwdwdw}
&wdw)Kdwd} &wdwdwdwd}
3dw)N)wdw} 3Gw)PdNdw}
2P)wdwdP)} 2PdPdw)P)}
%dwdR$wdw} %$wdQIBdR}
v,./9EFJMV v,./9EFJMV
Draw an arrow to show how white can Draw an arrow to show how white can
block the piece checking the King block the piece checking the King

© ChessKid.com Page 7 of 12
Lesson 3
Lesson 3: Running from Check!
Follow the instructions beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdkdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6wdwdwdw$} 6wdwdwdwd}
5dwdwdwdw} 5dwdwdwdw}
&wdwhwdwd} &wdwdkdwd}
3dwdwdwdw} 3dwdw1wdw}
2wdwdwdwd} 2wdwdwdwd}
%4wdKdwdw} %dwdwIwdw}
v,./9EFJMV v,./9EFJMV
Draw arrows to show how the white King Draw arrows to show how the white King
can move out of check to a safe square can move out of check to a safe square
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwiwdwdw} 7dwdwdwgw}
6wdwdwdwd} 6wdwdpdwd}
5dwdwIwdw} 5dwdwdp0w}
&wdwdwdwd} &wdpdKdwd}
3dbdwdwhw} 3dwdwdwdw}
2wgwdwdwd} 2wdwdndkd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Draw arrows to show how the white King Draw arrows to show how the white King
can move out of check to a safe square can move out of check to a safe square

© ChessKid.com Page 8 of 12
Lesson 3
Lesson 3: Is This Checkmate?
In each of these positions, the black King is in check. Is he in “checkmate”?
Circle the correct answer beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwiwd} (rdb1kdw4}
7dwdw)Pdw} 70p0pdQ0p}
6wdwdwIwd} 6wdndwdwh}
5dwdwdwdw} 5dwgw0wdw}
&wdwdwdwd} &wdBdPdwd}
3dwdwdwdw} 3dwdwdNdw}
2w0wdwdWd} 2P)P)w)P)}
%dwdwdwdw} %$NGwIwdR}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Yes? Checkmate? No? Yes? Checkmate? No?
cuuuuuuuuC cuuuuuuuuC
(w4wdw4wi} (Rdwdwiwd}
7dwgbHw0w} 7dwdwdwdw}
6wdpdw0wd} 6wdwdKdwd}
50pdpdwdQ} 5dwdwdwdw}
&qdw)w)Pd} &wdwdwdwd}
3dw)wdwIw} 3dwdwdwdw}
2P)wGwdwd} 2wdwdwdWd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Checkmate? No? Yes? Checkmate? No?

© ChessKid.com Page 9 of 12
Lesson 3
Lesson 3: Is This Checkmate?
In each of these positions, the black King is in check. Is he in “checkmate”?
Circle the correct answer beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(r1wgwdri} (rdb1kdn4}
7dw0wdN0p} 70p0pdp0p}
6wdw0whwd} 6wdndwdwd}
5dwdw0wdw} 5gwdwdwdw}
&p0w)Pdwd} &wdBdwdwd}
3dw)wdwdP} 3Gw0wdNdw}
2P)wdw)Pd} 2Pdwdw)P)}
%dwGR$wIw} %$NdQ$wIw}
,./9EFJM v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Checkmate? No? Yes? Checkmate? No?
cuuuuuuuuC cuuuuuuuuC
(wdw1w4wi} (wdwdwdwi}
74wdwdwdQ} 7dwdwdQdw}
6b0ngp0wd} 6wdwdwdwd}
50w0pdwdw} 5dwdwdwdw}
&wdw)w)wd} &wdKdwdwd}
3dw)w)Rdw} 3dwdwdwdw}
2P)BGwdP)} 2wHwdwdWd}
%$wdwdwIw} %dwdwdwdw}
,./9EFJM v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Checkmate? No? Yes? Checkmate? No?

© ChessKid.com Page 10 of 12
Lesson 3
The Aim (Goal) of
a Chess Game
Answer Key

Worksheet Page 1 – Check the King:


Diagram #1 – Arrows drawn from the Rook to d2 and g7.

Diagram #2 – Arrows drawn from the Bishop to b4 and g3.

Diagram #3 – Arrows drawn from the Knight to d4 and g5.

Diagram #4 – Arrows drawn from the Queen to a2, c4, e6, e8, g2 and g4.

Worksheet Page 2 – Capture the Checker:


Diagram #1 – Arrow drawn from King on c1 to black Rook on c2.

Diagram #2 – Arrow drawn from Knight on c4 to black Queen on e5.

Diagram #3 – Arrow drawn from Bishop on h8 to black Rook on a1.

Diagram #4 – Arrow drawn from King on h5 to black Rook on g5.

Worksheet Page 3 – Block the Checker:


Diagram #1 – Arrow drawn from white Bishop on c7 to g3-square.

Diagram #2 – Arrow drawn from white pawn on d4 to d5-square.

Diagram #3 – Arrow drawn from pawn on g2 to g3-square.

Diagram #4 – Arrows drawn from white Queen on d1 to e2-square, Knight on f3 to e5-square,


and (BEST) Bishop on f1 to e2-square.

Worksheet Page 4– Running from Check:

© ChessKid.com Page 11 of 12
Lesson 3
Diagram #1 – Arrow drawn from King on d1 to d2-square. Black Knight guards c2 and e2.

Diagram #2 – Arrow drawn from King on e5 to f4-square. No other safe squares.

Diagram #3 – Arrows drawn from King on e1 to d1 and f1 squares.

Diagram #4 – Arrow drawn fron King on e4 to e3-square

Worksheet Page 5 – Is This Checkmate?:


Diagram #1 – Yes.

Diagram #2 – Yes.

Diagram #3 – No.

Diagram #4 – No.

Worksheet Page 6 – Is This Checkmate?:


Diagram #1 – Yes.

Diagram #2 – No.

Diagram #3 – No.

Diagram #4 – No.

© ChessKid.com Page 12 of 12
Lesson 4
Basic Checkmates and
Stalemate
Part 1: Basic Checkmates: King and Queen vs Lone King

Concepts:
• What is a checkmate pattern?
• Using the Queen!
• Coordinating and using your pieces together for a plan/goal!

Step 1, The Pattern: Queen moves a “Knight's” check/move away from the King:
cuuuuuuuuC Here we will continue our study of the “chess basics”. Now
(wdwdwdwd} that we have taken the steps needed to learn the how the
7dwdwdwdw} game is played, the next step is to learn how the game is
6wdwdwdwd} won. Without knowledge of the basic checkmate patterns
5dwdwiwdw} and principles, it is hard to justify learning anything more
&wdwdwdwd} advanced (why learn how to “win a queen”, if you can't
3dwd*dwdw} even “checkmate with a queen”, right?).
2wdwdwdwd}
%dwdQIwdw} Our first example shows an excellent starting position for
v,./9EFJMV learning, practicing, and mastering the basic checkmate:
White moves 1.Qd3 King and Queen vs King. There is a simple pattern and
process for white to win this endgame 100% of the time...

The “Imaginary Box” or Force-field:


cuuuuuuuuC When white moves the queen forward just one square at a
(wdw8wdwd} time – whether diagonally or horizontally – as long as the
7dwd*dwdw} “knight's” distance is maintained, she (the Queen) creates
6wdw8kdwd} an imaginary box (or “force-field”) around the enemy King.
5dwd*dwdw} By repeating this pattern, the Queen is able to force the
&wdw!*8*8} enemy King to the edge of the board, and eventually the
3dwdwdwdw} corner, all by herself. Notice that a “Lone King” is unable to
2wdwdwdwd} attack an enemy Queen without moving into check. This is
%dwdwIwdw} key to understanding why this pattern works.
v,./9EFJMV
The position continues By following a natural set of moves such as 2...Kf7 3.Qe5
after 1.Qd3 (diagram 1) (Knight's check) 3...Kf8 4.Qe6 Kg7 5.Qf5 Kg8 6.Qf6 Kh7
1...Ke6 2.Qd4 7.Qg5 we reach our next diagram...

© ChessKid.com Page 1 of 10
Lesson 4
Step 2, Stop the Queen – Bring In the King
cuuuuuuuuC You will notice that once the black King has been forced to
(wdwdwdwi} the edge of the board, it is no longer necessary to use the
7dwdwdwdw} “Knight's check” pattern to make the box any smaller. In
6wdwdwdwd} fact, if the Queen were to move to g6 after black plays
5dwdwdw!w} ...Kh8 – the game would end in a stalemate – which is a
&wdwdwdwd} draw (tie game). *See Part 3: Stalemate for a more
3dwdwdwdw} detailed description*
2wdwdwdwd}
%dwdwIwdw} Instead of making the box smaller, it is now time to activate
v,./9EFJMV the King. First recognize the best square(s) for the King to
Position resulting after “shoot for”. HINT: The King needs to find a square close
7...Kh8 enough to eventually protect his lady (the Queen)...

Follow the Stars, and Reach the Moon


cuuuuuuuuC Because we can not bring the Queen any closer without
(wdwdwdwi} immediately ending the game in a stalemate, we must find
7dwdwd*dw} another way to make progress. It is very important that the
6wdwdw8wd} Queen does not start giving “random” checks to the enemy
5dwdwd*!w} King. In fact, if the King and Queen checkmate pattern is
&wdwdw8wd} executed properly, the only check given throughout the
3dwdwd*dw} entire game should be checkmate. The white Queen
2wdwdw8wd} needs “protection” in order to move forward.
%dwdwIwdw}
v,./9EFJMV Displayed with stars is the quickest route for the white King
White's “winning path” is to “join the fight”. In following this straight path, eventually
highlighted with stars. the white King will find himself in direct “opposition” to the
enemy King and in a great position to protect his Queen...

Step 3, King Helps the Queen – Ending the Game As a Team


cuuuuuuuuC NOTE: 13.Qg7, immediately delivering checkmate was also
(wdwdwdwd} possible in the variation given beneath our diagram;
7dwdwdK8k} however, here we see the most ideal position for learning
6wdwdwdwd} the King and Queen vs King checkmate pattern. White has
5dwdwdw!*} three options to end the game: 14.Qg7#; 14.Qh5#;
&wdwdwdw8} 14.Qh4#.
3dwdwdwdw}
2wdwdwdwd} You can now practice this position, alternating the corner
%dwdwdwdw} where you trap the King. Similar final positions, with three
v,./9EFJMV ways to play checkmate in one move, may also be: White
Position reached after King-g6 and Queen-e7 – Black King-g8; White King-b6 and
8.Kf2 Kh7 9.Kf3 Kh8 Queen-d7 – Black King-b8; etc...
10.Kf4 Kh8 11.Kf5 Kh7
12.Kf6 Kh8 13.Kf7 Kh7...

© ChessKid.com Page 2 of 10
Lesson 4
Basic Checkmates
and Stalemate
Part 2: Basic Checkmates: “Rook Roller”, Two Rooks vs Lone King

Concepts:
• Coordination and cooperation with your pieces!
• Using the rooks!
• More checkmate patterns!

Step 1, The Pattern: One Rook At a Time – Leave the King Behind
cuuuuuuuuC When checkmating the enemy King with two Rooks there is
(wd*dwdwd} a very simple pattern to follow. The first thing to realize is
7dk8wdwdw} that you will not need your King to execute this particular
6wd*dwdwd} checkmate pattern. To highlight this point, we have setup
5dwdwdwdw} our first diagram with an ideal position for our Rooks, but no
&wdwdwdwd} white King.
3dwdwdwdw}
2Rd*dwdwd} Secondly, remember that a Rook does not have to be close
%dRdwdwdw} to the enemy King in order to force the King to do what the
v,./9EFJMV Rook wants. A rook on b1 controls every square along the
In the above position, b-file, which means an enemy King must find a safe square
black has no choice but to on one of the adjacent files: either a or c...
move to the c-file

When Rotating “Rook Checks”, Always Lead with the Rook On the “Furthest” File
cuuuuuuuuC By leading the attack on the King with the Rook that was
(wdwdwdwd} furthest away (the a-file Rook was farther from the c-file
7dwd*dwdw} then the b1-Rook), white is beginning to push the King
6wdk8wdwd} toward the opposite edge of the board (eventually landing
5dwd*dwdw} on the h-file).
&wdwdwdwd}
3dwdwdwdw} It is very important that the Rooks remain close together,
2wdRdwdwd} taking turns to deliver the vital check. This pattern can
%IRd*dwdw} repeat itself, without interruption, until the black King has
v,./9EFJMV ventured close enough to deliver an attack against one of
After 1...Kc6 white played the Rooks...
2.Rc2+ – Leaving the b-
file under control

© ChessKid.com Page 3 of 10
Lesson 4
Step 2, Separate and Coordinate... Again
cuuuuuuuuC After black reaches his goal of attacking the lead Rook,
(wdwd*dwd} white must – for the first time – separate the Rooks.
7dwdw8wdw} (NOTE: If black were not aggressive in this manner, the
6wdwdwdwd} game would end quickly with the rooks repeating this
5dwdwdwdw} “rotating check” pattern, and eventually delivering
&wdwdwdwd} checkmate on the h-file).
3dwdwdkdw}
2wdwdRdwd} The stars on e7 and e8 highlight the best two squares for
%IwdRdwdw} the Rook on e2. After 5.Re7, for example, the enemy King
v,./9EFJMV faces a tough decision: Stay near the 1st rank – preventing
Position reached after the coming Rf1+; or race to the far side of the board, with
2...Kd5 3.Rd1+ Ke4 hopes of catching the e7-Rook in time to delay checkmate
4.Re2+ and 4...Kf3 for a little longer...

The Enemy King's Tough Decision


cuuuuuuuuC If instead black had chosen 5...Kf4 – attempting a “quick
(wdw8wdwd} jog” to the other side of the board – we see the Rooks use
7dwdw$wdw} the “rotating checks pattern”, even at a distance. White
6wdwdwdwd} continues 6.Rf1+ Kg3 7.Rg8+ Kh2 – and instead of
5dwdwdwdw} 8.Rh1+?? losing the Rook – the white Rooks rejoin forces
&wdwdwdwd} to finish the game: 8.Rf7 followed by 9.Rh7#
3dwdwdwdw}
2wdwdwiwd} After black's more stubborn move, preventing the Rook
%IwdRdwdw} from checking on f1, white brings the Rooks – 6.Rd8! –
v,./9EFJMV back together, and prepares for their final “rock n' roll
Black chose 5...Kf2 - tour”...
preventing Rf1+.

Step 3, “Rock n' Roll” Rooks LOVE the “Edge” of the Board
cuuuuuuuuC With the final three checks occurring on f8, g7, and h8 – in
(wdw$w8w8} that respective order – the black King is helpless. White
7dwdw$w8w} kicks off the final “Rook Roll” with 7.Rf8+ Kg4 8.Rg7+ Kh5
6wdwdwdwd} (the black King is almost close enough to delay the
5dwdwdwdw} inevitable once again, but not quite) 9.Rh8#
&wdwdwdwd}
3dwdwdkdw} As with our first two patterns, your opponent's willingness to
2wdwdwdwd} “work with you” is irrelevant. This mindset is very important
%Iwdwdwdw} for a chess player's overall approach and improvement in
v,./9EFJMV the game of chess: It is good to develop plans of attack
Climax “rotating check” that don't depend on your opponent being lazy.
sequence, position
reached after 6...Kf3

© ChessKid.com Page 4 of 10
Lesson 4
Basic Checkmates and
Stalemate
Part 3: Stalemate (No Legal Moves) Explained

Concepts:
• Basic concept, definition and examples of Stalemate!

Stalemate Example 1
cuuuuuuuuC When a player whose turn it is to move has no legal
(k8wdwdwd} moves by any of his/her pieces, but is not in check – A
78*dwdwdw} stalemate has occurred, and the game is a draw (tie, with
6w!wdwdwd} each player receiving ½ a point).
5dwdwdwdw}
&wdwdwdwd} In our first diagram, the white Queen on b6 controls every
3dwdwdwdw} possible square that the black King can move to, and is
2wdwdwdwd} therefore, placing black in stalemate. This common
%Iwdwdwdw} stalemate position can occur when white takes the
v,./9EFJMV “Knight's Check” pattern too far (see Lesson 4, Part 1)...
With black to move, the
game is over (a stalemate
being the final result)

Stalemate Example 2
cuuuuuuuuC Notice that black would be in stalemate if the white King
(wdwdwdwd} were on b3 or a3 as well. With black to play, the position on
7dwdwdwdw} the board is a stalemate. The white King guards b2, while
6wdwdwdwd} the white Queen is controlling all of black's remaining
5dwdwdwdw} options. The black King is not in check, so we can see the
&wdwdwdwd} difference between this position and one where the white
3dwIQdwdw} Queen is delivering a checkmate – on c2, for example.
2w8wdwdwd}
%dwiwdwdw} In this position, we can see the negative effects of not
v,./9EFJMV using our suggested pattern in Part 1 – but instead using
With black to play, a the King and Queen together to box the King, where they
stalemate has once again inevitably “step on each others toes”...
occurred

© ChessKid.com Page 5 of 10
Lesson 4
Stalemate Example 3
cuuuuuuuuC In this extremely improbable, yet not impossible position,
(wdwdwdwd} we see an extravagant example of stalemate. Every square
7dw$wdwdw} highlighted by a star is controlled by one or more of white's
6wd*8*$wd} pieces, and though white would have multiple “mate-in-
5dw8k8wdw} ones” if it were white to move, with black to play – this
&wd*8*dwd} position is a draw.
3GwIwdNdw}
2wdwdQdwd} One very important step in your growth as a chess player is
%dwdwdwdw} the understanding that you don't need to capture every
v,./9EFJMV enemy piece in order to checkmate the King, and therefore
Black has no legal win the game. This position should display the risks of
moves, as white controls having too many pieces, and not executing a basic
every square checkmate pattern (perhaps one learned in Parts 1 or 2).

Stalemate Example 4
cuuuuuuuuC Example diagram #4 reveals that not all stalemate positions
(wdwiwdwd} occur in the endgame. Black's last move was 1...Qxd1 –
7dp0wdp0w} capturing white's sacrificed Queen and placing white in
6wgwdwdrd} immediate stalemate.
50Pdw0wdw}
&PdwdPdwd} Though white has many pieces, none can move: The Rook
3dwdwdwHb} on h1 is trapped. The King can not move without being
2wdwdw)w)} attacked by the h3-bishop. The Knight on g3, Bishop on e1,
%dwdqGwIR} and Pawn on f2 are all “pinned” to the King (which means
v,./9EFJMV they can not move without placing their own King in check
This famous stalemate by an enemy piece). Finally, every other Pawn is simply
occurred in Troitzky vs. blocked by an enemy piece or Pawn.
Vogt, 1896

Example 5: Common Stalemate “Misunderstanding”


cuuuuuuuuC One common mistake made in regards to evaluating
(wdwdwdwi} whether or not a given position is stalemate is shown here.
7dndwdQdw} Though the black King is trapped – having no legal moves
6wdwdwdKd} – there remains other pieces that must move. White will
50wdwdwdw} follow with checkmate on g7, f8 or e8 next move.
&wdwdwdwd}
3dwdwdwdw} Obviously to determine whether or not a position is
2wdwdwdwd} stalemate, one should always look at the King's position,
%dwdwdwdw} options for the King to move, and whether or not the King is
v,./9EFJMV in check; however, as we learned from the last two
The above position is diagrams – the King's position and ability to move is
NOT stalemate not the only thing that determines stalemate.

© ChessKid.com Page 6 of 10
Lesson 4
Basic Checkmates and
Stalemate
Instructor's Guide

When teaching the basic checkmate patterns, we recommend that students first memorize
the three steps (may also be referred to as rules or principles) associated with each different
checkmate. The coach's instruction/demonstration on either a demo-board, projector, or in
some other “group learning” format is most effective when a child has no experience.

Subsequently, students should practice the position with a partner – preferably another
student trying to master the same technique – alternating offense and defense a minimum of
three to five times.

We recommend having students move quickly from learning stalemate (Part 3) to the practical
“Checkmate or Stalemate?” Worksheets. Without the immediate application of their newfound
knowledge, the differences between checkmate and stalemate will generally become
confused in a child's mind. Coach's will find themselves answering many raised hands – all
with some version of the same question: “Is this checkmate?” - or perhaps, “Am I stalemated
or checkmated?”

Practical Notes and Advice – Lesson 4:

• Referencing the invisible “force-field” the Queen creates around the enemy King
can help stimulate the imagination and the child's interest level when learning
this basic checkmate pattern (Part 1).

• Reminding each student that NO check should be played by the Queen, until
checkmate, can help instill discipline in the child's thought process (Part 1).

• Allowing the students to practice this checkmate pattern (Part 2) using only the
two Rooks (without the white King on the board) can help the learning process.
Until the children have developed a better understanding of the pattern, when
“stumped”, children may reach to move their King rather than make the
necessary effort to realize coordination between the Rooks.

• Students should move directly from Part 3 to “Checkmate or Stalemate”


worksheets – ideally before the end of a class/session, while the ideas an
differences between Checkmate and Stalemate are still fresh.

© ChessKid.com Page 7 of 10
Lesson 4
Lesson 4: Checkmate or Stalemate?
In each of these positions, the black King is in either “checkmate” or “stalemate”.
Circle the correct answer beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wiwdwdwd} (kdwdwdwd}
7dQdwdwdw} 7dw!wdwdw}
6wdKdwdwd} 6Kdwdwdwd}
5dwdwdwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdWd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Checkmate? or Stalemate? Checkmate? or Stalemate?
cuuuuuuuuC cuuuuuuuuC
(w4w1w4wi} (wdKdwdwd}
7dwgbHw0w} 7dwdwdwdw}
6wdpdw0wd} 6wdwdwdwd}
50pdpdwdw} 5dwdwdwdw}
&wdw)w)Pd} &wdwdwdwd}
3dw)wdwdw} 3dwdwdwdw}
2P)wGwdwd} 2w$wdwdRd}
%dwIw$wdR} %iwdwdwdw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Checkmate? or Stalemate? Checkmate? or Stalemate?

© ChessKid.com Page 8 of 10
Lesson 4
Lesson 4: Checkmate or Stalemate?
In each of these positions, the black King is in either “checkmate” or “stalemate”.
Circle the correct answer beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwIwdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6wdwdwdwd} 6wdwdwdwd}
5dwdwdbiw} 5dwdwdwdw}
&wdwdrdwd} &wdwdwdwd}
3dwdwdwgw} 3dwdwdwIw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dRdwdwiw}
,./9EFJM v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Checkmate? or Stalemate? Checkmate? or Stalemate?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwi} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6wdwdwdKH} 6wdw0wdwd}
5dwdwGwdw} 5dwdPdwdp}
&wdwdwdwd} &wdwdwdw)}
3dwdwdwdw} 3HKdwdwdw}
2wdwdwdwd} 2wdwHwdwd}
%dwdwdwdw} %iwdwdwdw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Checkmate? or Stalemate? Checkmate? or Stalemate?

© ChessKid.com Page 9 of 10
Lesson 4
Basic Checkmates and
Stalemate
Answer Key

Worksheet Page 1 – Checkmate or Stalemate?:


Diagram #1 – Checkmate

Diagram #2 – Checkmate

Diagram #3 – Stalemate

Diagram #4 – Stalemate

Worksheet Page 2 – Checkmate or Stalemate?:


Diagram #1 – Stalemate

Diagram #2 – Checkmate

Diagram #3 – Checkmate

Diagram #4 – Stalemate

© ChessKid.com Page 10 of 10
Lesson 5
How to Win a Chess Game
Part 1: Destroying the Enemy and Counting Attackers and Defenders

Concepts:
• Destroying the Enemy Army!
• Defended and Undefended Pieces – Counting Attackers!
• Trapped Pieces!
• The special move: “Castling”!

Destroying the Enemy Army:


The surest method to win a chess game is to deprive the King of his allies. Once he's all
alone, it's not so hard to corner him – with the obvious goal of checkmate – with even just
one or two of your pieces! Today we are going to learn some techniques to eliminate every
last member of the opposing army, and hopefully maintain most of your pieces along the way!

The chessboard is a dangerous place. The white pieces are on the lookout for black pieces to
fight with; the black pieces are on the lookout for white pieces to fight with. You now know
how many squares the pieces can attack because you learned how all the pieces move in
Lessons 1 and 2, so how can your pieces move about in such a dangerous place?

The answer is that they must defend each other! When one of your pieces “attacks” its
friend, it's really a form of protection. Any enemy who dares to capture your piece, will face
the same fate on the next move. Let's see what your pieces can do when they start attacking!

Counting Defenders and Attackers – The Key to a Good or Bad Capture!


cuuuuuuuuC Look to the example on the left. If the black Knight on c6
(rdwdkdw4} takes the white Knight on d4, then white takes back with his
70p0bhp0p} Bishop on e3. Then the black Bishop on c5 could take on
6wdn0w1wd} d4, but white's Queen on d1 will take back. If black's queen
5dwgwdwdw} then takes, white's knight on e2 will take capture back.
&wdwHPdwd}
3dBdwGwdw} All these captures are equal, so this is called “trading.” If
2P)PdNPP)} white takes the black Knight on c6, you'll also see that the
%$wdQdRIw} black Knight is defended enough times, and white will lose
v,./9EFJMV the same pieces that black does. It's important to get good
Look at the Knights on d4 at counting what pieces get traded in one of those doggy-
and c6. They are safe in piles, and deciding if it's a good trade for you or your
the middle of the fighting opponent. Let's practice: Imagine the moves 1...Nxd4 2.
because of counting! Bxd4 Bxd4 3. Nxd4. What has been captured? NBnb

© ChessKid.com Page 1 of 14
Lesson 5
Taking Undefended Guys – Count Captures and Look for Undefended Pieces!
cuuuuuuuuC If one of your opponent's pieces is not defended, that
(rdwdkgn4} means you can take the piece, and your opponent cannot
70p0bdp0p} take you back! I'm sure you'd like that deal! So, be on the
6wdn0w1wd} lookout for pieces that your opponent has placed in danger.
5dwdwdwGw}
&wdwHPdwd} For example, to the left, white has just gotten very excited
3dwHwDwdw} and moved his bishop from c1 to g5 to go after black's
2P)PdwPP)} Queen. What would an alert black player do about it? Is
%$wdQIBdR} the Knight on d4 also undefended? What happens if the
v,./9EFJMV black Queen captures it? The answers are that the white
Black's turn: Bishop on g5 is “hanging” (which means undefended) and
Who is undefended? that black can safely take on d4: 1...Qxd4 2.Qxd4 Nxd4!

Doggy-piles!!! – Counting Attackers and Defenders in Tricky Positions!


cuuuuuuuuC Sometimes a piece is defended, but also attacked more
(wdrqwdkd} than once. Look at the pawn on b5: two pieces are
7dbdrdpgp} attacking it (Knight on c3 and Queen on d3), and only one
6pdndpdpd} piece is defending it. So even though it's defended, if white
5dpdwdndw} starts capturing, he'll win the fight... right? 1.Nxb5 axb5
&wdw)wdwd} 2.Qxb5 – but who won more points? Black lost two pawns
3dBHQGNdw} and white lost a Knight: Black came out ahead one point!
2P)wdw)P)}
%dwdR$wIw} It's very important to look at the total attackers and
v,./9EFJMV defenders and decide who would win if everyone just
The pawn on d4 must feel started capturing everyone. Imagine the doggy-pile that
important! An awful lot of could happen on the white d4-pawn! Who would come out
pieces are attacking on top? Who would capture more pieces? Black has five
and defending him! attackers vs. four defenders, so the Black queen on d8
should come out on top. Captured pieces would be:
PNBQRnnbr-- which is a great trade for black!

Catching (Trapping) the Pieces Who Can't Move – Example 1:


cuuuuuuuuC If you attack an enemy piece, a skilled opponent will tell the
(rdb1igw4} piece to dodge away. So, it's really good to be able to spot
7dwdwdp0p} pieces that can't move. If you attack a trapped piece, they
6pdw0whwd} can't scurry off! This is your chance to win some points...
5dp0wdwdw}
&wdwdPdwd} Look to the left: the white bishop on b3 can barely move!
3dBdwdwdw} With white pawns behind him, and black pawns closing
2P)Pdw)P)} infront of him, he is nearly trapped already. Do you see that
%$NGQIwdR} black can close the trap on him by advancing the c5 pawn
v,./9EFJMV to c4? On the next move, black can capture him!

© ChessKid.com Page 2 of 14
Lesson 5
Catching (Trapping) the Pieces Who Can't Move – Example 2:
cuuuuuuuuC In this interesting situation, the normally lightning-quick
(4dbdw4kd} black Queen can only move to a few squares. There is only
7dp0hdp0p} one diagonal on which she can retreat from h4: g5-f6-e7-
6phw0wdwd} d8. White can lay a very nice trap in this position. White
5dwdPdwdw} needs to stop the Queen from escaping along that
&wdPdNdw1} diagonal, and attack her at the same time...
3dwHwdwdw}
2P)wdw)P)} The Bishop on c1 does the job with the help of the Knight
%$wGQ$wIw} on e4. 1.Bg5! Now the bishop is defended by the Knight,
v,./9EFJMV blocking the Queen's escape, and attacking her at the
The queen on h4 can same time! Wow, what a terrific move! Now white will be
barely move! able to capture that Queen on the next move..

© ChessKid.com Page 3 of 14
Lesson 5
How to Win a Chess Game
Part 2: The Special Move in Chess: Castling

Concepts:
• The “special move” in chess: Castling!
• En Passant handout!

Castling: The Rules of Castling Kingside!


cuuuuuuuuC Castling is the one move in chess where you can move
(rdb1igw4} two of your own pieces! Because the center of the board
7dw0wdp0p} is often too dangerous for the King, they designed a
6pdn0whwd} special move to get him out of the center of the board in a
5dpdw0wdw} hurry. By castling, you safeguard your King and bring your
&wdwdPdwd} Rook into the center of the fight at the same time.
3dB)wdNdw}
2P)w)w)P)} To castle, move your King two steps towards your Rook.
%$NGQIw8R} Then, you put your rook next to him, on the other side. Now
v,./9EFJMV your King can hide in the castle of pawns in front of him,
A good time to use a and your Rook can join the fierce fighting in the middle of
secret special move! the board. In Algebraic Notation, castling kingside is written
down as “0-0”.

Castling: The Rules of Castling Queenside!


cuuuuuuuuC Castling towards the Rook closer to the King is “kingside
(rdwdidw4} castling” or “castling short.” Castling towards the farther
7dw0wdp0p} Rook is called “queenside castling” or “castling long”. In the
6pdn0whwd} position to the left, the white King can castle queenside OR
5dpdw0wdw} kingside. If he castles queenside he will end up on c1, and
&wdwdPdwd} the Rook will end up on d1 (squares marked with stars). In
3dB)PdNdw} Algebraic Notation, castling queenside is written down as
2P)wdw)P)} “0-0-0”.
%$w8*IwdR} 2 IMPORTANT RESTRICTIONS
v,./9EFJMV * You cannot castle if your King is in check & you cannot
Two special moves to move your King through check!
choose between!! * You cannot castle if your King or Rook has already
moved!

Coaches Note: The “En Passant” handout associated with this section is a lesson all
on its own. It can be implemented at any time, but because the concept of “En
Passant” is more advanced, we leave it to the coach's discretion.

© ChessKid.com Page 4 of 14
Lesson 5
How to Win a Chess Game
Instructor's Guide

Students should learn the basics of capturing and defending pieces before they are truly
ready to play (and win) a chess game. Through this lesson your students will get better
at seeing what squares pieces are attacking, recognizing which pieces are defended,
undefended, or unable to move, and finally how to take advantage of each situation.
Students will also learn to “castle” (the special move by the King and Rook – and the
only time you can move two pieces at once).

When the instructor feels the students are ready, he/she can move onto the En Passant
handout and worksheets.

Key Concepts to Winning a Chess Game:


– It's good to capture enemy pieces ,and undefended or “hanging” pieces are free!
– Taking defended pieces results in “trades”.
– Pieces that can't move are “trapped” and are great targets for attack
– Castling gets your King out of the center, and your Rook into the center
– En Passant: What is En Passant and when does it apply

Practical Notes and Advice – Lesson 5:


• Help your students understand that eliminating the enemy King's “army” is the
first step to isolating the King, and eventually achieving checkmate.

• Review the “doggy-pile” concept carefully, ensuring that your students have
grasped the idea of counting the number of attackers and defenders, as well as
their point value. For example, by capturing two pawns while losing a lone
Knight, a player might seem to “come out on top” in terms of the total number of
chessmen captured, but it is still a bad trade (in points). Counting attackers and
defenders is less important than counting the value of the captured pieces.

• Find moments to mention that it's great to keep an eye out for undefended
pieces and immobile pieces (for both yourself and your opponent). This is
something you'll want to repeat at appropriate moments in future classes,
because it's fundamental to tactics!

• Clarify the reasons a player might want to castle (to get the King out of the
center where the action is, and to activate the Rook); seeing practical
applications of this will help students retain the concepts.

© ChessKid.com Page 5 of 14
Lesson 5
Lesson 5: Castling Quiz!
In each of these positions, you must answer one question: can white castle this move, “yes”
or “no”? Circle the correct answer.
cuuuuuuuuC cuuuuuuuuC
(rhwdw4kd} (rdwdrdkd}
7dw1w0pgp} 70bdw1p0p}
6pdpdwhpd} 6wdw0phwd}
5dpdwdwdw} 5dwgwdwGw}
&wdw)wdwd} &P0wdPdwd}
3)wHwdw)w} 3dBdwdNdP}
2w)QdP)B)} 2w)PdQ)Pd}
%dwdRIwHR} %$wdwIwdR}
v,./9EFJMV ,./9EFJM
Yes? Can white castle? No? Yes? Can white castle? No?
cuuuuuuuuC cuuuuuuuuC
(rdwdrdkd} (rhb1w4kd}
70p1ngp0p} 70pdwdp0p}
6wdpdwdbd} 6wdpdphwd}
5dwdpHwdw} 5dwdpdwGw}
&wdw)w)Pd} &wgw)Pdwd}
3dw)wHBdP} 3dwHwdPdw}
2P)wdKdQd} 2P)P!wdP)}
%$wdwdwdR} %$wdwIBHR}
,./9EFJM ,./9EFJM
Yes? Can white castle? No? Yes? Can white castle? No?

© ChessKid.com Page 6 of 14
Lesson 5
Lesson 5: Castling Quiz!
In each of these positions, you must answer one question: can white castle this move?
Circle the correct answer.
cuuuuuuuuC cuuuuuuuuC
(rdwdw4kd} (rdbdkdw4}
7dw1n0pgp} 7dw1wgp0p}
6bdw0whpd} 6pdndpdwd}
5dw0Pdwdw} 5dwdp)wdw}
&wdwdPdwd} &w0wHw)wd}
3)wHwdN)w} 3dwdnGNdw}
2w)Qdw)B)} 2P)PdQdP)}
%$wGwIwdR} %$wdwIwdR}
v,./9EFJMV ,./9EFJM
Yes? Can white castle? No? Yes? Can white castle? No?
cuuuuuuuuC cuuuuuuuuC
(rhwdkdw4} (rdwdrdkd}
70p1wgp0p} 7dpdwdpdp}
6wdpdpdbd} 6wdndwdpd}
5dwdwHwdw} 50wdwdwGw}
&wdw)w)wd} &wdwdw)wd}
3dwhwGwdw} 3dw)wdwdw}
2P)P!BdP)} 2PdPdwdP)}
%$wdwIwdR} %$wdwIwdR}
,./9EFJM ,./9EFJM
Yes? Can white castle? No? Yes? Can white castle? No?

© ChessKid.com Page 7 of 14
Lesson 5
Lesson 5: Is it Defended?
In each of these positions, the black Knight is attacked. Under the position circle “yes” if it is
also defended by one of its buddies, or circle “no” if it is not defended.
BONUS: Circle the defending piece!
cuuuuuuuuC cuuuuuuuuC
(w4wdwdkd} (rdwdwdwi}
7dw1w0pgp} 74wdwdwdp}
6wdw4wdpd} 6wdwdwdwh}
5dp0Phwdw} 5dwgw0wdw}
&wdwdwdwd} &w0wdPdwd}
3)wHwdwdw} 3dBdwdNdP}
2w)Qdw)P)} 2P)Pdw)Pd}
%$wdw$BIw} %dwGRdwIw}
v,./9EFJMV ,./9EFJM
Yes? Is the Knight defended? No? Yes? Is the Knight defended? No?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdkd} (rdb1w4kd}
7dwgwdwhp} 70p0pdp0p}
6wdwdwdwd} 6wdndwdwd}
50pdw0wdw} 5dwgw0wHn}
&wdwdPdwd} &wdBdPdwd}
3dwdPdNdw} 3dw)Pdwdw}
2wdwdwIwd} 2P)wdw)P)}
%dwdwdw$w} %$NGQIwdR}
,./9EFJM ,./9EFJM
Yes? Is the Knight defended? No? Yes? Is the Knight defended? No?

© ChessKid.com Page 8 of 14
Lesson 5
Lesson 5: Doggy-Pile Quiz!
In each of these positions, white can capture on d5. If they do, there could be a doggy-pile!
Circle “white” if you think it would be a good trade for white; circle “black” if you think it
would be a good trade for black; Circle the “d5-square” if you think the trades are equal.
cuuuuuuuuC cuuuuuuuuC
(w4wdwdkd} (rdwdrdkd}
7dw1w0pgp} 70wdw1p0p}
6pdw4wdpd} 6wdpdwhwd}
5dpdndwdw} 5dwgb0wdw}
&wdwdwdwd} &P0Qdwdwd}
3)wHwdw)w} 3dBdw)NdP}
2w)Qdw)B)} 2w)Pdw)Pd}
%dw$w$wIw} %$wGRdwIw}
v,./9EFJMV ,./9EFJM
Who gets the better “doggypile”? Who gets the better “doggypile”?
White? OR Black? White? OR Black?
cuuuuuuuuC cuuuuuuuuC
(rdwdw4kd} (rdb1w4kd}
7dw1ngp0p} 7dp0wdp0p}
6wdpdpdwd} 6wdndwhwd}
50pdp)wdw} 50wgp0wdw}
&wdw)w)Pd} &wdwdPdwd}
3dw)wHBdP} 3dB)PdNdw}
2P)wdwIQd} 2P)wdw)P)}
%dwdRdwdR} %$NGQ$wIw}
,./9EFJM ,./9EFJM
Who gets the better “doggypile”? Who gets the better “doggypile”?
White? OR Black? White? OR Black?

© ChessKid.com Page 9 of 14
Lesson 5
Lesson 5: Who's Hanging?
In each position, black has a hanging (undefended) piece! Find and circle it! For BONUS:
Draw a line show which white piece can capture the “hanging” piece!
cuuuuuuuuC cuuuuuuuuC
(rdwdwdkd} (rdb1rdkd}
7dw1w0pgp} 70pdwdp0p}
6pdw4wdpd} 6wdpdwhnd}
5dpdwhwdw} 5dwgp0wdw}
&wdwdwdwd} &wdwdPdwd}
3dQHwdw)w} 3dBdPGNHP}
2P)wdP)B)} 2P)Pdw)Pd}
%$wdwdRIw} %$wdQ$wIw}
v,./9EFJMV ,./9EFJM
Which black piece is “hanging”? Which black piece is “hanging”?
cuuuuuuuuC cuuuuuuuuC
(rdwdwdkd} (qdbdw4kd}
7dwdwdwhw} 7dwdwgp0p}
6wdp4wdw0} 6wdn0pdwd}
50pdw0w0w} 5dpdwdwdw}
&wdwdPdwd} &wdwHPdnd}
3dwdPIN)w} 3dPHwGwdw}
2w)wdwdPd} 2w)PdB)P)}
%$w$wdwdw} %$wdQdwIw}
,./9EFJM ,./9EFJM
Which black piece is “hanging”? Which black piece is “hanging”?

© ChessKid.com Page 10 of 14
Lesson 5
How to Win a Chess Game
Answer Key
Worksheet: Castling Quiz 1 and 2!:
Castling Quiz #1: Diagram #1 – No.
Castling Quiz #1: Diagram #2 – No.
Castling Quiz #1: Diagram #3 – Yes. White can castle Kingside and Queenside.
Castling Quiz #1: Diagram #4 – Yes. White can castle Queenside.
Castling Quiz #2: Diagram #1 – No. Passing through the f1-square would be check.
Castling Quiz #2: Diagram #2 – Yes. White can castle Kingside.
Castling Quiz #2: Diagram #3 – No. White is in check.
Castling Quiz #2: Diagram #4 – No. White is in check.

Worksheet: Is It Defended?:
Diagram #1 – Yes. Black Bishop on g7 should be circled.

Diagram #2 – Yes. Black King on g8 should be circled.

Diagram #3 – No.

Diagram #4 – No.

Worksheet: Doggypile!:
Diagram #1 – Circle White. Knight on c3 and Bishop on g2 are attacking.

Diagram #2 – Circle Black. Black's pawns are of “less value” and so don't offer a good trade
return for white's Knight, Bishop and Queen.

Diagram #3 – Circle Black. Black's pawn on c6 and Bishop on d5 are of “less value” then
white's Rook and Queen.

Diagram #4 – Circle d5-square. Trade are equal.

Worksheet: Who's Hanging?:


Diagram #1 – Black Rook on a8 is hanging. Arrow drawn from white Bishop on g2 to a8.

Diagram #2 – Black pawn on e5 is hanging. Arrow drawn from white Knight on f3 to e5.

Diagram #3 – Black Bishop on c5 is hanging. Arrow drawn from white Bishop on e3 to c5.

Diagram #4 – Black Queen on a8 is hanging. Arrow drawn from white Rook on a1 to a8.

© ChessKid.com Page 11 of 14
Lesson 5
Super Pawns: “En Passant”!
Concepts:
• What is En Passant?
• When can a player do En Passant?
• Is En Passant good or bad?

En Passant is French for “in passing”. En Passant is a special capture made by a pawn
immediately after an enemy pawn moves two squares from its starting square. This capture is
made as if the enemy pawn had moved only one square. This rule was put in place in the 15th
century as an “add on” to the newly invented rule that gave pawns the option of moving two
squares on their first move. En Passant prevents pawns from completely evading capture.

En Passant: The “Super” Pawn Capture Explained...


cuuuuuuuuC If a Pawn moves two squares ahead from its original
(wdwdwdwd} (starting) square, and there is an enemy pawn on the
7dwdwdwdw} adjacent file's 5th (for white) or 4th (for black) rank – En
6wdwdwdw0} Passant is possible. To move En Passant a player must
5dwdwdw)*} capture the enemy pawn as it passes (moves two squares)
&*0wdwdwd} on the next turn after the move is made...
3dwdwdwdw}
2Pdwdwdwd} En Passant is not forced. It exists only as an “option” for a
%dwdwdwdw} player to capture the “passing pawn”. If a player does not
v,./9EFJMV choose to capture En Passant immediately following their
En Passant is a chance opponent's choice to move the pawn two squares, then
for pawns to be Super! they have lost the right to capture En Passant.

En Passant: The Capture MUST be Made Immediately After the Opponent's Move!
cuuuuuuuuC To display the idea of En Passant clearly, we continue from
(wdwdwdwd} our first diagram. With white's a-pawn moving two squares
7dwdwdwdw} ahead, directly passing black's b4-pawn, black has the
6wdwdwdw8} option to capture the a4-pawn by moving 1...b4xa3 –
5dwdwdw)p} capturing the a4-pawn as if it had only moved one square.
&P0wdwdwd} If black wishes to capture, black must do so immediately...
38wdwdwdw}
2wdwdwdwd} On the other hand, black's h-pawn that moved from h6-h5
%dwdwdwdw} is not capturable by En Passant because the h and g
v,./9EFJMV pawns already “faced the option of capture” on g5 and
The b4-pawn can capture h6 a move earlier. Because neither player chose to capture,
En Passant, while the g5- En Passant is not a possibility for the g5-pawn.
pawn cannot...

© ChessKid.com Page 12 of 14
Lesson 5
Can You Capture En Passant?
Read the caption to each diagram and circle “Yes” or “No”.
cuuuuuuuuC cuuuuuuuuC
(wdrdw4kd} (rdw1w4kd}
7dp0whwgp} 70wdpdp0p}
6wdw1n0pd} 6w0Pdwhwd}
50Pdw0wdw} 5dwdw0wdw}
&wdwdwdwd} &Pdwdwdwd}
3dNdPdNdP} 3dPdQ)wHw}
2PGPdw)Pd} 2wdwdw)P)}
%$wdQ$wIw} %dRdRdwIw}
v,./9EFJMV ,./9EFJM
Black just played 1...a7-a5: Black plays 1...d7-d5:
Yes? Can white capture En Passant? No? Yes? Can white capture En Passant? No?
cuuuuuuuuC cuuuuuuuuC
(wdrdw4kd} (rdqdw4kd}
7dpdn1pgw} 7dpdbdpdw}
6pdpdndpd} 6pdpdn)pd}
5dwdwdwdp} 5dwdpdwdp}
&wdP0wdwd} &wdw)wdP!}
3dQdwdw)w} 3dw)BdwdR}
2P)wdN)B)} 2P)wdNdw)}
%dwdRdRIw} %dwdwdRIw}
v,./9EFJMV v,./9EFJMV
White just played 1.c2-c4: Black just played 1...h7-h5:
Yes? Can black capture En Passant? No? Yes? Can white capture En Passant? No?

© ChessKid.com Page 13 of 14
Lesson 5
Can You Capture En Passant?
Answer Key

Worksheet Page 1:
Diagram #1 – Yes.

Diagram #2 – Yes.

Diagram #3 – No.

Diagram #4 – No.

© ChessKid.com Page 14 of 14
Lesson 6
Phases of a Game, Planning
& Your Opponent
Part 1: The Three Phases of a Chess Game

Concepts:
• A basic introduction and description of the three “Phases” of a Chess Game:
• Opening, Middlegame and Endgame!

Phase 1: The Beginning of Every Chess Game is Called the Opening


cuuuuuuuuC The “Opening” is the beginning of a chess game, from the
(rhb1kgn4} time when the very first move is played, until all the pieces
70p0p0p0p} are developed and the players begin creating/choosing
6wdwdwdwd} their Middlegame plans (see phase 2).
5dwdwdwdw}
&wdwdwdwd} Though we go deeper into the ideas and strategies of
3dwdwdwdw} development in Lesson 8, here we offer a basic definition of
2P)P)P)P)} the word development in regards to chess: The act of
%$NGQIBHR} bringing one's pieces out from their starting positions...
v,./9EFJMV
The Opening “stage” of
the game starts with
move 1...

Phase 1 Continued: The Rooks Are Connected, King is Safe, Opening Completed
cuuuuuuuuC Developing the pieces and finding long term safety for the
(wdk4*8*4} King could be treated as the two most important tasks of
70p0w1p0p} the first phase of a chess game. We find these two tasks
6wdn0bhwd} are complete once the Rooks become connected by a
5dwgw0wGw} direct line of unoccupied squares.
&wdwdPdwd}
3dBHPdNdw} In our second diagram, we see a simple example of where
2P)P!w)P)} the “completion of the Opening” and the “start of the
%$*8*8RIw} Middlegame” can be found. In the example position, all of
v,./9EFJMV both white's and black's pieces have been developed. It is
“Transition” of Opening to now time for each player to begin Phase 2...
Middlegame completed...

© ChessKid.com Page 1 of 12
Lesson 6
Phase 2: The “Main Battle” for Every Chess Game Happens in the Middlegame

cuuuuuuuuC The Middlegame starts when the players have brought out all of
(w4w4wdkd} their pieces and are now looking for plans of attack on their
7dbdwhwgp} opponent's pawns and pieces, as well as defense of their own
6pdqdpdpd} army. In Lesson 5, you learned the basics of attack, defense,
5dpd*)pdw} “doggy-piles” and counting, and that knowledge is most useful
&Pdp)*)Pd} in the Middlegame.
3dw)wd*HP}
2wdBGw!*I} Though you will learn more about tactics in Lessons 9-12, here
%dRdwdRd*} we simply highlight that the best type of tactic or “plan of attack”
v,./9EFJMV for your pieces is against the enemy King. Many great chess
A famous Middelgame: champions have won games by starting a “checkmate attack”,
0-1 Gligoric-Smyslov, which means to use your pieces against the King in hopes of
Kiev 1959 achieving checkmate...

Phase 2 Continued: In the Middlegame, Coordinate the Pieces for Attack/Defense


cuuuuuuuuC In the famous game shown at left, Smyslov used his Queen
(bdw4wdkd} and Bishop along the h1-a8 diagonal to attack the white
7dwdwgwdw} King. Black's last move, 39...h7-h5!, threatened checkmate
6wdwdwdpd} with Pawn to h4 – an unstoppable threat, and Grandmaster
50wdw)pdp} Gligoric resigned.
&wdR)w)w8}
3dp)wdwIP} This example was designed to show that with good tactics,
2wGwdw!wd} a strong checkmate attack might actually turn the “middle”
%$wdwdNdq} of the game into the “end” of the game. Pawn play or
v,./9EFJMV “positional” chess is also an important, though more
With strong attacking advanced, part of the Middlegame (see Lessons 17 and
play, the Middlegame 18).The Middlegame is typically considered to be over
might end in checkmate! when there are very few pieces on the board, or when
Queens and at least a few other pieces have been traded.

Phase 3: The Final Stage of a Chess Game is the Endgame


cuuuuuuuuC If the game does not end with a checkmate attack, tactics
(wdwdwdwd} and “positional planning” can be used in the Middlegame to
7dwdwipdw} win material (enemy pieces). That material advantage can
6wdwdwdpd} then be used to win in the Endgame either by winning even
5dwdw0wdp} more material or by advancing and promoting a pawn (see
&w0BdPdwd} Lesson 14 for more information regarding Passed Pawns).
3dwgwdPdw}
2wdbdK)wd} With the Queens traded, it is usually not possible to start a
%dwdwdNdw} mating attack in the Endgame. In our example (left), black
v,./9EFJMV is winning by advancing one of his passed pawns. Both the
The Endgame: All games h5 and b4-pawns have “clear paths” to promote on the 1st
must come to an end! rank. White can not stop both, and will eventually lose.

© ChessKid.com Page 2 of 12
Lesson 6
Phases of a Game, Planning
& Your Opponent
Part 2: Learning the Basics of “Planning” in Chess

Concepts:
• The Big Three: “Checks, Captures and Queen Attacks”
• What your “thought process” should be!
• The basics of developing a plan in chess!

Before Making a Move, A Chess Player Should...


cuuuuuuuuC Through the first five lessons of this curriculum you've
(rhb1kgn4} learned how the pieces move, the primary goal, the basic
70p0p0p0p} checkmates, and hopefully captured the fundamental
6wdwdwdwd} knowledge needed to play through the different stages of a
5dwdwdwdw} game. Basically, you now know the most important
&wdwdwdwd} technical facets of chess! We will now venture into some
3dwdwdwdw} of the critical practical aspects of the game.
2P)P)P)P)}
%$NGQIBHR} Chess is a game of “cause and effect”, which essentially
v,./9EFJMV means your choices and every move you make will have
Before move 1, a player consequences. Learning to “think before you move” is
should be ready to think! extremely important. In Parts 2 and 3 of Lesson 6 we will
prioritize what you should be thinking about in terms of your
own plans and moves, as well as your opponent's...

Before Making a Move... Your #1 Priority is to Look for Checks!


cuuuuuuuuC The most important moves to consider are those which
(wdQdwdRd} attack the enemy King. Though not all checks are good,
7dwdwdwdw} you must be aware of all possible ways to give check.
6wdwdwdwd} Because to miss a chance to check, is also to miss a
5dNdwi*dw} chance to checkmate!
&wdwdwdKd}
3dwdwdwdw} In our example position, there are eleven ways for white to
2wHwdwdwd} check the black King, however only one is checkmate. To
%dwdwdwGw} see a check and move immediately, without considering all
v,./9EFJMV your possibilities would be foolish! Good things come to
Do you see all the those who consider as many moves as they can. 1.Qf5 is
checks? There are 11! checkmate, while no other check does the job!

© ChessKid.com Page 3 of 12
Lesson 6
Before Making a Move... Your #2 Priority is to Look for Captures!
cuuuuuuuuC Though no capture without a check ever led to checkmate, to
(rdw1w4kd} consider every capture is just as important. Outside of
7db0wgp0p} checkmate, the most concrete advantage a player can have
6pdw0wdwd} is a material one. You learned to count the attackers and
5dpdndNGw} defenders in every “doggy-pile”, and as you improve, you will
&wdwdPdwd} learn that no capture should be overlooked.
3dPdwdwdP}
2w)Pdw)Pd} Our example diagram is a perfect example of needing to
%$NdQ$wIw} consider every possible way tp capture. The move 1.Qxd5!
v,./9EFJMV wins a piece in this position, despite appearing to lose the
Black's last move was Queen for a Bishop. After: 1...Bxd5 2.Nxe7+ Kh8 3.Ng6+!
Nxd5 was a big mistake! h(orf)xg6 4.Bxd8 Rxd8 5.exd5 – white has won a piece!

Before Making a Move... Your #3 Priority is to Look for Queen Attacks!


cuuuuuuuuC Knowing every possible check and capture for your army is
(*dwdwdqd} by far the most important thing to think about, but because
7dwdwdw0w} the Queen is the most powerful piece – considering all
6wdkdwdw0} possible ways to attack her is also critical! Here white has
5$wdwdwdB} two ways to attack the black Queen on g8.
&pdwdwdwd}
3dwdwdwdw} Though both 1.Bf7 and 1.Ra8 seem equally bad, they
2wdPdwdPd} should both be considered. As long as they are both given
%dwIwdwdw} thought, we suddenly see that black can't capture the Rook
v,./9EFJMV on a8 due to 2.Bf3+, skewering (see Lesson 10) the King
2...Qxa4 was also not and Queen. After: 1...Qa2 2.Rxa4 again white attacks the
possible due to 3.Be8+! -- Queen and forces 2...Qg8 3.Ra8 Qh7 4.Bg6! Qxg6 and
another winning skewer... 5.Ra6+, applying a deadly skewer that wins the game

Finding a Plan (What to do?) If There Are No Checks, Captures, or Queen Attacks
cuuuuuuuuC Though checks, captures and Queen attacks may be the
(rdwdkdn4} most critical moves to be aware of – not every position will
70p0wdp0p} offer a good way of playing one of those moves. There are
6wdpdb1wd} many other things to think about and ways to improve your
5dwgwdwdw} position if indeed that is the case.
&wdwdPdwd}
3dwHBdwdw} Here white and black can both play useful “developing
2P)PdQ)P)} moves”: Be3 or d2 bring the bishop out and 0-0 would give
%$wGwIwdR} safety to the King. For Black, Ne7 and Rd8 would both
v,./9EFJMV develop pieces. Anytime a useful check, capture or Queen
Both white and black attack does not exist, look for ways to activate your pieces,
have useful “planning” control the center, or make a plan that threatens a good
moves to play! check, capture or Queen attack...

© ChessKid.com Page 4 of 12
Lesson 6
Phases of a Game, Planning
& Your Opponent
Part 3: Why Did My Opponent Move There?

Concepts:
• The Big Three: “Checks, Captures and Queen Attacks”... for the other guy!
• Recognizing and stopping your opponent's threats!
• Preventing your opponent's plan!

After Your Opponent makes a Move: Why THAT Move?


cuuuuuuuuC As we learned in Part 2, the most important and powerful
(rdb1kgn4} moves in chess are checks, captures and Queen attacks.
70p0pdp0p} So certainly, being aware of our opponent's possible
6wdndwdwd} checks, captures and Queen attacks would make sense!
5dwdw0wdQ}
&wdBdPdwd} Perhaps the only reason a chess player, of any level, ever
3dwdwdwdw} loses a game is failure to ask and answer one crucial
2P)P)w)P)} question: Why did my opponent move there and what is
%$NGwIwHR} he/she trying to do to me? In the diagrams of Lesson 6
v,./9EFJMV Part 3, we have created small puzzles to be taken from
Why did white play black's perspective. They are designed for beginning
3.Bc4? players to learn to stop their opponent's threats. In example
1, black must stop 4.Qxf7. 3...g6 followed by 4...Nf6 is best.

Before Making a Move Look for Your Opponent's... Checks!


cuuuuuuuuC Building the essential habit of thinking about what your
(rhb1kgw4} opponent would do next, starting with every check, capture
70pdw0p0p} and Queen attack, is what we plan to achieve in this
6wdw0whwd} lesson. The diagramed position occurs after the moves
5dw0wdwdw} 1.e4.c5 2.Nf3 d6 3.c3 Nf6 4.Be2 from the Sicilian Defense.
&*dwdPdwd}
3dw)wdNdw} This common trick has caught many “Pawn grabbing”
2P)w)B)P)} players who don't think about their opponent's next move
%$NGQIwdR} off-guard. The move 4...Nxe4? drops a piece after 5.Qa4+,
v,./9EFJMV forking (see Lesson 9 for more information of the “Fork” or
Can black safely capture “Double Attack” tactic) the King on e8 and the Knight on e4.
the “undefended” e4- White will capture the helpless Knight next move...
pawn? Look for checks!

© ChessKid.com Page 5 of 12
Lesson 6
Before Making a Move Look for Your Opponent's... Captures!
cuuuuuuuuC As the diagram caption says, the move Qd7 for black seems
(rdw1w4kd} very logical. In fact, this is a commonly reached position
70p0w0pgp} from a main line Opening variation. Many players have
6whwdwdpd} quickly moved Qd7 in order to complete development,
5dwdPhwdw} connect the rooks, and prepare for the Middlegame.
&wdwdPdw)}
3dwHwGPdw} We must consider all of our opponent's captures before
2P)wdB)wd} making a move in chess. Even if a capture seems a little
%$wdQIwdR} odd, taking the time to consider why our opponent might
v,./9EFJMV want to make that capture is critical. After 1... Qd7 white can
...Qd7 would complete play the surprising 2.Bxb6! followed by 3.f4 – trapping the
development and connect Knight on e5, winning a piece, and seizing a huge material
the Rooks. Good move? advantage.

Before Making a Move Look for Your Opponent's... Queen Attacks!


cuuuuuuuuC In this famous game by the former American world
(w4*1wdkd} champion Bobby Fischer, black played the move 39...Qc8.
7dwdwgpdp} Pinning (see Lesson 10 for information on “Pin” tactics) the
6wdwdRdpd} e6-Rook to the white unprotected Queen on g4, and
5dwdw0w)w} seemingly winning back the Rook on e6 after it captured a
&BdpdPdQd} black Knight. However, Shocron had overlooked the young
3dw)wGw)w} Fischer's response move. A killer Queen attack!
2wdwdw)Kd}
%dwdwdwdw} White responded with 40.Bd7!! – “unpinning” the Rook, and
v,./9EFJMV attacking the black Queen. After 40...Qxd7 41.Rxg6+ the
1-0 Fischer-Shocron Queen on g4 captures the undefended black Queen on d7.
Mar Del Plata 1959 Black should have considered every Queen attack...

Your Opponent Has No Checks, Captures, or Queen Attacks: What is Their Plan?
cuuuuuuuuC What to think about if there are no good checks, captures,
(wdwdwdwd} or Queen attacks for your opponent? Though there are
70Qdqdw0k} many ways to improve your own position, the best thing to
6wdwdpdw0} think about in regards to your opponent's threats is what
5dwdrdpdw} weaknesses do you have.
&wdw)wdwd}
3dwdw)wdw} Before deciding whether or not to simply trade Queens and
2P)wdw)P)} go into an Endgame ahead two pawns or play 1.Rc7 –
%dw$wdwIw} white should try to establish what his/her biggest
v,./9EFJMV weakness is... 1.Rc7?? loses on the spot to 1...Rc5!!, a
Should white play 1.Rc7? huge counter strike that exposes white's weak back rank: If
- Look for weaknesses! 2.Rxd7 Rc1#; if 2.dxc5 Qd1#; and if 2.Rxc5 Qxb7 winning
the Queen and the game for black....

© ChessKid.com Page 6 of 12
Lesson 6
Phases of a Game, Planning
& Your Opponent
Instructor's Guide

When teaching the introduction to the different stages of a chess game (Part 1), the most
important thing for the student(s) to understand is simply that there are three different stages
and that the general plan will change throughout the game. The critical details and strategies
of these different stages are broken down and given more attention in later lessons.

We recommend that you refer to these lessons when in need of guidance or further
explanation of a particular topic or idea: See lessons seven and eight for more on the
Opening; lessons nine through twelve, as well as seventeen through twenty, for more on the
Middlegame; and lessons thirteen through sixteen for more on the Endgame.

We recommend using the multiple worksheets included with the lesson for practice during
the instruction process of Parts 2 and 3. Understanding and then recognizing every check,
capture and Queen attack is made much easier with practical exercises. The positions are
designed to be simple and ask the obvious questions and should ease every student's
learning challenge.

Practical Notes and Advice – Lesson 6:

• Taking a break from instruction to allow for practical games will help keep the
focus of your student(s). During the study of Lesson 6 (Parts 2 and 3), ask the
student(s) to tell you, or each other in large classes, out loud every time there is
a potential check, capture or Queen Attack on the board.

• In one-on-one lessons, have the student also tell you when their opponent has a
check, capture or Queen Attack.

• Once the recognition of every check, capture and Queen Attack is no longer an
issue – as the student(s) to explain whether or not each particular check, capture
or Queen Attack is good – and why.

© ChessKid.com Page 7 of 12
Lesson 6
Lesson 6: Checks and Captures!
White to play: Can the black King be placed in Check? Circle Yes or No. If “Yes”, circle every
piece that can attack the black King, putting him in check.
cuuuuuuuuC cuuuuuuuuC
(wiwdwdwd} (wdwdwdkd}
70p0wdwdw} 7dwdwdp0p}
6wdwdwdwd} 6wdwdwdwd}
5dwdwNwdw} 5dwdwdwHw}
&wdQdwdwd} &wdwdwdwd}
3dwdwdw)w} 3dwGwdwdw}
2wdwdwBW)} 2P)Pdwdwd}
%dwdRdwIw} %dKdwdw$w}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Yes? Does white have a check? No? Yes? Does white have a check? No?
cuuuuuuuuC cuuuuuuuuC
(wdw4rdkd} (wirdwdwd}
70pgwdp0w} 70w0Rdwdw}
6wdp1wdw0} 6wdPdwdp0}
5dwdpdwdw} 5dwdwdpdw}
&wdw)wdwd} &wHwdwdwd}
3dw)QdwdP} 3IPdw0wdP}
2P)Bdw)Pd} 2wdPdw4wd}
%dwdR$wIw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Does white have a check? No? Yes? Does white have a check? No?

© ChessKid.com Page 8 of 12
Lesson 6
Lesson 6: Checks and Captures!
White to play: Can white capture any of black's pieces? Circle Yes or No. If “Yes”, circle
every piece that can be captured. Circle the white piece that can make your favorite capture.
cuuuuuuuuC cuuuuuuuuC
(wdr1w4kd} (wdwdrdkd}
7dwdwgp0p} 70b$wdpdp}
6phw0wdwd} 6w0w0wdp!}
5dpdw0w)w} 5dwdwdwdw}
&wdwdPdw)} &wdwdwdq)}
3dwHwGPdR} 3dwdwdwHw}
2P)P!wdwd} 2Pdwdw)Pd}
%dKdRdwdw} %dwdwdwIw}
,./9EFJM v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Does white have a capture? No? Yes? Does white have a capture? No?
cuuuuuuuuC cuuuuuuuuC
(rdwdrdwi} (wdw4rdwi}
7dwdwdp0w} 70B$wdpdp}
6pdpdwdw0} 6whwdwHpd}
5)pGpdwdw} 5dbdwdwdw}
&w)w)wdwd} &wdwdwdw)}
3dw)wdNHw} 3dw!wdwdw}
2wdwdw)P)} 2q)wdw)Pd}
%dwdwdwIw} %dwdwdRIw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Does white have a capture? No? Yes? Does white have a capture? No?

© ChessKid.com Page 9 of 12
Lesson 6
Lesson 6: Attack the Queen!
White to play: Can black attack white's Queen in one move in each of the following
diagrams? Circle Yes or No. If “Yes”, circle every piece that can attack the white Queen.
cuuuuuuuuC cuuuuuuuuC
(wdwdw4kd} (wdwdrdkd}
70pdbdpgp} 70pdr1w0p}
6ndw4wdpd} 6wdpdpdwd}
5dwdwdwdw} 5dwdw)pgw}
&wdwdQdwd} &PdP)wdwd}
3dPdwdwdP} 3dPHRdQ)w}
2PdPdw)Pd} 2wdwdwdK)}
%dwdwdwIw} %dwdRdwdw}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Yes? Can black attack white's Queen? No? Yes? Can black attack white's Queen? No?
cuuuuuuuuC cuuuuuuuuC
(wdw4wgkd} (wdw4wdkd}
7dpdwdpdp} 70wdwdp0p}
6pdw4wdpd} 6w1wdwdwd}
5dwdbdw!w} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3)wdBdwdw} 3dw$w)wdw}
2w)PdwdP)} 2PdwdQ)P)}
%dKdRdwdw} %dwdwdwIw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Can black attack white's Queen? No? Yes? Can black attack white's Queen? No?

© ChessKid.com Page 10 of 12
Lesson 6
Lesson 6: Why Did They Go There?
In the following diagrams, your opponent (black) has just made a move. Why did he/she go
there? Is there is a check, capture or Queen Attack threatened? Circle “Yes” or “No”.
cuuuuuuuuC cuuuuuuuuC
(wdrhwiw4} (wdwdwdkd}
70p0whwgp} 70pdrdw0p}
6wdwdQHwd} 6wdbdwdwd}
5dwdw0wHw} 5dwdw1Ndw}
&wdwdwdwd} &PdPdPdwd}
31PdwdwdP} 3dPdQdwdw}
2PdPdw)Pd} 2wdwdwdP)}
%$wdw$wIw} %dwdRdwgK}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Yes? Black played 1... Ncd8 - Why? No? Yes? Black played 1... Bg1 - Why? No?
cuuuuuuuuC cuuuuuuuuC
(wdqdw4wi} (wdwdwdwi}
7dpdwdpdp} 7dbdwdwdp}
6rdpdw)pd} 6wdqdwdpd}
5dwdp)w!w} 5dwdwdpdw}
&pdw)wdwH} &wdPdwdwd}
3hw)wdw)w} 3dwdwdwdP}
2wdwdRdw)} 2w)wdw!wd}
%dwdwdRIw} %dw$wdwIw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Yes? Black played 1... Qc8 - Why? No? Yes? Black played 1... Qc6 - Why? No?

© ChessKid.com Page 11 of 12
Lesson 6
Checks, Captures, Queen
Attacks and Your Opponent
Answer Key

Worksheet Page 1 – “Checks”:


Diagram #1 – Yes. Circled: Queen-c4, Rook-d1, Knight-e5 and Bishop-f2
Diagram #2 – Yes. Circled: Queen-d3 and Rook-e1.
Diagram #3 – No.
Diagram #4 – Yes. Circled: Knight-b4.

Worksheet Page 2 – “Captures”:


Diagram #1 – Yes. Circled: Knight-b6, Pawns b5 and d6. Best: 1.Bxb6
Diagram #2 – No.
Diagram #3 – Yes. Circled: Bishop-b7, Pawns f7, g6 and h7. Best: 1.Rxb7
Diagram #4 – Yes. Circled: Rook-e8, Pawns f7 and h7. Best: 1.Nxe8

Worksheet Page 3 – “Queen Attacks”:


Diagram #1 – Yes. Circled: Rooks d6 and f8, Bishop-d7, Knight-a6, Pawn-f7.
Diagram #2 –.Yes. Circled: Bishop-f8, Pawns-h7 and f7
Diagram #3 – No
Diagram #4 – Yes. Circled: Queen-b6 and Rook d8.

Worksheet Page 4 – “Why did my opponent move there?”:


Diagram #1 – Yes.
Diagram #2 – No.
Diagram #3 – Yes.
Diagram #4 – Yes.

© ChessKid.com Page 12 of 12
Lesson 7
The “Quick” Mates
& Other Basic Checkmates
Part 1: “Fools” Rush In, the “Fidgety King”, the “Knight's Dream”,
“Scholar's” and the Other Four Move Checkmate

Concepts:
• The Fool's Mate (a.k.a. the “Two Move Mate”)!
• The Fidgety King and the Knight's Dream (a.k.a. the “Three Move Mates”)!
• The Scholar's Mate and the other Four Move Checkmate!
• The “Weakest Square(s)” on a chessboard: f7 and f2!

The Fastest Way to Lose a Chess Game: The Fool's Mate!


cuuuuuuuuC In order for any of the “quick mates” to work, several
(rhb1kgn4} fundamental principles of the Opening (Lessons 6 and 8)
70p0pdp0p} must be broken, as you can clearly see with the first and
6wdwdwdwd} quickest checkmate on our list: The Fool's Mate, or
5dwdw0wdw} checkmate in two moves. Only white can lose so quickly,
&wdwdwdP8} and only by playing horrific starting moves.
3dwdwdPdw}
2P)P)Pdw)} White must start by moving either the f-pawn (1.f3 or 1.f4 )
%$NGQIBHR} or g-pawn (1.g4). Black then opens the Queen's diagonal
v,./9EFJMV (d8-h4) with either 1...e6 or 1...e5. White then follows with a
The “Fool's” Mate: second blunder (assuming 1.f3? was played, white then
Black plays 2...Qh4# follows with 2.g4??) and black delivers checkmate on h4!

The First Checkmate in Three Moves: The Fidgety King!


cuuuuuuuuC As we learned from the Fools Mate, your opponent must
(rhb1*gn4} cooperate in order for checkmate to be achieved so quickly
70p0pip0p} (any checkmate within four moves needs “help”). Because
6wdwdwdwd} your opponent needs to assist you in some way, these
5dwdw!wdw} “quick mates” might also be known as “help mates”.
&wdwdPdwd}
3dwdwdwdw} The “Fidgety King”, a checkmate in three moves, is no
2P)P)w)P)} exception. Your opponent's King must be “jumpy” or at least
%$NGwIBHR} have a “crazy itch” in order to voluntarily leave the e8-
v,./9EFJMV square, walking directly into checkmate on e7. The moves
1.e4 e5 2.Qh5 and used to reach the position are listed beneath the diagram.
2...Ke8-e7?? 3.Qxh5#

© ChessKid.com Page 1 of 10
Lesson 7
Checkmate in Three Moves: The Knight's Dream!
cuuuuuuuuC The second checkmate in three moves is slightly more
(rdb1kgn4} logical in terms of development and Opening principles,
70p0p0p0p} though not by much. White does at least start with a great
6wdwdwdwd} move, 1.e4; however, when white meets 1...Nc6 by black
5dwdwdwdw} with the terrible 2.Ne2?! – blocking his own King, Queen
&whwdPdwd} and Bishop - disaster is bound to strike!
3dw)*dwdw}
2P)w)N)P)} Black can then follow up with 2...Nb4 (noted should be that
%$NGQIBdR} 2...Ne5 can also reach the d3-square in three moves,
v,./9EFJMV though it doesn't “tempt” white into the horrific blunder on
1.e4 Nc6 2.Ne2 Nb4 move three) and when white can't help but attack the b4-
3.c3?? Nd3# Knight with 3.c3?? - black delivers mate with 3...Nd3#

The Scholar's Mate, Step 1: White Develops the Queen Early for Tricks!
cuuuuuuuuC The “weakest square(s)” in chess are f7 and f2, as these
(rdb1kgn4} squares are defended by the Kings alone. The plan 1.e4 e5
70p0pdp0p} 2.Qh5 targets the f7-sqaure, but also attacks the e5-pawn.
6wdndwdwd} So unlike any of the previous three “quick mates”, the
5dwdw0wdQ} Scholar's Mate can not totally be classified as a “help
&wd*dPdwd} mate”. If black is to develop 2...Nf6 for example, white
3dwdwdwdw} would then play 3.Qxe5+ – winning a pawn.
2P)P)w)P)}
%$NGwIBHR} Black's best move, 2...Nc6, defends the e5-pawn but
v,./9EFJMV leaves the door open for a trap. Once white develops the
When white develops f1-Bishop to the c4-square, black must not focus solely on
2.Qh5, the natural 2...Nc6 the development of his kingside or on attacking white's
defends the e5-pawn... Queen, black must remember the weakness on f7...

The Scholar's Mate, Step 2: Black Falls Into White's Trap, Checmate on f7!
cuuuuuuuuC After the natural, yet terrible blunder, 3...Nf6?? – white uses
(rdb1kgw4} the h5-e8 diagonal to “slip around” the f6-knight and
70p0pdQ0p} capture the f7-pawn, delivering checkmate and leaving the
6wdndwh*d} black King stunned as to why his army did not come to his
5dwdw0wd*} defense! Note white's Queen is defended by the c4-Bishop.
&wdBdPdwd}
3dwdwdwdw} Black did indeed have multiple ways to defend this tricky
2P)P)w)P)} threat of checkmate. 3...Qe7, 3...Qf6, 3...Nh6 and the best
%$NGwIwHR} move, 3...g6. 3...g6 chases the white Queen from h5, and
v,./9EFJMV after 4..Nf6 and 5...Bg7, black has completed development
After 3.Bc4, it is easy for and is ready to castle and bring safety to the King.
black to blunder 3...Nf6,
attacking the Queen

© ChessKid.com Page 2 of 10
Lesson 7
The “Helpers” Four-Move Checkmate, Step 1: Develop and Hope for Help!
cuuuuuuuuC There is another common way beginners will try for a “quick
(rhb1kgn4} mate”. The Bishop's Opening – defined as 1.e4 e5 2.Bc4 –
70p0pdp0p} is not a bad approach from white as it does attack the
6wdwdwdwd} weakest square; however, it should be met by 2...Nf6,
5dwdw0wdw} attacking the e4-pawn and closing off access to his weak
&wdBdPdwd} f7-square – as the f6-Knight blocks the f-file and guards h5.
3dwdwdwdw}
2P)P)w)P)} After 2...Nf6 white would likely defend the e4-pawn with
%$NGQIwHR} either 3.d3 or 3.Nc3. Both players would then focus on
v,./9EFJMV completing their development as they prepare to castle
The natural 2...Nf6 would their Kings and battle in the Middlegame. However, if black
both attack the e4-pawn is in a “helpful” mood, he might choose a less aggressive
and prevent checkmate... path and allow white to increase the pressure on f7.

The “Helpers” Four-Move Checkmate, Step 2: Help is On the Way!


cuuuuuuuuC If black instead chose a second move such as 2...Nc6,
(rdb1kdn4} white could then continue with either 3.Qh5 (similar to
70p0pdQ0p} Scholar's) or 3.Qf3. Both moves threaten to capture f7, and
6wdndwdwd} when another “neglectful” developing move such as
5dwgw0wd*} 3...Bc5?? is made – white can end the game with 4.Qxf7#
&wdBdPdwd}
3dwdwd*dw} This second four move checkmate is referred to as the
2P)P)w)P)} “helpers” mate because black's moves were dubious and
%$NGwIwHR} “helped” white's plan to attack f7. Black ignored defense of
v,./9EFJMV the weakest square. If black had chosen more logical
Black would need to moves (either 2...Nf6 or a move to defend f7 on move 3)
blunder on move 3, there would have been no checkmate in four moves.
allowing 4.Qxf7#

© ChessKid.com Page 3 of 10
Lesson 7
The “Quick” Mates
& Other Basic Checkmates
Part 2: Other Basic Checkmate Ideas and Patterns

Concepts:
• The Back Rank Checkmate
• The Smothered Checkmate
• Simple “Support Mates” and Basic Checkmate Strategy!

Back Rank Checkmate, Example 1: The “Rook Roller” Pattern!


cuuuuuuuuC Now that we have learned the “quick mates” and the most
(Rdwdwdkd} basic checkmates that can occur in the Opening stage of
7dRdwd*8*} the game, in Part 2 we take a look at several fundamental
6wdwdwdwd} checkmate ideas and patterns that can occur in a chess
5dwdwdwdw} game and that every beginning chess player should know.
&wdwdwdwd}
3dwdwdwdw} The “Back Rank Mate” is simply defined as a checkmate
2wdwdwdwd} where the enemy King is trapped against his own back
%dwdwdwdw} rank. Here we see an example familiar with the pattern we
v,./9EFJMV learned in Lesson 4, Part 2...
Black's King is trapped
against the back rank...

Back Rank Checkmate, Example 2: The King is Trapped by His Own Army!
cuuuuuuuuC Perhaps the most commonly reached version of a Back
(Rdwdwdkd} Rank Mate is one where the enemy King finds himself
7dwdwdp0p} trapped along the back row (either 8th or 1st rank) by his
6wdwdwdwd} own pawns. Notice that black's pawns “replace” all the
5dwdwdwdw} squares the white rook on b7 guarded in Example 1.
&wdwdwdwd}
3dwdwdwdw} In some cases, a player may move one of the pawns
2wdwdwdwd} forward – imagine the black h-pawn on h6 rather than h7,
%dwdwdwdw} thus providing the h7 square as an “escape route” for the
v,./9EFJMV otherwise trapped King – in order to create some “breathing
Black's King is trapped room” for the King. This is a common defensive idea,
against the back rank... preventing a Back Rank Mate tactic from taking place...
by his OWN Pawns!

© ChessKid.com Page 4 of 10
Lesson 7
The Smothered Checkmate: The King Created His Own Prison!

cuuuuuuuuC Here we have a “Smothered Checkmate.” Only a Knight


(wdwdwdri} can deliver a Smothered Mate, as by definition the King
7dwdwdN0p} must be directly surrounded by his own pieces, and only
6wdwdwdwd} the Knight can deliver a check through without directly
5dwdwdwdw} facing the King on an open diagonal or file.
&wdwdwdwd}
3dwdwdwdw} This checkmate is called "smothered" because the King is
2wdwdwdwd} squeezed in by its own pieces and cannot breathe. There
%dwdwdwdw} are many beautiful combinations that climax in a smothered
v,./9EFJMV checkmate position. The notorious “Venus Fly Trap” named
White has just delivered after the deadly flower, can be seen in action in both
the final blow: 1.Nf7 mate! ChessKid.com videos as well as articles.

A “Support” Checkmate, Example 1


cuuuuuuuuC The final basic checkmate pattern all beginning chess
(wdwdwdwd} players should know is a “Support Mate”. Unlike the Back
7dwdwdwdw} Rank or Smothered Mate, a Support Mate requires the help
6wdwdwdwd} of another piece. This “teammate” or “helper” must provide
5dwdwdwdw} protection for the Queen as she delivers the final blow.
&wdwdwdwd}
3dwdwdpdw} Here we see the most common example for the term
2wdwdwdqd} “Support” Mate. The black Queen on g2, checkmating the
%dwdwdwIw} white King on g1, is protected by the Pawn on f3. This
v,./9EFJMV pattern can occur on any edge of the board: The 1st or 8th
The black Queen is ranks, or the a or h files...
defended by the f3-pawn!

A “Support” Checkmate, Example 2


cuuuuuuuuC A Support Mate occurs when the Queen gives checkmate
(wiwdwdwd} and is protected by either a Pawn or Minor piece. However,
7dQdwdwdw} the protecting piece is not required to be right next to the
6wd*dwdwd} Queen and can “protect Big Momma” from afar. In many
5dwd*dwdw} cases, the Queen is guarded by a Knight or Bishop.
&wdwd*dwd}
3dwdwd*dw} With white's last move being 1.Qb7 checkmate, we see the
2wdwdwd*d} trapped black King with no safe square. Black cannot
%dwdwdwdB} capture the enemy “First Lady” because of the h1-Bishop's
v,./9EFJMV long range protection. Like the King and Queen vs King
The distant Bishop covers checkmate in Lesson 4, Part 1 – The Queen can chase and
the checkmating Queen! corner an enemy King, but she needs help to finish the job!

© ChessKid.com Page 5 of 10
Lesson 7
The “Quick” Mates
& Other Basic Checkmates
Instructor's Guide

Learning the “Quick Mates” (Part 1) can be fun and one of the most crucial lessons for a
beginning chess player; it provides the first examples of a complete game. However
impractical that game may be, a coach should use this opportunity to help each student
understand that winning material and capturing all of their opponent's pieces is not always
necessary to achieve checkmate. The goal of Chess is not the same goal as Checkers!
Remind each student of the importance of defending their “weakest square” (f7 or f2);
understanding this principle is essential for every chess player's growth.

The three “Basic Checkmate Patterns” we chose for Part 2 were selected because of their
practical value. Back Rank combinations, Smothered Checkmates, and the other basic
“Support” mating patterns occur with the most frequency in tournament play; however, we
recommend placing just as much emphasis on the importance of memorizing the other
checkmate patterns included in the “Famous Checkmates” worksheets.

Practical Notes and Advice – Lesson 7:

• Use the “Guarding f2 and f7” worksheet as an opportunity to remind the


student(s) that while knowing the “Quick Mates” is important, it is not always
good to try for a checkmate so early in the game, as this will likely lead to a loss
of time and risk of the Queen to be attacked by the Minor Pieces.

• Though not every position included in the “Famous Checkmates” worksheets


will occur on a regular basis during practical play, all of them display an
important checkmate pattern that should be memorized. To help these ideas
become concrete in every child/students' mind, we recommend:

1. When instructing large groups, set up the positions in the “Famous


Checkmates” worksheets on a demo board for group discussion before
asking the students to solve them on their own.

2. Associate each checkmate pattern's original name with the diagram, as


this will further cement the idea, and by making the positions “personal” a
coach will increase each child's mental imprint of the checkmate pattern.

© ChessKid.com Page 6 of 10
Lesson 7
Lesson 7: Famous Checkmates
The following diagrams are checkmate in either one or two moves. These “famous” patterns
should be memorized by all beginning chess players.
cuuuuuuuuC cuuuuuuuuC
(wdw4w4wd} (rdwdwdwi}
7dwdwiwdw} 7dwdRdwdw}
6wdwdwdQd} 6wdwdwHwd}
5dwdwIwdw} 5dwdwdwdw}
&wdwdwdwd} &ndwdwdwd}
3dwdwdwdw} 3dwdwdw0w}
2wdwdwdwd} 2wdwdwdKd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
The “Swallow's Tail” Mate: The “Arabian” Mate:
White to play, checkmate in one move White to play, checkmate in one move
cuuuuuuuuC cuuuuuuuuC
(w4wdw4wi} (wdwdw4kd}
7dwdwdp$p} 7dwdwdpdw}
6wdwdwdwd} 6wdwdwdpd}
5dwdwdwdw} 5dwdwdwHp}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wGwdwdwd} 2wGBdwIwd}
%$wdwdwdK} %dwdwdwdQ}
v,./9EFJMV v,./9EFJMV
“Pillsbury's” Mate: “Blackburne's” Mate:
White to play, checkmate in two moves White to play, checkmate in two moves

© ChessKid.com Page 7 of 10
Lesson 7
Lesson 7: Famous Checkmates
The following diagrams are checkmate in either one or two moves. These “famous” patterns
should be memorized by all beginning chess players. Further descriptions with answer key.
cuuuuuuuuC cuuuuuuuuC
(wdk4w4wd} (rdwdw4wi}
70pdndwdw} 7dwdwHp0p}
6wdpGwdwd} 6wdwdwdwd}
5dBdwdwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdP} 3dwdwdw)w}
2wdQdw)Pd} 2wdwdw)Kd}
%dwdwdwIw} %dQdwdRdw}
v,./9EFJMV v,./9EFJMV
“Boden's or Criss-Cross” Mate: “Anastasia's” Mate:
White to play, checkmate in two moves White to play, checkmate in two moves
cuuuuuuuuC cuuuuuuuuC
(rdwdw4wi} (rdw1kgn4}
7dwdwdw0w} 70p0wdp0p}
6wdwdwdw0} 6wdn0wdwd}
5dwdwdpHQ} 5dwdwHwdw}
&wdwdwdwd} &wdBdPdwd}
3dwdwdwdw} 3dwHwdwdP}
2Bdwdwdwd} 2P)P)w)Pd}
%dwdwdwIw} %$wGbIwdR}
v,./9EFJMV v,./9EFJMV
“Greco's” Mate: “Legal's” Mate:
White to play, checkmate in two moves White to play, checkmate in two moves

© ChessKid.com Page 8 of 10
Lesson 7
Lesson 7: Guarding f2 and f7
In the following diagrams there is a threat of either checkmate or the win of material on the f2
or f7 square. Find the best way to guard the “weakest squares” against threats! Circle your
favorite piece that can protect, and for bonus points, write your move below each diagram.
cuuuuuuuuC cuuuuuuuuC
(rhbdkdn4} (rdbdkdn4}
70p0pdp0p} 70p0wdp0p}
6wdwdwdwd} 6wdpdwdwd}
5dwgw0wdw} 5dwgwHwdw}
&wdBdPdw1} &wdw1Pdwd}
3dwHwdwdw} 3dwHwdwdw}
2P)P)w)P)} 2P)P)w)P)}
%$wGQIwHR} %$wGQIwdR}
v,./9EFJMV v,./9EFJMV
How can white protect f2? How can white protect f2?
White to play: White to play:
cuuuuuuuuC cuuuuuuuuC
(rdb1kgw4} (rdb1kdn4}
70p0pdpdp} 70w0pdp0p}
6wdndwhpd} 6w0ngwdwd}
5dwdw0wdw} 5dwdw0wHw}
&wdBdPdwd} &wdBdPdwd}
3dQdwdwdw} 3dwdPdwdw}
2P)P)w)P)} 2P)Pdw)P)}
%$NGwIwHR} %$NGQIwdR}
v,./9EFJMV v,./9EFJMV
How can black protect f7? How can black protect f7?
Black to play: Black to play:

© ChessKid.com Page 9 of 10
Lesson 7
The “Quick” Mates
& Other Basic Checkmates
Answer Key

“Famous Checkmates” Worksheet Page 1:


Diagram #1 – 1.Qe6#

Diagram #2 – 1.Rg8!! Kxg8 2.Rg1#

Diagram #3 – 1.Rh7#

Diagram #4 – 1.Qxh5 gxh5 (1...f8-R anywhere, Qh8# and 1...f6 or 1...f5 2.Qh7#) 2.Bh7#

“Famous Checkmates” Worksheet Page 2:


Diagram #1 – 1.Qxc6+! bxc6 2.Ba6#

Diagram #2 – 1.Qg6! hxg5 (any other move 2.Qh7#) 2.Qh5#

Diagram #3 – 1.Qxh7+! Kxh7 2.Rh1#

Diagram #4 – 1.Bxf7+! Ke7 2.Nd5#

“Guarding f2 and f7” – Worksheet Page:


Diagram #1 – 1.Qe2, 1.Qf3, 1.d4 and 1.Nh3 are correct. 1.Qe2 is best followed by developing
the g1-Knight to f3.

Diagram #2 – 1...Qe7, 1...d5 and 1...Nd5 are correct. 1...Qe7 is best as both of the other
options lose material for black.

Diagram #3 – 1.Qe2, 1.Qf3, 1.0-0, 1.Ng4 and 1.Nd3 are correct. 1.Nd3 is best as it is the only
move that guards f2 and protects the e5-Knight.

Diagram #4 – 1...Nh6, 1...Qe7 and 1...Qf6 are correct. 1...Nh6 is best.

© ChessKid.com Page 10 of 10
Lesson 8
Starting Out a Chess Game:
Opening Principles!
Part 1: The Basics of Development and Queen Play in the Opening

Concepts:
• Developing your pieces!
• Rules of piece movement: “Don't move the same piece twice!”
• How to use and NOT use your queen in the opening!

The Most Important Rules to the Opening: 1) Develop 2) Develop 3) and Develop!
cuuuuuuuuC Development literally means “to improve by expanding”. To
(rhb1kgn4} develop your pieces in chess is to activate them,
70p0p0p0p} expanding your position by moving each piece off of its
6wdwdwdwd} original square and into the game. Arguably the most
5dwdwdwdw} important thing a chess player needs to know is that he/she
&wdwdwdwd} cannot win without using the strength of the entire army!
3dwdwdwdw}
2P)P)P)P)} Though we will talk more about all the ways to develop,
%$NGQIBHR} where to put your pieces, and which ones to develop first in
v,./9EFJMV Part 2 – all you need to know for now is that getting your
Pieces get “bored” on pieces out and into the game is a super-smart move! The
their original squares! first step to winning every chess game is development...

Complete Your Development!


cuuuuuuuuC As we saw in Diagram 1, your pieces will grow bored at
(rhb1kgn4} home, quickly become very lazy. No King likes a lazy
70p0p0p0p} workforce! Since we know the best chessman is an active
6wdwdwdwd} and fighting chessman, we should now realize that getting
5dwdwdwdw} our pieces out first and as quickly as possible is very smart!
&wdB)PGwd}
3dwHwdNdw} A "lead in development" means that you have more pieces
2P)PdQ)P)} taking part in the game than your opponent. If a player is
%dwdR$wIw} "behind in development", that means he/she has more
v,./9EFJMV pieces sitting at home and less pieces developed (in the
An example of... game). Here our example shows the white pieces with a
Super Development! huge “lead in development” over the black pieces!

© ChessKid.com Page 1 of 9
Lesson 8
Rule #4: Don't Move a Piece Twice in the Opening, or at least your first 7 Moves!
cuuuuuuuuC Our fourth rule immediately following the basic concept of
(rdw1w4kd} developing your pieces, is a tip that goes hand in hand with good
70p0wgp0p} development principles. Before moving a piece a second time in
6wdn0whwd} the Opening: not one, not two, not three, but all of your minor
5dwdw0wGw} (Knights and Bishops) pieces should be developed and
&wdBdPdbd} working together in battle.
3dwHPdNdw}
2P)Pdw)P)} In our example diagram to Rule #4 we see good development for
%$wdQdRIw} both white and black. Though we have not officially transitioned
v,./9EFJMV into a Middlegame until the Rooks are connected (see Part 2),
All the minor pieces with a good development strategy, all the minor pieces should be
are in the game! “playing” by move seven...

Moving a Piece Twice: The Exception to the Rule!


cuuuuuuuuC Though we must always be careful when finding exceptions to
(rdbdkgn4} very sound, very important principles – as with every rule, there
70p0pdp0p} will be opportunities to break it with good reason. Here we have
6wdndwdwd} provided a simple example designed to show exactly in what type
5dwdw0wdw} of position you might need to do so.
&wdBdPdw1}
3dwdwdNdw} Though it is a little obvious, and perhaps too easy – the point is
2P)P)w)P)} made: You should consider moving a piece twice whenever a
%$NGQIwdR} large amount of material can be won. White plays 4.Nxh4!,
v,./9EFJMV winning the Queen and likely the game. The same idea might
When free material is apply if another piece was undefended and “free for the capture”.
offered, we can put our In chess terms, these types of easily won pieces are known as
principles aside... 4.Nxh4 “hanging” or “loose”...
wins immediately!

Rule #5: Keep Your Queen Safe: “Don't Let Momma Play with the Kids”!
cuuuuuuuuC Lesson 7 may have left the false impression that to bring your
(rhbdkgn4} Queen out early for a chance at a “quick mate” is a bullet-proof
70p0w0p0p} plan. Though it is necessary for every chess player to know the
6wdqdwdwd} basic checkmates, it isn't necessary that every player practice
5dBdwdwdw} bringing their Queen out early.
&wdw)wdwd}
3dwHwdNdw} Normally an early development of the Queen leads to disaster.
2P)Pdw)P)} Because the Queen is worth so much more than the minor
%$wGQIwdR} pieces, getting “mixed up” with the little guys early is very risky
v,./9EFJMV for the “First Lady”. Most chess coaches will strongly oppose this
As powerful as she is, “Big idea. One example is: 1.e4 d5 (trying to bring the Queen out
Momma” should not play aggressively) 2.exd5 Qxd5 3.Nc3 Qg5 4.Nf3 Qc5 5.d4 Qc6 Bb5!,
with the kids... winning the Queen...

© ChessKid.com Page 2 of 9
Lesson 8
Starting Out a Chess Game:
Opening Principles!
Part 2: Advanced Development: Controlling the Center; Connecting
the Rooks; and Playing with Purpose

Concepts:
• Developing your pieces – toward the center and with purpose!
• Getting castled and connecting the Rooks before move 10!
• Developing with a plan and purpose – creating and defending threats!

Advanced Development, Principle 1 – Develop Toward and Control the Center


cuuuuuuuuC With the basic concepts of development understood, it is
(rhb1kgn4} important to learn the when, where and why we should
70p0p0p0p} develop our pieces. The most important area of the board
6wdwdwdwd} to control, whether by physical occupation of the pieces or
5dwd*8wdw} by threats, is the center of the board. Beginner's should
&wdw8*dwd} memorize it: “Pieces do better in the center!”
3dwdwdwdw}
2P)P)P)P)} By placing each piece on random squares, one at a time,
%$NGQIBHR} and then counting the number of squares they attack – it
v,./9EFJMV doesn't take long to realize that a knight, bishop, and every
e4, d4, e5 and d5 are the other piece controls more space, or at least maintains more
most important squares to options of movement, when in the center of the board.
control in the center!

“A Knight on the Rim is Grim” – Good Pieces Play in the Center of the Board!
cuuuuuuuuC Perhaps the piece that most obviously teaches us the
(wdwdwdwd} importance of central control is the Knight. Though all
7dwd*d*dw} pieces are better when attacking from and toward the
6wd*dwd*d} center, we see a huge difference between the Knight on e5
5dwdwhwdw} and the Knight on a1.
&wd*dwd*d}
3d*d*d*dw} In this position the e5-Knight controls eight squares,
2wd*dwdwd} compared to two squares by its white counterpart. Also
%Hwdwdwdw} highlighted here is the amount of options the e5-Knight has,
v,./9EFJMV with access to the King-side, Queen-side and center areas
Here we see just how of the board. In a Middlegame battle for example, options
important the center is! of are very important in finding a good plan of attack.

© ChessKid.com Page 3 of 9
Lesson 8
Advanced Development, Principle 2 – Get Your King Safely Out of the Center!
cuuuuuuuuC Along with developing your pieces toward the center,
(rdbdw4kd} getting castled should be on the top of your list! Castling is
70p0wdp0w} the most efficient way to safe-guard your king, get your
6whndwdw0} Rook(s) into the game, and coordinate your army – all in
5dwgwHwdw} one move! Castling is also one of the final steps toward
&wdwdwdwd} completing your development and the Opening stage.
3dB)qdwdP}
2P)wHw)Pd} As the center becomes the main battlefield, it makes
%$wGQ$wIw} perfect sense to “exit” with the King, while “entering” with a
v,./9EFJMV Rook. As we see in our example position from the Giuoco
White's last move: Piano Opening in the game Kramnik-Krasenkow Wijk aan
12.Nf3xe5pawn would not Zee 2003, if the e1-Rook and the g1-King switched places,
have been possible white would be in serious trouble with an unprotected
without castling... Knight and an exposed e-file.

Advanced Development, Principle 3 – Get Castled and Connect Rooks by Move 10


cuuuuuuuuC This advanced principle can serve as a good "insurance
(r8*8*4kd} plan", in case you start following the rules of development
70bdn1p0p} but somehow decide to get lazy along the way. Your "plan
6w0wgphwd} of development" isn't complete until you get castled and
5dw0pHwdw} your Rooks are connected. If you read between the lines,
&wdP)wdwd} what does it mean if your “Rooks are connected”?
3dPdB)Qdw}
2PGwHw)P)} It means you have (1) developed all your minor pieces, (2)
%$*8*8RIw} gotten castled, and (3) finally brought your Queen out to a
v,./9EFJMV more active (though hopefully safe) square. If you have
Black just played connected your Rooks, than you have likely completed the
11...Bb7: The Rooks first stage of the game (the Opening) and are now
Connect! preparing to play the Middlegame... Good job!

Great Chess Players Castle to Checkmate!


cuuuuuuuuC To castle or not to castle... is not a question! For great
(rhwdw4wd} chess players – like this game between Edward Lasker and
70b0p1w0w} Sir George Thomas, London 1912 – castling is always “in
6w0wdpHwd} the works.” Here the position is white to play and
5dwdwdwdw} checkmate in one move. Can you see it?
&wdw)wdNd}
3dwdwdw)w} 18.0-0-0!! is checkmate (so was 18.Kd2)! With white's last
2P)PdB)w$} move (17.Rh2 check) forcing the black King to g1, the final
%$wdwIwiw} blow is delivered with style. Though a chessplayer will not
v,./9EFJMV always deliver checkmate when castling, he or she is
Castle and... Checkmate! almost always headed in the right direction.

© ChessKid.com Page 4 of 9
Lesson 8
Advanced Principles, Develop with a Purpose: The Ruy Lopez or Spanish Game
cuuuuuuuuC Though there are many great games and Opening
(rdb1kgn4} variations that can teach you how to develop with a plan
70p0pdp0p} and purpose on every move, one of the most common –
6wdndwdwd} and perhaps most important – for beginning chess-players
5dBdw0wdw} is the Ruy Lopez or Spanish Game.
&wdWdPdwd}
3dwdwdNdw} A favorite opening choice of many great World Champions,
2P)P)w)P)} including Bobby Fischer and Garry Kasparov, the Ruy
%$NGQIwdR} Lopez defines “developing with a plan” on every move: 1.e4
v,./9EFJMV e5; both moves attack the center – 2.Nf3; attacking the e5-
Every move has a pawn – 2...Nc6; defending the e5-pawn – 3.Bb5; attacking
specific threat or idea! the c6-Knight who also defends the e5-pawn, continues...

Advanced Principles, Develop with a Purpose: The Ruy Lopez or Spanish Game
cuuuuuuuuC 3...a6; attacking the b5-bishop – 4.Ba4; defending the
(rdb1kgw4} bishop and maintaining pressure on the c6-Knight (if
7dp0pdp0p} 4.Bxc6 dxc6 5.Nxe5 Qd4! 6.Nf3 Qxe4+ wins back the pawn
6pdndwhwd} with check) – 4...Nf6; attacking white's e4-pawn – 5.0-0;
5dwdw0wdw} safe-guarding the King and indirectly defending the e5-
&BdwdPdwd} pawn due to 5...Nxe4 being met by 6.Re1! Attacking every
3dwdwdNdw} piece along the e-file...
2P)P)w)P)}
%$NGQ8RIw} And the game continues with more moves of specific
v,./9EFJMV purpose. As a chess-player improves, and using all the
As shown, attacking or pieces is no longer a new concept, the most important thing
defending your center is to establish is that every developing move can and should
key with every move! create a threat or defend against and opponent's threat...

© ChessKid.com Page 5 of 9
Lesson 8
Starting Out a Chess Game:
Opening Principles!
Instructor's Guide

Though there are a number of different exercises that might help a beginning chess player
learn the basic principles of the opening, the best way for someone to understand and apply
these concepts is practical application. Time to play!

Have your students play games against one another, and when a player loses a piece (or
even the game) because of lack of development or failure to use all their pieces, point this out
and remind the student(s) that if their development had been completed – the Rooks were
connected, and their entire army was “working together” – that mistake might have been
avoided.

After learning the “Quick Mates” of Lesson 7 (Part 1) – beginning chess players will want to
develop their Queen soon and often; therefore, it is important to teach your students how to
prevent quick checkmate tricks with natural developing moves; this will combat the temptation
to develop the Queen early.

Practical Notes and Advice – Lesson 8:

• To help your students understand the concept that each piece is more active and
therefore more effective when placed in the center, place each piece in the
center of the board and line up enemy (pieces of the opposite color) on squares
that can be captured by that piece. Then do the same for a piece placed on the
edge of the board. Students will quickly realize that a centrally located piece has
a better chance of capturing enemy chessmen. Example: A Knight in the center
can capture up to eight enemy pieces, while a Knight on the edge captures less.

• A fun and direct way for students to learn the concepts of development and
using their army is for a coaches to have their students play practice games
while monitoring them:
1. The coach can then walk by each game in progress;
2. If after fifteen moves there still remains minor pieces on the back rank –
simply take those pieces off of the board and tell the student that “I (the
coach) need them for my collection of unwanted pieces”;
3. If the student objects, simply add “well, it didn't look like you were going to
use them anyway?!”

© ChessKid.com Page 6 of 9
Lesson 8
Lesson 8: Connect the Rooks
In each position, white wants to complete development by “connecting the Rooks” in as few
moves as possible. Write the number of moves it would take for the white Rooks to "see each
other.” As a bonus, draw arrows to show the moves white could make to get there!
cuuuuuuuuC cuuuuuuuuC
(rdw1w4kd} (rdbdkdw4}
70p0bdp0p} 70p0php0p}
6wdn0whwd} 6wgndw1wd}
5dwdw0wGw} 5dwdwdwdw}
&wgBdPdwd} &wdBHPdwd}
3dwHPdNdP} 3dw)wGwdw}
2P)Pdw)Pd} 2P)wdw)P)}
%$wdQIwdR} %$NdQIwdR}
v,./9EFJMV v,./9EFJMV
Develop and Connect the Rooks! Develop and Connect the Rooks!
How many moves? _____ How many moves? _____
cuuuuuuuuC cuuuuuuuuC
(rdb1w4kd} (wdrdkgn4}
70pdngp0p} 7dpdbdp0p}
6wdpdphwd} 6w1ndpdwd}
5dwdpdwGw} 50w0p)wdw}
&wdP)wdwd} &wdw)wdwd}
3dwHw)Ndw} 3)w)wdNdw}
2P)wdB)P)} 2w)Bdw)P)}
%$wdQIwdR} %$NGQIwdR}
v,./9EFJMV v,./9EFJMV
Develop and Connect the Rooks! Develop and Connect the Rooks!
How many moves? _____ How many moves? _____

© ChessKid.com Page 7 of 9
Lesson 8
Lesson 8: Counting Development
In each position, circle the color of the player who is further ahead in development (has
moved more pieces off of their starting squares). Circle “White”, “Black” or “Equal”.
cuuuuuuuuC cuuuuuuuuC
(wdw4rdkd} (wdk4rdwd}
70p0qdp0p} 70p0qdp0p}
6wdndwhwd} 6wdn0whwd}
5dwdp0wdw} 5dwgw0wdw}
&wgwdwdbd} &wdPdwdbd}
3dwHP)Ndw} 3dwHPdN)w}
2P)Pdw)P)} 2P)wdP)w)}
%$wGQIBdR} %$wGQIBdR}
v,./9EFJMV v,./9EFJMV
Who has developed more pieces? Who has developed more pieces?
White Black Equal White Black Equal
cuuuuuuuuC cuuuuuuuuC
(rdwdw4kd} (rdw1kgw4}
7dpdq0pgp} 70p0bdp0p}
6pdn0bhpd} 6wdn0whwd}
5dwdwdwGw} 5dwdw0wGw}
&wdwdPdwd} &wdBdPdwd}
3dNHwdwdw} 3dwHPdNdw}
2P)P!B)P)} 2P)Pdw)P)}
%$wdwdRIw} %$wdQdRIw}
v,./9EFJMV v,./9EFJMV
Who has developed more pieces? Who has developed more pieces?
White Black Equal White Black Equal

© ChessKid.com Page 8 of 9
Lesson 8
Starting Out a Chess Game:
Opening Principles!
Answer Key

Worksheet Page 1 - “Connect the Rooks”:


Diagram #1 – 2 moves: 1.Qe2 or d2 and 2.0-0 or 0-0-0 OR 1.0-0 and 2.Qe2 or d2.

Diagram #2 – 2 moves: 1.d1-Q develops and 2.0-0 or 0-0-0 OR 1.0-0 and 2. d1-Q develops.

Diagram #3 – 3 moves: 1.Nd2 or a3, 2.d1-Q develops and 3.0-0 or 0-0-0 OR reverse order.

Diagram #4 – 4 moves: Develop b1-N, c1-B, d1-Q and 0-0 or 0-0-0 OR reverse order.

Worksheet Page 2 - “Counting Development”:

Diagram #1 – Black

Diagram #2 – Equal

Diagram #3 – Black

Diagram #4 – White

© ChessKid.com Page 9 of 9
Lesson 9
Chess Tactics:
Double Attack & The Fork!
Part 1: Essential Tactical Knowledge: Double Attacks & The Fork

Concepts:
• Learning to double attack in chess!
• What is a “fork”?
• “The Killer Knives”, “the Fearsome Forks” and “the Soft Spoons”!

Now that you have learned the basic terminology of chess, some fundamental strategies, and
received your introduction to the different “phases” a chess game might take – like the
Opening stage – it is time to learn what 90% of chess is all about: Tactics!

Two is Better Than One, “Double” Attacks are Simply More Fun!
cuuuuuuuuC 90% of chess is tactics! The reason? All games are
(wdRdwdwd} eventually decided by tactics. So, though it is true that
7gw8ndw0k} the different positional and long term strategies you will
6wdw0wdw0} learn later are just as important, you must first learn how to
5drdwdwdw} use tactics! Tactics win pieces, more pieces leads to a
&wdwdwdwd} better chance at checkmating the enemy King, and
3dwd*dwdw} checkmating the enemy King is the goal of the game!
2wdwdwdP)}
%dwdQdwdK} Our first tactic of discussion is the double attack, or fork in
v,./9EFJMV some cases. Here white has two possible methods of
1.Rc7 and 1.Qd3+ are double attack, and they both win material! A double attack
both “double attacks”! is simple: A move that attacks two pieces at the same time!

Double Attacks Continued: The Fork! The Knight and Pawn Join the Fun!
cuuuuuuuuC When a Knight and pawn double attack two enemy pieces,
(wdwdwdwd} this is called a “fork”. Why the different name? Because
7dwdwdndn} the Knight and the pawn attack in such a way that is “split”
6wdpdbdPd} – just like the fork you use to eat! In our diagram both the
5dqdwdpdw} Knight and Pawn are “forking” at least two enemy pieces.
&wdwHwdwd}
3dpdwdkdw} Though it is possible for a Knight to fork up to eight enemy
2wdrdrdwd} pieces, like this position here, it is highly unlikely. The most
%dwdwdwdw} common fork is one or two pieces, and rarely three. Though
v,./9EFJMV if the enemy King is forked, good results will usually follow!

© ChessKid.com Page 1 of 7
Lesson 9
Example 1: The “Killer Knives” – Double Attacks by Rooks, Bishops and Queens!
cuuuuuuuuC The best way to learn how to use tactics is practice, and we
(wdwdw4wd} will get to the worksheets soon enough! Before we do however,
7dwdwdwdw} it is good to learn how to find viable (worthwhile) targets for a
6kdwdwdB0} tactic. This is the method of recognizing “tactical patterns”.
5dwdwdw0w} Patterns repeat, right? Well, in chess positions repeat too. To
&wdwdwdwd} follow are three very common ways to double attack and fork
3dPd*dwdw} your opponents. Knives first!
2wIPdwdwd}
%dw$wdbdw} When white does a double attack with the “straight” (like a
v,./9EFJMV knife) moving pieces, we call these “Killer Knife” double
1.Rxf1! Rxf1 2.Bd3+! - attacks. Not real knives of course, just make believe! Here
winning by double attack! white plays a combination for a killer-knife double attack!

Example 2: The “Fearsome Forks” – Double Attacks by Knights and Pawns!


cuuuuuuuuC Whenever the enemy King is lined up on a straight line with
(*1wdkdw4} his pieces, there might be a chance for the double attack used
7dp0wdp0p} in our previous diagram. That is a pattern! Likewise,
6wdndrdnd} whenever we have a strong Knight in the center, with lots of
5dwgN0wdw} enemy pieces around it, we should look for an opportunity to
&wdwdPdwd} execute a “Fearsome Fork” tactic. Can you see it?
3dwdPdNdP}
2wdPGw)Pd} White's Knight on d5 is a super-horsey, and black hasn't
%$wdQdRIw} castled the King yet! It is white's job to punish the black King
v,./9EFJMV for hanging around too long. White plays 1.Ra8!!, sacrificing
White used the strong the Rook in order for the c7-pawn to become undefended.
Knight and the open file After black has to play 1...Qxa8 (or lose the Queen) white
for the Rook to create a plays 2.Nxc7+!, forking the King, Queen and Rook on e6. We
“Fearsome Fork” tactic! call this a “Royal Fork”!

Example 3: The “Soft Spoons” – Double Attacks That Really Aren't that Good!
cuuuuuuuuC Tactical patterns like the ones shown in examples one and two
(wdwdniwd} happen everyday in chess games all around the world!
74wdwdp0w} Use the worksheets to see more patterns of double attacks
6wdwdpdw0} and forks. Here we tried to provide an example of a “not-so-
5dw8wdwdw} impressive” fork: We call them “Soft Spoons”!
&wdwdwdwd}
3dwdwdw)w} A “spoon” is a fun term for a double attack that doesn't really
2wdwdw)K)} do anything. If a Knight tried to fork an enemy Knight, for
%dw!wdwdw} example, that might be a spoon because an enemy Knight can
v,./9EFJMV capture the same way your Knights can. Here white gives a
1.Qc5+ is met by 1...Re7, check and double attacks the Rook and King, but to no avail
guarding the Rook. as black can simply protect both pieces.

© ChessKid.com Page 2 of 7
Lesson 9
Chess Tactics:
Double Attack &The Fork!
Instructor's Guide

The importance of this lesson, as well as the other “tactical lessons” to follow, should be very
clear: Tactics are the major deciding factor of every chess game. The basics of counting
attackers and defenders was discussed in Lesson 5, but here the concept of attacking your
opponent's pieces in specific ways is introduced. Ultimately no amount of general chess
advice or positional chess knowledge can help a chess player who misses tactics.

The double attack is self-explanatory & its merit is obvious: Attacking two things at the same
time is better than attacking one. Recognizing and even creating the opportunities for
powerful double attacks and forks is a more difficult matter. However, with practice your
students will eventually “buy in” to learning these tactical methods so that they may be aware
of the tactical patterns in their own games.

Practical Notes and Advice – Lesson 9:

• The best type of double attack is one that targets two “undefended” or “loose”
pieces/squares in your opponent's position.

• Teaching your students to always look for “hanging” (undefended) enemy


chessmen is the first step towards helping them to use double attacks and forks
effectively in their own chess games.

• Have your students play practice games, raising their hands to show you every
time they used a double attack or fork against their opponent.

• During these practice sessions, students will naturally want your approval, likely
calling you over for multiple “spoon” double attacks. Point out every time they
thought they had a “Killer Knife” double attack, or a powerfully “Fearsome
Fork,” but instead they were actually only attacking their opponent with a spoon.

© ChessKid.com Page 3 of 7
Lesson 9
Lesson 9: Which is it?
A “Killer Knife”, a “Fearsome Fork” or a “Soft Spoon”? Circle the correct answer beneath each
diagram. BONUS: Circle the white piece that is doing the attacking in each position.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdrdwdkd}
7dwdwdn0k} 70pdwHw0p}
6wdwdwdw0} 6wdwdwdwd}
5dwdwdRdw} 5dwdwdwdw}
&wdwdwdwd} &PdPdwdwd}
3dPdwdwdw} 3dPdwdwdw}
2PIPdwgwd} 2wdwdwdP)}
%dwdwdwdw} %dwdwdwdK}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Knife? Fork? OR Spoon? Knife? Fork? OR Spoon?
cuuuuuuuuC cuuuuuuuuC
(wdwdn4wi} (wdwdwdwi}
7dpdwdpdp} 7dwhwdwdp}
6wdpHw)pd} 6wdwdwdpd}
5dbdp)wdw} 5dwdwdpdw}
&wdw)wdwd} &wdwdwdwd}
3dw)wdw)w} 3dw$wdwdP}
2wdwdwdB)} 2w)wdwdwd}
%dwdwdRIw} %dwgwdwIw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Knife? Fork? OR Spoon? Knife? Fork? OR Spoon?

© ChessKid.com Page 4 of 7
Lesson 9
Lesson 9: Knives & Forks!
In each diagram there is an opportunity for either white or black to apply a double attack
(whether by knife or fork) to the opponent. Circle the piece and draw an “X” on the square it
should move to. BONUS: Use algebraic notation and write down the move to the right.
cuuuuuuuuC cuuuuuuuuC
(wiwdw1wd} (w4wdwdkd}
70p0wdwdw} 7dpdwdp0p}
6wgwdwdw4} 6qdpdwdwd}
5dwdwNwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dPdPdw)w} 3dPdPdwdw}
2PdPdwGW)} 2PdPdwdW)}
%dwdRdwIw} %dKdw!w$w}
v,./9EFJMV v,./9EFJMV
White to Play: White to Play:
Find the double attack by... Fork! Find the double attack by... Knife!
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdrdrdwd}
74wdwdwdw} 70w0wdw0k}
6wdwdwdwd} 6wdwdw0w0}
5dwdwdwdw} 5dwdw0wdw}
&wdwdwdwd} &wdqhPdwd}
3dwdPdwdw} 3$wdwdPdw}
2wGwIwdwd} 2wHwdwdP)}
%dwdwdwiw} %dw!w$wIw}
v,./9EFJMV v,./9EFJMV
White to Play: Black to Play:
Find the double attack by... Knife! Find the double attack by... Fork!

© ChessKid.com Page 5 of 7
Lesson 9
Lesson 9: Knives & Forks - Tricky!
In each diagram there is an opportunity for either white or black to apply a double attack
(whether by knife or fork) to the opponent. Circle the piece and draw an “X” on the square it
should move to. BONUS: Use algebraic notation and write down the move to the right.
cuuuuuuuuC cuuuuuuuuC
(rdw1rdkd} (wdwdrdkd}
70pgwdp0w} 70w$wdpdp}
6wdpdwhw0} 6w0wdwdp!}
5dwdpdwdw} 5dw0wdwdw}
&wHw)wdwd} &wdwgwdq)}
3dwdwdQdP} 3dwdwdwHw}
2P)Bdw)Pd} 2Pdwdw)wd}
%dwdRdRIw} %dwdwdRIw}
v,./9EFJMV v,./9EFJMV
Black to Play: Black to Play:
Find the double attack by... Knife! Find the double attack by... Knife!
cuuuuuuuuC cuuuuuuuuC
(rdwdwdwi} (wdw4wdwi}
7dwdwdwdw} 7dwdwdw0w}
6pdwdwdnd} 6pgwdpdw0}
5)pgwdwHw} 5dpdw)pdw}
&wdwdw0wd} &w)wdb)wd}
3dPdwdwdr} 3)wGwdwdw}
2wdPdw)wd} 2wdwdwdPd}
%dRGRdwIw} %$wdwdRdK}
v,./9EFJMV v,./9EFJMV
Black to Play: Black to Play:
Find the double attack by... Knife! Find the double attack by... Knife!

© ChessKid.com Page 6 of 7
Lesson 9
Knives, Forks & Spoons!
Answer Key

Worksheet Page 1: “Which is it”

Diagram #1 – Knife. Circle white Rook on f5.

Diagram #2 – Spoon. Circle Knight on d6. – Both pieces are protected and the Knight on e8
can capture the Knight on d6, so this “fork” is actually a “spoon”.

Diagram #3 – Fork. Circle the Knight on e7.

Diagram #4 – Spoon. Circle the white Rook on c3. Despite the double attack, black can play
1...Bf4, protecting both the Bishop and the c7-Knight.

Worksheet Page 2: “Knives & Forks”


Diagram #1 – 1.Nd7+ – Forking the King and Queen. Circle e5-Knight and “X” d7-square.

Diagram #2 – 1...Bd4+! – A “knife” double attack of the King and the a7-Rook. Circle b2-
Bishop and d4-square.

Diagram #3 – 1.Qe5! – A “knife” double attack of the b8-Rook and the g7-square (which is
the threat of checkmate). Circle e1-Queen and “X” e5-square.

Diagram #4 – 1...Ne2+ – Forking the King and Queen. Circle d4-Knight and “X” e2-square.

Worksheet Page 3: “Knives & Forks – Tricky”

Diagram #1 – 1...Qd6! – A “knife” double attack of the b4-Knight and the h2-square (which is
the threat of checkmate). Circle d8-Queen and “X” d6-square.

Diagram #2 – 1...Rg3+! – A “knife” double attack of the g5-Knight and the King (white's f2-
pawn is pinned. See Lesson 10). Circle h3-Rook and “X” g3-square.

Diagram #3 – 1...Qxg3+!! – A “knife” double attack of the c7-Rook and the King (white's f2-
pawn is pinned. See Lesson 10). Circle g4-Queen and “X” g3-square.

Diagram #4 – 1...Rd3! – A “knife” double attack of the c3-Bishop and the h3-square (which is
the threat of checkmate). Circle d8-Rook and “X” d3-square.

© ChessKid.com Page 7 of 7
Lesson 10
Chess Tactics:
Learning to Pin & Skewer!
Part 1: Winning Chess Tactics: Learning to Pin!

Concepts:
• What is a pin and which pieces can make a pin?
• The difference between and “absolute” and “relative” pin!
• How to win a pinned piece!

Introducing the Pin: What is a Pin, Who Can Make a Pin, and Why Are Pins Good?
cuuuuuuuuC When a piece cannot move because it is “in the way” or
(wdwdkdqd} “blocking” a more valuable teammate from being captured
7dwdwdwdw} by an enemy piece, that piece is pinned. The piece that is
6wdndwdwd} applying this pin is known as the “pinning piece”. Pins are a
5dBdwdwdw} tactical motif that occurs solely on the straight lines of the
&wdwdwdwd} chessboard – meaning the ranks, files and diagonals.
3dwdwdwgw}
2wdwdwdwd} Because pins can only occur on the straight lines of the
%dwdwdw$w} board, only three types of pieces can make a pin: The
v,./9EFJMV Queen, Rooks and Bishops (compare this to a “double
The c6-Knight is pinned attack” that can technically be carried out by any one of the
to the King, and the g3- chessmen). The Bishop and Rook are both pinning pieces
Bishop to the Queen! in this position, with two different types of pins taking place:

The Two Kinds of Pins: Absolute and Relative – What's the Difference?
cuuuuuuuuC The first type of pin taking place is by the b5-Bishop, to the
(wdwdkdqd} c6-Knight, to the King on e8 is an absolute pin. Absolute
7dwdwdwdw} pins occur only when a piece is being pinned to the King. It
6wdndwdwd} would be absolutely illegal for the Knight to move, which
5dBdwdwdw} makes an absolute pin the strongest kind of pin to have.
&wdwdw8wd}
3dwdwdwgw} The second type of pin from our first diagram is known as a
2wdwdwdwd} relative pin. The Bishop on g3 is pinned because it would
%dwIwdw$w} never consider moving if it meant the Queen on g8 would
v,./9EFJMV be captured. However, we have added a white King on c1
A relative pin, like the g3- here to display that if the g3-Bishop was able to move for
Bishop, can be broken – something more important than the Queen on g8 (in this
But only for good reason! case, a check to the King) than the Bishop could move.

© ChessKid.com Page 1 of 9
Lesson 10

Ganging Up on the Pinned Piece (Absolute) – The Key to Winning Pinned Pieces!
cuuuuuuuuC Now that we understand the different types of pins, let's talk
(wdwdwdwd} about what makes a pin successful. A pinned piece is,
7dwdwipdw} well, pinned! It can't move (especially absolutely pinned
6wdw4wdwd} pieces, and it would be bad to move most relatively pinned
5dwdw8wdw} pieces as well). So don't ever take a pinned piece without
&wGwdPdwd} first considering how to bring more pieces to attack it.
3dwdwIwdw}
2wdwdwdwd} Here the Bishop on b4 is pinning the Rook on d6. White
%dwdwdwdw} could easily capture it and be happy with that “trade”. But is
v,./9EFJMV there another way to gang up on the pinned Rook? 1.e5!,
Look to “gang up” attacks the Rook a second time and therefore wins material
on pinned pieces! after 1...Ke6 2.exd6. Not 2.Bxd6 after 2...f6, drawing.

Ganging Up on the Pinned Piece (Relative) – The Key to Winning Pinned Pieces!
cuuuuuuuuC Here we have another simple example position designed to
(wdw4w4kd} show how easy it can be to win a pinned piece, if you only
7dp0w1p0w} gang up on it before capturing it. Because the easiest way
6pdndwhw0} to make sure you “win the doggy-pile” is to capture with a
5dwdp0wdw} pawn first (because they are worth the least) – our second
&wdw)wdbd} example also sees a pawn doing the “gang up” work!
3dPdw)N)w}
2PGPdQ)B)} Of course you can also gang up on pinned pieces with
%dwdRdRIw} other pieces. You can imagine, and will see in some of the
v,./9EFJMV worksheet examples, that as long as the piece stays
Black played 1...e4!, pinned – everyone is welcome to join the “gang-up-and-
attacking the pinned f3- attack-the-pinned-piece”party! Here black wins a piece!
Knight and winning it.

Using the Pin Against Your Opponent – The “Other Way” to Exploit a Pin!
cuuuuuuuuC The other major negative point of having pinned pieces is
(wdwdwdwi} that they can't really defend their teammates. Even when
7dp0wdp0w} the seemingly guard things, if and when push comes to
6pdndpdw0} shove, a pinned piece is crippled by the piece behind it. So,
5dw1wdrdP} besides ganging up on pinned pieces, try to see whether or
&wdwdbdwd} not they are guarding anything important, and if so, take it!
3dPdwdNdw}
2PGP!w)Pd} In this example game, white had just sacrificed a Rook on
%dwdwdwIw} h8, forcing the black King to a most undesirable square.
v,./9EFJMV White can play 1.Qxh6+!, exposing the g7-pawn for what it
The b2-Bishop may be far really is: A pinned piece! After 1...Kg8 2.Qxg7 is
away, but it serves a checkmate. Because Bishops and Rooks, and Queens
mighty purpose here! operate on long lines, tactics like this occur often in games!

© ChessKid.com Page 2 of 9
Lesson 10
Chess Tactics:
Learning to Pin & Skewer!
Part 2: Breaking the Pin!

Concepts:
• The problem with a relative pin!
• Learning to break a pin!

Because it isn't necessarily illegal to move a relatively pinned piece (even if it's pinned to the
Queen) – one should always be wary of a pin on the enemy piece turning into a tactic for the
opponent. A broken pin instantly becomes a discovered attack (Lesson 11) for the opponent!

Breaking the Pin – The “Problem” with a Relative Pin!


cuuuuuuuuC Here we see a classic example of a “broken” relative pin
(rdw1kgn4} from the Smith Morra Gambit (an Opening Variation in the
70pdw0p0p} Sicilian Defense). In this example, black has just played the
6wdn0wdwd} move 6...Bg4?, which is a common blunder. Though it pins
5dwdwdwdw} the Knight on f3, the Bishop lacks protection, and the
&wdBdPdbd} results of this are devastating!
3dwHwdNdw}
2P)wdw)P)} White now plays 1.Bxf7+!, temporarily sacrificing the
%$wGQIwdR} Bishop for a discovered check after 1...Kxf7 2.Ng5+! 2.Ke8
,./9EFJM and 3.Qxg4, white wins back the Bishop, remains ahead a
White to play and win! pawn, and black has lost the right to castle the King.

Legal's Mate – The World's Most Infamous “Broken” Pin!


cuuuuuuuuC Here white is in a good position with a small lead in
(rdw1kgn4} development. Furthermore, black took big a risk when he
70p0wdp0p} decided to pin the f3-Knight, knowing the Bishop had no
6wdn0wdwd} protection. Combining the ideas of a discovered attack
5dwdw0wdb} (Lesson 11), breaking the pin, and targeting black's
&wdBdPdwd} weakest square (Lesson 7) – what tactic does white have
3dwHwdNdP} in this posiiton?
2P)P)w)Pd}
%$wGQIwdR} 6.Nxe5!! wins immediately (if 6...Nxe5 7.Qxh5 Nxc4
,./9EFJM 8.Qb5+, white wins back the material and remains ahead
Philidor's Opening: 1.e4 by a pawn with a huge lead in development): 6...Bxd1
e5 2.Nf3 d6 3.Nc3 Nc6 7.Bxf7+ Ke7 8.Nd5 checkmate! It's amazing that white can
4.Bc4 Bg4 5.h3 & 5...Bh5 sacrifice such a large amount of material by breaking the
pin on the f3-Knight, yet the reward is clearly worth it.

© ChessKid.com Page 3 of 9
Lesson 10
Chess Tactics:
Learning to Pin & Skewer!
Part 3: Winning Chess Tactics: Learning to Skewer!

Concepts:
• What is a skewer?
• Skewering is the opposite of pinning!

Introducing the “Anti-Pin”: The Skewer!


cuuuuuuuuC A skewer is the opposite of a pin, and in many ways a
(wdwdrdwd} much more “forceful” tactic. With a pin, the “lesser valued”
7dwdwdwhw} piece is in front, shielding the more valuable piece from
6wdqdwdwd} capture. The piece doesn't want to move because of this,
5dwdwdwdw} but it usually takes more attackers to exploit and possibly
&Bdwdwdwd} win the pinned piece.
3dPdwdwiw}
2wdwdwdwd} With a skewer, however, the “better” piece is the one being
%dwdwdw$w} attacked and so it must either sacrifice itself or “move
v,./9EFJMV aside”, allowing an undefended or at least valued
This is not a practical teammate to be captured. In our diagramed example, the
position of course, but it is Bishop on a4 is “skewering” the Queen and Rook, which
designed to display the works because the Bishop would be happy to capture the
skewer in action! Rook even at the cost of losing itself, while the Rook on g1
is skewering the King and Knight along the g-file.

More Introductions: The Skewer in Action and Making Good Things Happen!
cuuuuuuuuC Like the pin, the skewer is a “straight lines” tactic (only
(wdrdw4kd} being possible along ranks, files and diagonals) and so it is
70bdwdp0w} only executed by the Queen, Rooks and Bishops. The
6w0wdpdw0} skewer happens most often in open-board positions (like
51wd*dwdw} our example here) and is most effective when the
&wdB)wdwd} opponent's pieces are loose (undefended).
3)wdQdwdw}
2RdPdw)P)} Here black recognized the chance for a skewer tactic due
%dwdRdwIw} to the awkward position of the white Rook on a2. Black
v,./9EFJMV played 1...Rxc4!, forcing 2.Qxc4 and then 2...Bd5! –
This famous skewer is a skewering the Queen and Rook and coming out ahead a
common tactical pattern! minor piece at the end of the combination.

© ChessKid.com Page 4 of 9
Lesson 10

The “Back Door” Skewer – An Infamous Rook Ending Tactic!


cuuuuuuuuC Think of a backyard barbeque every time you think of a
(Rdwdwdwd} skewer! Skewers are used to cut through multiple pieces
7)wdwdkd*} of meat and vegetables for a tasty grilled treat! A skewer
6wdwdwdwd} tactic cuts through enemy pieces in a similar fashion.
5dwdwdwdw}
&rdwdwdwd} Our next “tasty skewer” comes at the expense of the black
3dwdwdwdw} King and Rook. This common tactical idea occurs as the
2wdwdwIwd} climax of many Rook ending puzzles. We have jumped to
%dwdwdwdw} the end of the position to display the trick clearly: White
v,./9EFJMV plays 1.Rh8!, freeing the a8-square and threatening to
White skewers via the Queen the pawn. Black must capture a7 to avoid this, and
“back door” on h7! white wins with 2.Rh7+, skewering the King and Rook!

More Famous Endgame Skewers – The “Double Promotion” Queen Skewer!


cuuuuuuuuC Though the full combination is slightly more complex, you
(*dwdwdwd} may recognize this tactic from the movie “Searching for
7dwdwdwdw} Bobby Fischer”. The end result of this puzzle is right up our
6wdwdwdwd} alley! Both sides are going to promote their pawns, but the
5)wdwdwdw} white player gets the upper hand in the end by Queening
&wdKdkdwd} with check – instantly skewering the King and Queen
3dwdwdwdp} along the longest diagonal of the board, the h1-a8 diagonal!
2wdwdwdwd}
%dwdwdwd*} 1.a6 h2 2.a7 h1=Queen 3.a8=Queen+ black King moves
v,./9EFJMV anywhere, 4.Qxh1, winning! Note that the moves were all
Whenever the King is forced because if black tried to avoid this skewer by moving
lined up on the same file the King in advance, white's promoted Queen would
or diagonal as your prevent black from doing the same by guarding h1 along
passed pawn, watch out! the diagonal. Watch out for this idea in your games!

Skewering “To a Square” Rather Than a Piece – Another Common Way to Skewer!
cuuuuuuuuC Hopefully the concept of skewering pieces to other pieces
(rdwdqdkd} has been made clear with our examples. You can also
70bdwdw0p} skewer pieces to important squares – such as a threat of
6wdw!p0wd} checkmate! Our final example reveals exactly that...
5$pdwdwdw}
&w)wdw)wd} There may be several types of important squares worth a
3dwGwdwdw} skewer, but a back rank checkmate threat has to be right at
2w)PdwdP)} the top of the list! Here black plays 1...Rd8!, skewering the
%dwdwdwdK} Queen on d6 and the d1-square. White's Queen has no
v,./9EFJMV way of retreat that successfully guards the back rank, and
Skewer pieces to must settle on 2.Qc5 Rd1+ 3.Qg1 Rxg1, where black's
weaknesses, it works! material advantage is enough to win the game.

© ChessKid.com Page 5 of 9
Lesson 10
Chess Tactics:
Learning to Pin & Skewer!
Instructor's Guide

Pins are arguably the most common tactical “theme” in the game of chess. Though the other
tactical patterns discussed in this section (Lessons 9 - 12) all occur with frequency, a pin often
takes place early in the game, in many of the most common openings. Teaching your
students to recognize pins and, most importantly, the concept of how to exploit a pinned piece
(learning not to just quickly trade but instead to “gang up” on the pinned piece) is critical.

The concept of breaking a pin is a tricky one because you don't want your students constantly
looking for ways to sacrifice their Queen for a discovered attack by the Knight, yet at the
same time you want your students aware that a relative pin should not be taken for granted.
One perhaps more practical way of breaking a pin (not discussed in detail) is simply the idea
of going after the enemy's “pinning piece” with other forces in your army. Attack a “pinning
Bishop” with a pawn, chase away a “pinning Rook” by attacking it, etc.

Practical Notes and Advice – Lesson 10:

• Like the other lessons discussing tactical themes, we recommend having your
students point out every time a pin and/or skewer occurs during their games.
Ask them to tell you whether each is relative or absolute.

• Skewers are easy and fun to teach! Many combinations end with a skewer as the
final blow to win material. Reference Part 2 of Lesson 6 again (the diagram that
shows the importance of considering every “Queen Attack”) to show the
students a position with multiple skewers that repeat by the Rook and Bishop.

• Emphasize that a chess player can never solve enough tactics! From forks, to
skewers, to the upcoming lessons on discovered attacks and deflection tactics –
we could have provided hundreds of worksheets for your students to solve –
with no effort wasted. However, our selections are designed to instruct on the
basic versions of these tactics.

• As coaches ourselves, we strongly recommend having a decent sized library of


tactics books and puzzle-solving exercises on hand for your students to further
explore the themes listed in our curriculum, as well as the many other more
advanced tactical patterns in chess.

© ChessKid.com Page 6 of 9
Lesson 10
Lesson 10: Pin 'em & Skewer 'em!
In the following diagrams there is a chance for white to either pin or skewer black. Circle the
piece that can do the tactic, then circle which type of tactic it is beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdkdwd} (wdrdwdkd}
7dwdwdwdw} 7dwdwdp0p}
6wdwdwdwd} 6wdwdwdwd}
5dwdw1wdw} 5dwdwdwdw}
&wdwdwdwd} &wdw!wdwd}
3dwdwdwdw} 3dwdwdw1w}
2wdwdwBWd} 2P)Pdwdwd}
%dKdRdwdw} %dKdwdRdw}
v,./9EFJMV ,./9EFJM
Circle the correct answer: Circle the correct answer:
Pin? OR Skewer? Pin? OR Skewer?
cuuuuuuuuC cuuuuuuuuC
(w4wdrdkd} (rdbdkdw4}
70pdwdp0w} 7dp0wdp0p}
6wdp1whw0} 6pdpdwhwd}
5dwdpdwdw} 5dwgwdwdw}
&wdw)wdwG} &wdwdqdwd}
3dQ)wdwdP} 3dwdwdNdw}
2P)wdw)Pd} 2P)P)w)P)}
%dwdRdRIw} %$NGQdRIw}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Pin? OR Skewer? Pin? OR Skewer?

© ChessKid.com Page 7 of 9
Lesson 10
Lesson 10: Pin 'em & Skewer 'em!
In the following diagrams there is a chance for black to either pin or skewer white. Circle the
piece that can do the tactic, then circle which type of tactic it is beneath each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdrdw4kd} (wdwdrdkd}
7dwdw1p0p} 70wdwdpdp}
6pdw!wdwd} 6wdwdwdpd}
5dpdw0w)w} 5dwdwdqdw}
&wdwdPdw)} &wdwdwdw)}
3dwdwdPdR} 3)pdQdwdw}
2P)Pdwdwd} 2w)wdw)Pd}
%dKdRdwdw} %dKdRdwdw}
,./9EFJM v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Pin? OR Skewer? Pin? OR Skewer?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdqi} (w4wdwdkd}
7dwdwdw0w} 7dwdw1p0p}
6pdpdw0w0} 6Qdw0wdwd}
5)pGwdwdw} 5dwdwdbdw}
&w)wdwdwd} &wdwdwdwd}
3dwdwdwdw} 3gw)Bdwdw}
2wdwdKdw!} 2P)wdw)P)}
%dwdwdwdw} %dKGwdwdR}
v,./9EFJMV v,./9EFJMV
Circle the correct answer: Circle the correct answer:
Pin? OR Skewer? Pin? OR Skewer?

© ChessKid.com Page 8 of 9
Lesson 10
Pin 'em & Skewer 'em!
Answer Key

Worksheet Page 1:
Diagram #1 – 1.Re1! – Pinning the black Queen to the King. Circle the d1-Rook. Circle Pin.

Diagram #2 – 1.Bg3! – Skewering the Queen and Rook. Circle the h4-Bishop. Circle Skewer.

Diagram #3 – 1.Rg1! – Skewering the Queen and the g7-pawn (threat of the white Queen
capturing the g7-pawn, checkmate). Circle the f1-Rook. Circle Skewer.

Diagram #4 – 1.Re1! – Pinning the black Queen to the King. Circle the f1-Rook. Circle Pin.

Worksheet Page 2:

Diagram #1 – 1...Rfd8! or 1...Rcd8! – Skewering the Queen and Rook on d1. Capturing on d1
will also lead to immediate back rank checkmate. Circle either black Rook. Circle Skewer.

Diagram #2 – 1...Qa2+! – Skewering the King and Queen. Circle the Queen. Circle Skewer.

Diagram #3 – 1...Rd8! – Skewering the Queen and the d1-Rook. Capturing on d1 will also
lead to immediate checkmate. NOTE: This tactic also uses a Pin. White's d3-Queen is pinned
along the b1-h7 diagonal by black's Queen, which makes 1...Rd8 possible. Circle the e8-
Rook. Circle both Pin and Skewer.

Diagram #4 – 1.Qe2!! – Pinning the d3-Bishop to the white Queen on a6. NOTE: This is a
“double pin” tactic. The d3-Bishop is pinned along two diagonals: The b1-h7 diagonal and the
f1-a6 diagonal. Circle the black Queen. Circle Pin.

© ChessKid.com Page 9 of 9
Lesson 11
Chess Tactics: Discovered
Attacks & Double Checks!
Part 1: Discovering Discovered Attacks in Chess

Concepts:
• What is a discovered attack?
• The most powerful kind of attack – The “discovered check”!
• Why the “Copy Cat” Opening never works!

Introducing the Discovered Attack/Check and Why You Should Never “Copy Cat”!
cuuuuuuuuC The term “discovery” or discovered attack is used when a
(rhb1kgw4} piece moves from a rank, file or diagonal and uncovers an
70p0pdp0p} attacking piece of the same color (teammate) along
6wdwdwdwd} that line. There are three types of discoveries, with the
5dwdwHwdw} most powerful being the double check (discussed in Part
&wdwdndwd} 2). Discovered Check and Attack are covered here.
3dwdwdwdw}
2P)P)*)P)} To get our “discovery party started”, we are reviewing a
%$NGQIBdR} commonly played, though very bad, Opening at the
v,./9EFJMV amateur scholastic level: The Copy Cat! Black's third move
1.e4 e5 2.Nf3 Nf6 3.Nxe5 needs to be 3...d6, which would be the Petroff Defense, a
Nxe4? And 4.Qe2! solid “non-copy-cat” variation. 3...Nxe4 loses. Continue...

The Copy Cat Opening Continued – The Devastating Discovered Check!


cuuuuuuuuC After 4.Qe2 black can no longer continue to copy with
(rhb1kgw4} 4...Qe7, as after 5.Qxe4, if black captures white's Knight –
70p0pdp0p} black will lose the Queen for nothing. Defending the Knight
6wd*dwh*d} on e4 with a move like 4...d5 invites 5.d3, and black still
5dwdwHwdw} has major issues to deal with. Most players at the beginner
&wdwdwdwd} level will retreat the Knight from e4, walking into a trap.
3dwdwdwdw}
2P)P)Q)P)} White now has two devious discovered checks to choose
%$NGwIBdR} from: The Knight can actually move anywhere from e5, and
v,./9EFJMV black must first deal with the check coming from the Queen
The Knight does the on e2. In positions with discovered checks, a player should
attacking, and the Queen look for the most aggressive landing square for the piece in
does the checking in front of the line (file in this case). Both 5.Ng6!+, winning the
this discovery party! Rook on h8, and 5.Nc6!!+ winning the Queen are good.

© ChessKid.com Page 1 of 9
Lesson 11
The Discovered Attack: The Most Powerful Kind of Double Attack in Chess!
cuuuuuuuuC A discovered attack is the same as discovered check, except
(wdk4wdw4} the enemy King is not directly involved in the attacking move.
70pdn1pgw} Because there is no check involved, any effective discovered
6wdpdwdw0} attack must also be a double attack of some kind. In this
5dwdbHw0w} case, white plays a discovery that attacks both black's
&wdwdwdwd} undefended Queen on e7, and checkmate!
3dNdwdwGw}
2P)PdQ)P)} 1.Nxc6!! wins immediately. White unleashes a devastating
%dwIRdwdR} discovered threat on black's Queen (white's Queen is
v,./9EFJMV threatening to capture it) and also threatens to capture
A discovered double 2.Nxa7 checkmate. If 1...Qxe2 2.Nxa7# and if 1...xc6 2.Qxe7,
attack... the best kind! winning enough material to take the game home!

The Discovered Attack Continued: “Less Valuable” Unleashed Attacking Pieces!


cuuuuuuuuC One of the key components that made our last discovery so
(wdwdwdwi} effective was that the black Queen on e7 was undefended.
7dwdrdw0w} If the Queen had defense by one of her teammates, the
6pdwdwdw0} Queen on e2 would have only been “trading” thus making a
5dpdw1Ndw} Knight sacrifice on c6 useless. In cases when the piece
&wdwgPdwd} under attack is defended, the key is to be attacking with a
3dwdQdwdw} lesser valued chessman. Take this diagram for example:
2PdwdwdP)}
%dwdRdw8K} Black wins with the discovered attack 1...Bg1!! This move
v,./9EFJMV threatens 2...Qxh2 checkmate and unveils an attack from
Both black's Rook and the d7-Rook to the white Queen. Note the power of this
Bishop are hanging after attack is based on the trade of both the g1-Bishop and the
1...Bg1, but a discovered d7-Rook being better than white's Queen. After: 2.Kxg1
double attack still wins! Rxd3 3.Rxd3 Qa1+ and captures the a2-pawn, winning!

Defending Against Discovered Attacks and Checks – Always Be Careful!


cuuuuuuuuC It is the nature of a discovery tactic to always come with
(rdwdkdn4} some “element of surprise”; therefore it is an easy idea to
7db0pdw0p} overlook. In this position white has the obvious shot of
6pdpdpdqd} 1.Ne5 – forking the Queen on g6 and the d7-pawn. It
5dwdw8wdw} seems that this tactic should be played without any further
&wdP!wdwd} consideration, right? Wrong! Black has a tricky defense...
3dwdwdNdw}
2P)Pdw)P)} 1.Ne5? is met by 1...Qxg2!+ 2.Kxg2 c5+, winning back the
%$wGwdRIw} Queen and remaining ahead by a pawn. Having a
v,./9EFJMV “defensive eye” for a possible shot like this from your
1.c5! blocks the Bishop opponent is a good idea. White would have maintained a
on b7 from the game. clearly better position with the move 1.c5!, and then Ne5.

© ChessKid.com Page 2 of 9
Lesson 11
The Most Powerful Discovered Check: The Windmill Tactic!
cuuuuuuuuC Another famous “broken pin” not mentioned in Lesson 10
(rdwdrhkd} would be from this game, played by two of the greatest
70bdwdp0w} players of the early 20th century. Former World Champion
6wdw0pdw0} Emanuel Lasker has just recently played the move ...h6 to
5dqdwdwGQ} attack the “pinned” Bishop on g5. Moving the Bishop would
&w)w)wdwd} allow the Queen on h5 to be captured free of charge.
3dwdwHw$w}
2Pdwdw)P)} As mentioned in Lesson 10, broken pins can potentially
%dwdw$wIw} turn into powerful discovered attacks! Recognize this
v,./9EFJMV potential in your own games! Here white plays the move
This famous games was: 25.Bf6!!, sacrificing the Queen to execute a combination
1-0 Torre, C. - Lasker, E. based around the most crushing type of discovered check:
Moscow 1925 The Windmill! After 25...Qxh5 26.Rxg7+ Kh8 continue...

The Windmill Check Continues... and Continues... Keeps Going... and Going!
cuuuuuuuuC In this position black is now at white's mercy! White could
(rdwdrhwi} move the Rook anywhere (other than g8 or h7, which
70bdwdp$w} would lose the Rook) and the Bishop on f6 gives check to
6wdw0pGw0} the King. Even more importantly, this pattern can be
5dwdwdwdq} repeated until white decides otherwise. Rook moves, King
&w)w)wdwd} takes whichever square he legally can (either g8 or h7) and
3dwdwHwdw} the Rook goes back, and we “rinse and repeat”!
2Pdwdw)P)}
%dwdw$wIw} Torre had already foreseen the most accurate way to win
v,./9EFJMV material via this “Windmill Attack” and he proceeded with:
Trapping the enemy King 27.Rxf7+ Kg8 28.Rg7+ Kh8 29.Rxb7+ Kg8 30. Rg7+ Kh8
in a Windmill tactic and 31.Rg5+, winning back the Queen and eventually the
guarantees at least game after 31...Kh7 32.Rxh5 Kg6 33.Rh3 Kxf6 34.Rxh6+,
perpetual check (Lesson winning. Note that 31.Rxa7+ would be a mistake after
20), and also naturally 31...Kg8 32.Rg7+ Kh8 33.Rg5+ Kh7 34.Rxh5 Kg6 35.Rh3
creates a potential Kxf6 36.Rxh6+ Kg7 and black now wins back the a2-pawn
mating net. with enough Rook activity to maintain drawing chances.

© ChessKid.com Page 3 of 9
Lesson 11
Chess Tactics: Discovered
Attacks & Double Checks!
Part 2: More Discovered Attacks and Double Checks

Concepts:
• The most powerful check and the King's worst enemy: The Double Check!
• The “Venus Fly Trap” mating net!
• Using discovered check and double check in practical games!

The Complete Venus Fly Trap – A “Mating Net” Based Around “Double Check”
cuuuuuuuuC In its most simple form, the “Venus Fly Trap” mating net
(qdwdrdwi} (also referenced in Lesson 7) looks like our first diagram
7dwdwd*0p} here; however, this “mating pattern” can occur in practical
6wdwdwdwd} games in a number of different forms – so learn it well! It all
5dwdQdwHw} starts with 1.Nf7+ by white, forcing the response 1...Kg8.
&wdwdwdwd}
3dwdwdwdw} Now, white seems to be faced with a tough position: The
2wdwdwdP)} Queen on d5 is under attack, the Knight is attacked by the
%dwdwdwdK} King, and any “passive move” might allow ...Re1, delivering
v,./9EFJMV a back rank checkmate to the white King. What can white
After 1...Kg8 white must do? Well, as you will learn – arguably the strongest
play forcing moves... chess move possible in a game is the double check.

The Venus Fly Trap Continued: The Smothered Checkmate Climax!


cuuuuuuuuC White plays 2.Nh6++ (two plus symbols represent double
(qdwdrdkd} check in Algebraic Notation). Now, we see a beautiful
7dwdwdw0p} picture: The Queen on d5 is hanging, the Knight on h6 can
6wdwdwdwH} be taken, and if black could, he/she would not hesitate to
5dwdQdwdw} deliver check along the first rank. But none of those
&wdwdwdwd} things are possible when the King is in double check!
3dwdwdwdw}
2wdwdwdP)} The only way out of a double check is for the King to move
%dwdwdwdK} to safety. Regardless if both the pieces giving check are
v,./9EFJMV capturable, there is no way to take both pieces with one
The Venus Fly Trap would move. The black King must run to safety with 2...Kh8
not work without (2...Kf8 simply allows 3.Qf7#) and now white delivers the
delivering the devastating final blow: A Queen sacrifice that forces black to “smother”
double check on h6! his royal majesty! 3.Qg8+ Rxg8 and 4.Nf7 is checkmate!

© ChessKid.com Page 4 of 9
Lesson 11
Double Check is the King's Worst Enemy – ONLY HE Can Save Himself!
cuuuuuuuuC To provide further proof that the double check truly is a
(rdbdkdw4} King's worst enemy, we move onto a practical example
70p0w1p0p} where the white King finds himself checkmated in the
6wdw0wGwd} middle of the board (in the Opening no less) despite the
5dwgwhwdw} seemingly improbable circumstances that both black's
&wdwdwdwd} “checking pieces” are capturable (one in multiple ways).
3dwHPd*dw}
2P)Pdw)P)} Black plays the crushing blow 1...Nf3++ and checkmate!
%$wdQIBHR} Note that 1...Nxd3++ was also double check, but doesn't
v,./9EFJMV measure up because the white King can escape to d2.
All the minor pieces Despite both the f3-Knight and the e7-Queen being “under
are in the game! enemy fire” they are both helping to deliver checkmate!

Doubled Check Mating Nets – Example 1: The Knight and Rook Discovery!
cuuuuuuuuC We finish with two well known puzzles where a discovered
(wdRdwd*d} double check led directly to a forced checkmate. Again, we
7dbdpdriw} call these “mating nets” because once the net is thrown
6wdw)w0w0} against the enemy King, it is only a matter of time before
5dw0wdwdw} the net closes. White starts off with 1.Rg8+!!. After:
&wdwdwdNd}
3dwdwdw$w} 1...Kxg8 (1...Kh7 allows 2.Nxf6+! Rxf6 3.R3g7 checkmate)
2wdwdr)w)} 2.Nxf6++ (not 2.Nxh6++ because 2...Kh7 escapes the net
%dwdwdwIw} and it is white who now loses) 2...Kh8 or f8 and 3.Rg8#
v,./9EFJMV White sacrificed the Rook on g8 in order to force the black
White to move and force King onto a square that allowed the discovered double
mate in three moves! check to take place. White's “mate in 3” was totally forced!

Doubled Check Mating Nets – Example 2: The Bishop and Rook Discovery!
cuuuuuuuuC Our next classic mating net displaying a decisive double
(rhwdw4kd} check also involves “attracting” the enemy King onto the
70wdwdw0p} right square that allows the double check to happen.
6wdpdwdwd} Attraction is the opposite of a deflection (Lesson 12) tactic.
5dwdPdbdw} Whereas deflection and decoys take a piece away from a
&wdqdwdwd} job it needs to do, attraction is designed to force a piece
3dQdwdwdw} onto an unfavorable square. Like forcing white's King to f1!
2P)PGwdP)}
%$wdwI*HR} Black plays 1...Qf1+!!, sacrificing the Queen for a forced
v,./9EFJMV checkmate. After 2.Kxf1 Bd3++ 3.Ke1 Rf1 is checkmate!
No piece is “un- Hopefully our examples have revealed just how strong and
sacrificable” when there is compelling a double check tactic can be. The final position
a chance for forced shows the Rook and Bishop working well together in a
checkmate in three! common mating pattern. White could do nothing to stop it!

© ChessKid.com Page 5 of 9
Lesson 11
Chess Tactics: Discovered
Attacks & Double Checks!
Instructor's Guide

Whether it be a discovered attack, discovered check, or discovered double check –


discoveries are some of the most powerful moves possible in a chess game. Knowledge of
these patterns is critical for understanding chess tactics, and will take a player to the next
level in terms of their tactical vision and awareness.

Lesson 11 has been organized in the order we recommend a student learn these concepts.
Starting with the most “basic” discovery, the discovered attack, and moving onto discovered
check and eventually double check. It is easiest to teach students the concept of discovered
attack first, as it is truly nothing more than a “tricky version” of a double attack, which they are
already familiar with from Lesson 9.

We gave a “bonus introduction” to the tactical theme of attraction in Part 2. Attraction is easy
enough to understand just as we explained it, but because this theme is considered slightly
more complicated than the fundamental motifs we have selected for this lesson, we do not go
into this concept any further here. However, there will be further examples of attraction tactics
in Lesson 12. As suggested in the lesson 10 Instructor's Guide, it is highly advisable for every
chess coach to have a good collection of tactics puzzles on hand for their students.

Practical Notes and Advice – Lesson 11:

• Try to review each “discovered attack diagram” on a demo board or with a


projector screen in your class, rather than expecting the students to “self
review” this lesson.

• If possible, read ahead and challenge your student(s) – approaching each


diagram as a puzzle first, only reviewing the content after an attempt at solving.

• You will find a number of highly entertaining Video Lessons to accompany this
particular tactical theme in our video library on www.ChessKid.com

• Using fun “word association” with each type of discovered attack can help your
students commit the ideas to memory. For example, you may notice we use
terms such as “devious”, “devastating”, “dynamic” and others to talk about the
different discovered attacks/checks in this lesson.

© ChessKid.com Page 6 of 9
Lesson 11
Lesson 11: Use Your Discovery!
Use your newly discovered knowledge: Find the “winning discovery” in each of the following
diagrams: Circle the piece that should move, then circle the square it should move to.
BONUS: Write the winning move in Algebraic Notation to the right of each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdqdkd}
7iwdwdwdw} 7dwdwdp0p}
6wdwdwdwd} 6wdwdwdwd}
5dwdRNwdq} 5dwdwdwdw}
&wdwdwdwd} &wdwdNdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdWd} 2P)Pdwdwd}
%dwdwdwdw} %dKdw$wdw}
v,./9EFJMV ,./9EFJM
White to play: White to play:
Can you find the best discovery? Can you find the best discovery?
cuuuuuuuuC cuuuuuuuuC
(wdw4rdkd} (wdwdwdwd}
70wdwdp0w} 70w0w$wdw}
6Ndpdqdb0} 6wiPdwdw0}
5dpdp!wdw} 5dwdPdw0w}
&wdw)wdwd} &wdwdw0wd}
3dw)wdPdP} 3dPdKHwdP}
2P)wdwdPd} 2wdPdw4wd}
%dwdR$wIw} %dwdw4wdw}
v,./9EFJMV v,./9EFJMV
Black to play: White to play:
Can you find the best discovery? Can you find the best discovery?

© ChessKid.com Page 7 of 9
Lesson 11
Lesson 11: Use Your Discovery!
Use your newly discovered knowledge: Find the “winning discovery” in each of the following
diagrams: Circle the piece that should move, then circle the square it should move to.
BONUS: Write the winning move in Algebraic Notation to the right of each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdkdwdwd} (wdwdw1wd}
7dwdwdwdw} 7dRdPdwdk}
6w$wdwdwd} 6wdwdwdpd}
5dNdwdwdw} 5dwdwdwdw}
&wdwdwdwd} &wdwdw)wd}
3dwdwdwdw} 3dwdwdw)w}
2wdwdwdWd} 2Pdwdwdw)}
%dqdwdwdw} %dwdwdwIw}
v,./9EFJMV v,./9EFJMV
White to play: White to play:
Can you find the best discovery? Can you find the best discovery?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwi} (wdrdq4wd}
7dwdwdp4w} 70bdwgpip}
6pdwdwdr0} 6w0whpdpd}
5)pdqdwdw} 5dwdwdwdw}
&w)wGwdwd} &w)wHwdwd}
3dw)wdwdw} 3dwdw)wdw}
2wdw!w)P)} 2PGwdw)P)}
%dwdwdwIw} %dBdRdRIw}
v,./9EFJMV v,./9EFJMV
White to play: White to play:
Can you find the best discovery? Can you find the best discovery?

© ChessKid.com Page 8 of 9
Lesson 11
Use Your Discovery!
Answer Key

Worksheet Page 1:
Diagram #1 – 1.Nc6+! – wins the Queen on h5. Circle the Knight. Circle the c6 square.

Diagram #2 – 1...Qc8! – wins the Knight on a6 because of the discovered attack on the black
Queen by the white Rook on e8. Circle the black Queen. Circle c8 square.

Diagram #3 – 1.Nf6+! – wins the Queen on e8. Circle the Knight. Circle the f6 square.

Diagram #4 – 1.Nc4+! – wins the Rook on e1 because of the discovered attack by the white
Rook on e7. Circle the Knight. Circle the c4 square.

Worksheet Page 2:

Diagram #1 – 1.Na7+ or 1.Nd6+ win the Queen on b1. Circle the Knight. Circle the a7 and/or
d6 squares.

Diagram #2 – 1.Bxg7+! – wins the black Queen on d5. Circle the Bishop. Circle the g7 Rook.

Diagram #3 – 1.d8=Queen+ – wins. White is promoting the pawn to a Queen and unleashing
a discovered check by the Rook on b7. Circle the d7-pawn. Circle the d8 square.

Diagram #4 – 1.Nf5++! – is forced checkmate in two moves after 1...Kg8 2.Nh6 checkmate.
Circle the Knight. Circle the f5 square.

© ChessKid.com Page 9 of 9
Lesson 12
Chess Tactics:
Deflect, Destroy & Remove!
Part 1: Removal of the Defender and Deflection

Concepts:
• The “Evil Twins of Diversion” – Deflection and Decoy tactics!
• Destroying the Defender!
• Removing the Guard!

Evil “Diversion” Twin #1 – Deflection: Displacing Your Opponent's Pieces!


cuuuuuuuuC Deflection is the act of forcing an opponent's piece to give
(wdwd*iwd} up protection over something important, by deflecting it
70b0wdp1p} away from the target. This “important thing” might be a
6w0wgwdwd} square or a piece needing protection. Often a deflection
5dwdwdwdw} tactic is a forcing move (either a check or capture) of some
&wdwdwdwd} kind. Here white finds an opportunity to deflect the King.
3dwdPdw!w}
2P)Pdw)P)} With 1.Re8+!, white is sacrificing the Rook in order to
%dwdw$wIw} deflect the black King away from protecting the Queen
v,./9EFJMV on g7. This idea is common, and a sacrifice of material, in
1.Re8+! Kxe8 2.Qxg7 is a order to deflect something important, is a normal measure
successful deflection! to take in order to execute the idea. White is easily winning!

Evil “Diversion” Twin #2 – Decoy: The Art of Distracting Your Opponent!


cuuuuuuuuC Much like a deflection, a decoy is a move that generally
(Kdwdwdwd} forces the opponent to move a piece to a square that it
7dPdwdwdw} doesn't want to go to, or forces the piece to leave
6wdwdwdwd} something important behind. In this decoy example, both
5dwdwdwdw} circumstances apply: Black's Queen doesn't want to leave
&wiwdqdwd} the pin of the b7-pawn, nor does it want to go to b1.
3dwdwdwdw}
2wdwdwdwd} After 1. Qb1+!! black must capture on b1, but after 1...Qxb1
%!*dwdwdw} 2.b8=Queen+ – the black King and Queen are skewered.
v,./9EFJMV White wins the Queen and of course the game along with it.
Without the decoy white This type of “temporary” decoy sacrifice is common when
might never promote the it is but one part of an overall winning combination. Both of
b-pawn, due to black's pin these diversion tactics force the opponent to leave
along the diagonal. something of importance behind.

© ChessKid.com Page 1 of 7
Lesson 12
Which Is It: Deflection, Decoy, Diversion or... Attraction? Does It Really Matter?
cuuuuuuuuC With the forced checkmate in three combination of 1...Nf3+
(wdwdwdwd} 2.gxf3 (2.Kh1 Nf2#) 2...Rg6+ 3.Kh1 Nf2 checkmate are we:
7dwdwdwdR} Deflecting the g2-pawn away from the King; Giving up our
6wdrdwdwd} Knight on f3 as a decoy to open the g-file; doing both,
5dwdwdwdw} making this a simple diversion themed tactic; or are we
&Pdwdndwd} attracting the pawn to f3 in order to allow 2...Rg6+?
3dwdwdwdw}
2wdwhkdP)} Which is it? For now, it doesn't really matter how we classify
%$wdwdwIw} this puzzle, or others like it. The general goal or outcome of
v,./9EFJMV all four of those tactical motifs tends to be the same: Forcing
Deflection and decoy are the opponent to move a piece somewhere that it doesn't
both diversion tactics, and want to go! Whether that be because the piece is guarding
diversions are similar something or because the piece itself is walking into a
to attraction tactics! problem, something bad is about to happen!

Destroying the Defender Example 1: Breaking Open the Enemy's “King Position”!
cuuuuuuuuC Like the tactical motifs before it, learning to “destroy” your
(rdw4wdkd} opponent's defensive position is an extremely valuable
70w0b$w0p} pattern. Generally, sacrificial ideas designed to create
6wdp0whwd} access to the opponent's castled King position are on
51wdwdwHw} display when this tactical motif is referenced.
&wdPHw)wd}
3dwdQdwdP} Unlike all the other fundamental tactics taught in our
2P)wdwdPd} curriculum to this point (including fork, pin, skewer, etc) –
%dwdwdRIw} there is no specific piece that can “destroy the defender”
v,./9EFJMV nor is there any particular “image” created. Likely though, the
If 1...Nxh7 2.Qg6 wins opponent has few pieces surrounding the King, which
and 1...Qh5 fails to makes it vulnerable to attack. After white's 1.Nxh7!! black has
2.Nxf6+ gxf6 3.Qg3+! no way of stopping 2.Qg6 and mate on g7 to come.

Destroying the Defender Example 2: Sacrifice Whatever It Takes!


cuuuuuuuuC Once again, though this time it is white who comes under
(wdwdwgkd} fire, the King has few defenders. This type of scenario always
70wdwdp0p} opens up the possibility for tactics! Can you see black's
6Q0wdwdwd} biggest strength in this position? Whenever attacking the
5dwdwGwdw} enemy King, consider every move!
&w)wdwdwd}
3)qdw)w)w} Black can play 1...Qxe3!!, sacrificing the Queen to open up
2wdr4w)w)} the 2nd rank. After 2.fxe3 black has forced mate with 2...Rg2+
%$wdwdRIw} 3.Kh1 Rxh2+ 4.Kg1 Rcg2 checkmate. Not capturing the
v,./9EFJMV Queen doesn't help white either, as black will bring the entire
Sacrifice the Queen! royal army to the f2 square next move.

© ChessKid.com Page 2 of 7
Lesson 12
Removing the Defender 1 – See Your Goal, Then Eliminate What's Stopping You!
cuuuuuuuuC The concept of destroying the defender can be rather
(wdq4ndkd} vague. Though we believe our previous example did
70pdwdp0p} display that tactics of the “destruction” nature are most
6wdpdwdwd} effective when you have more pieces around your
5dwdwdwdw} enemy's King than they do, removing the defender is a
&wdwGwdQd} slightly simpler task! You only need a clear target to attack!
3dw)wdwdP}
2P)wdw)Pd} The forcing combination listed beneath the diagram shows
%dwdw$wdK} white's objective clearly: White wants checkmate on g7;
v,./9EFJMV black's Knight guards g7; white wants to remove the Knight
1.Rxe8+! Rxe8 2.Qxg7# and does so in a forcing manner. Remove the defender!

Removing the Defender 2 – Recognize the Weakness, Remove the Guard!


cuuuuuuuuC Our final example displays a completely different type of
(w4w4wdkd} removal of the defender tactic, so much so that it borders
78w1wdp0p} on a decoy or deflection sacrifice. Naming the puzzle isn't
6pdwdbdwd} as important as executing the idea! White sees black's
5dwdw0wdw} biggest weakness: the back rank. Currently, there is no way
&w0wdPdwd} to exploit this, despite having Rooks doubled along the d-
3dwdwdBdw} file.
2P)P$w!P)}
%dwdRdwdK} That is about to change! White finds the surprising shot
v,./9EFJMV 1.Qa7!! – removing the black Queen from the
After recognizing the protection of the d8-Rook, and therefore the back rank.
opponent's biggest After 1...Qa5 (trying to postpone the inevitable) white plays
weakness – try to 2. Qxa6! Qc7 and once again 3.Qa7, where white is
remove all defenders of it! winning. Capturing d2 would only lose the Queen.

© ChessKid.com Page 3 of 7
Lesson 12
Chess Tactics:
Deflect, Destroy & Remove!
Instructor's Guide

The three additional tactical themes we chose to cover – beyond the basic necessities such
as double attack, fork, pin, skewer, and the discoveries – are three of the most commonly
repeated tactical methods used in basic and advanced-level chess combinations. Though
there are many others – “overloading”, “clearance” and “advanced sacrificing” to name a few
– we believe that establishing a fundamental understanding of these three is most essential.

To clarify some of the vocabulary used between the two diversion themes (deflection and
decoy) and the concept of attraction – please follow the basic guidelines below. Remember
that the goal of the tactic is much more important than correct classification.

• Deflection: Generally used to describe the act of taking away a piece from guarding
something important.

• Decoy: Generally used to describe the act of taking a piece away from a certain area
(like the outside passed pawn techniques described in Lesson 14) or used to describe
the act of bringing a piece to a certain square to make a tactic possible.

• Attraction: Generally used to describe the act of bringing a piece to a certain square
for a tactic against that particular piece. The tactic being against the particular piece
is what marks this theme.

Practical Notes and Advice – Lesson 12:

• “Tactics, tactics and more tactics” is the old saying in chess. Apply it!

• Again, keeping a good library of tactical works as well as accessing the


www.ChessKid.com online Tactics Trainer tool is the best way to help these
themes become engrained in a student(s) thought process.

• Finding some kind of tool for your student(s) to study tactics is critical because
repetition is the key ingredient to over-the-board calculation (tactical success).

• Don't worry so much about applying super-clear distinctions between the


different themes, but rather, use your time to offer more examples for solving.

© ChessKid.com Page 4 of 7
Lesson 12
Lesson 12: Using Tactics to Win!
The puzzles below are of random theme: deflection; decoy; attraction; and removal of the
defender. Circle the piece you choose to move and then circle the square it should move
to. Write the moves down in Algebraic Notation to the left or right of each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (rdwdkdn4}
70p0wdwdk} 70p0wdp0w}
6wgpdqdwd} 6wdpgwdwd}
5dwdwdw$p} 5dwdw1wHw}
&wdwdpdwd} &wdwdPdQd}
3dP!w)w)P} 3dwHPdwdw}
2PdPdwdNI} 2P)Pdw)Pd}
%dwdwdrdw} %dwGw$wIw}
v,./9EFJMV ,./9EFJM
Black to play: Black to play:
Forced checkmate in two moves... Forced checkmate in two moves...
cuuuuuuuuC cuuuuuuuuC
(rhb1kgnd} (wiwhwdw4}
70p0p0wdw} 70p0wdwdw}
6wdwdwdw4} 6wdwdw0wd}
5dwdwdw0p} 5dwdpdq0w}
&wdw)w0wd} &P)w)wdwd}
3dwdB)wGw} 3dw)wdN)p}
2P)Pdw)P)} 2wdwdQ)w)}
%$NdQIwHR} %dwdw$wdK}
v,./9EFJMV v,./9EFJMV
White to play: Black to play:
Forced checkmate in two moves... Win the game or mate in three moves...

© ChessKid.com Page 5 of 7
Lesson 12
Lesson 12: Using Tactics to Win!
The puzzles below are of random theme: deflection; decoy; attraction; and removal of the
defender. Circle the piece you choose to move and then circle the square it should move
to. Write the moves down in Algebraic Notation to the left or right of each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdr4wdkd} (wdwdrdkd}
7dwdwdp0p} 70w$ndpgw}
6pdwdwdwd} 6w0w0w1Qd}
5dpdqdw)w} 5dwdwdwHw}
&wdw)wdwd} &wdwdwdwd}
3dQdwdwdw} 3dwdwdwdw}
2P)Pdwdwd} 2Pdwdw)Pd}
%dKdR$wdw} %dwdBdwIR}
,./9EFJM v,./9EFJMV
White to play: White to play:
Win black's Queen for a Rook... Forced checkmate in two moves...
cuuuuuuuuC cuuuuuuuuC
(wdw$w4kd} (rdb1riwd}
7dwdwdp0w} 70pdwgp0B}
6pdpdwdqd} 6wdphwdw0}
5)pdwdnHw} 5dwdpHwdQ}
&w)wdwdw!} &wdw)w)wd}
3dw)wdwdP} 3dwHwdwdw}
2wdwdw)wd} 2P)wdwdP)}
%dwdwdwIw} %dw$wdRIw}
v,./9EFJMV v,./9EFJMV
White to play: White to play:
Forced checkmate in two moves... Forced checkmate in two moves...

© ChessKid.com Page 6 of 7
Lesson 12
Using Tactics to Win!
Answer Key

Worksheet Page 1:

Diagram #1 – 1...Qxh3+! 2.Kxh3 Rh1# – Deflection or Decoy tactic.

Diagram #2 – 1.Qxh5+! Rxh5 2.Bg6# – Deflection or Decoy tactic.

Diagram #3 – 1...Rh1+!! 2.Kxh1 Qh2# – Attraction tactic.

Diagram #4 – 1...Re8! 2.Qxe8 (or 2.Qd1 Qxf3+!! 3.Qxf3 Rxe1#) 2...Qxf3+ 3.Kg1 Qg2# –
Removal of the Defender (black removes the Queen from guarding the f3-Knight) or a
Deflection or Decoy tactic.

Worksheet Page 2:

Diagram #1 – 1.Re8+! Rxe8 2.Qxd5 winning – Deflection or Removal of the Defender tactic.

Diagram #2 – 1.Qh8+! Kxh8 2.Rxf8# – Attraction or Deflection tactic.

Diagram #3 – 1.Rh8+! Kxh8 2.Qh7# – Attraction tactic.

Diagram #4 – 1.Qxf7+ Nxf7 2.Ng6# – Destroying the Defender tactic.

© ChessKid.com Page 7 of 7
Lesson 13
Rook Mates, Zugzwang
& King Play
Part 1: Basic Checkmates: King and Rook vs Lone King

Concepts:
• King and Rook play!
• More complex checkmate patterns!
• Introductions to opposition and Zugzwang
• The concept of a “waiting move”

Step 1, The Pattern: Rook Checks from Afar, King Chases the “Knight's” Stars
cuuuuuuuuC Unlike the Queen (Lesson 4, Part 1), the Rook is unable to
(wdwdwdwd} force the enemy King to the corner on its own. In this
7dwdwdwdw} checkmate pattern, the King and Rook will need to help
6wdwdwdwd} each other every step of the way. The “Knight's
5dwdwiwdw} Move/Check” pattern does continue however, only this time
&Rdwdwdwd} our King is “chasing the stars”.
3dwd*dwdw}
2wdwIwdwd} The reason we move to d3 – rather than e3 for example –
%dwdwdwdw} is that it needs to be white's turn to move as soon as the
v,./9EFJMV Kings take opposition (which means they are directly
White moves 1.Kd3 – A aligned. See Lesson 14 for more on opposition). Example:
“Knight's Check” from the If black were to play 1...Kd5 the Kings would be opposed,
black King... and white would immediately play 2.Ra5+, forcing the King
to retreat one step closer to the back rank.

The Unavoidable “Opposition” Check


cuuuuuuuuC Notice that even with “his best running shoes on”, the black
(wdwdwdwd} King is unable to avoid opposition. Eventually, the Kings do
7dwdwdwdw} line up, which is the perfect (and only) time to give check.
6wdwdw8*8} After 5.Ra5+, the black King must retreat and move one
58wdwdwiw} rank closer to the back row.
&Rdwdwdwd}
3dwdwdwIw} This pattern of keeping the rook at a distance, chasing the
2wdwdwdwd} “opposition” with your King, and only delivering check
%dwdwdwdw} when the King will have to retreat (meaning only when the
v,./9EFJMV Kings are directly opposed) is an unstoppable plan. Black
1...Kf5 2.Ke3 Kg5 3.Kf3 only possesses one final trick that white can easily stop...
Kh5 4.Kg3 and 4...Kg5

© ChessKid.com Page 1 of 9
Lesson 13
Step 2, Stay On the “Same Rank”, and Don't Forget To “Wait”
cuuuuuuuuC Eventually, we reach a position where the black King,
(wdwdwdwd} playing the best possible moves, is attacking our Rook. We
7dwdwdwdw} must stop our “King Chase” for the moment and find a safe
6wiwdwdwd} place for the Rook, otherwise the Rook will be captured.
5$wdwdw8*}
&wdwIwdwd} By transferring the Rook to the opposite side of the board
3dwdwdwdw} (staying on the 5th rank), we're putting as much space as
2wdwdwdwd} possible between our Rook and the Black King. After
%dwdwdwdw} 10.Rh5 (or g5) 10...Kc6 we must be careful: Before making
v,./9EFJMV the mistake of 11.Kc4?! – which would allow the black King
After 5.Ra5+ Kf6 6.Kg4 to, once again, travel to the other side of the board and
Ke6 7.Kf4 Kd6 8.Ke4 Kc6 attack our Rook with 11...Kd6 – we make one simple
9.Kd4 and 9...Kb6 “waiting move”.

Step 3, The “Waiting Move”


cuuuuuuuuC By sliding the rook over one square, we have made a
(wdwdwdwd} “waiting move” and thereby placed black in Zugzwang
7dwdwdwdw} (which means that black doesn't want to move. See Part
6wdkdwdwd} 2). Now black's choices are either to run away to b6 -
5dwdwdw8R} delaying the inevitable, move to d6 - allowing the
&wdwIwdwd} immediate 12. Rg6+, or voluntarily retreat the King to the 7th
3dwdwdwdw} rank - which also allows Rg6 – cutting off the 6th rank.
2wdwdwdwd}
%dwdwdwdw} After 11...Kb6 12.Kc4 Ka6 13.Kb4 Kb6 and 14.Rg6+, it is
v,./9EFJMV clear that we have a repeating pattern: Chase the King;
After 10.Rh5 Kd6 white give check only after opposition is achieved; and
should play the “waiting remember to swing the Rook and make a waiting move
move” 11.Rg5! (making waiting moves repeats) in the critical moment.

Step 3, Reach the Back Rank, and Finish the Job


cuuuuuuuuC Here we see a position offering a perfect example of the
(wdwdwdkd} final sequence of moves. White, once again, should swing
78*dwdwdR} the rook to the far side of the board (7th rank). After ...Kf8
6wdwdKdwd} white can play the final waiting move (either Ra7 or Rb7)
5dwdwdwdw} and the black King will be checkmated within three moves:
&wdwdwdwd} 1...Kg8 2.Kf6 Kh8 3.Kg6 Kg8 4.Ra8(b8)#
3dwdwdwdw}
2wdwdwdwd} Like all good checkmate patterns, this technique works
%dwdwdwdw} regardless of the opponent's willingness to cooperate.
v,./9EFJMV However, if black did not have to move white would never
After obvious moves, the be able to corner the King. This situation is known as
above position is likely Zugzwang. For more on Zugzwang, proceed to Part 2.

© ChessKid.com Page 2 of 9
Lesson 13
Rook Mates, Zugzwang
& King Play
Part 2: Zugzwang Explained and Examples

Concepts:
• Definition and examples of Zugzwang!
• Tricky combinations and Zugzwang Tactical Motifs!

Zugzwang: A German word meaning "move-need", literally translated as “move compulsion”.


This is a situation where every move a player could make causes him/her to lose (or at least
worsens their position).

Zugzwang Example 1
cuuuuuuuuC If either player had the ability to pass their turn at will, only
(*i*dwdwd} moving when it was convenient – numerous positions in
7dwdwdwdR} chess would become “stuck”, reaching a figurative
6wdKdwdwd} stalemate. In our first diagram we see a perfect follow up
5dwdwdwdw} example to our previous lesson (Part 1 – Lesson 13).
&wdwdwdwd}
3dwdwdwdw} You can see that if black could “pass the turn” in this
2wdwdwdwd} position, and white were forced to move again (following
%dwdwdwdw} the last move, 1.Kc6 with 2. Kb6 for example) black would
v,./9EFJMV escape after 2.Kb6 with 2...Kc8! and “run” to the other side
Black is “in Zugzwang”, of the board – waiting to “pass” again at just the right
with every possible move moment. If black could continue this pattern of only moving
being a bad one! when he/she wanted to, the game would never end.

Zugzwang Example 2
cuuuuuuuuC Black's last move pinned the f1-Bishop (meaning the
(wdwdwdwd} Bishop is attacked but can't move - see Lesson 10) to the
7dwdwdwdw} King on g1. Black's move effectively ends the game, and
6wdwdwdwd} here's why:
5dwdwdwdw}
&wdwdwdwd} White has no choice but to move 2.Kh1, allowing the
3dwdwdwiw} immediate 2...Rxf1#. This is a perfect example of
2wdwdwdwd} Zugzwang, as white's only legal move is losing on the
%drdwdBI*} spot, yet if a player could “pass the turn”, white's King
v,./9EFJMV remain perfectly safe, forever shielded by the pinned
Black played 1...Rb1. bishop on f1; therefore the game would never end.

© ChessKid.com Page 3 of 9
Lesson 13
Zugzwang Example 3
cuuuuuuuuC In this famous position, white plays 1.Ra6!! – sacrificing the
(kgKdwdwd} rook but immediately placing black in Zugzwang. Though it
70pdwdwdw} may not be the most practical example, it is a “classic” idea
6*)wdwdwd} – and one that is repeated in a large number of chess
5dwdwdwdw} puzzle books. If 1...bxa6, then 2.b7# and if 1...B on b8
&wdwdwdwd} moves anywhere – then 2.Rxa7 is checkmate.
3dwdwdwdw}
2Rdwdwdwd} The “imaginary” or composed nature of this position shows
%dwdwdwdw} the power of playing forcing moves and leaving the
v,./9EFJMV opponent with no good options (aka Zugzwang). Again we
Paul Morphy – 1840s? see that if black could “pass”, the beauty of Morphy's idea
would be lost, or perhaps would have never existed...

Zugzwang Example 4
cuuuuuuuuC Here we see that black's King is (almost) stalemated;
(wdwdwdwd} black's only move in our current diagram is 1...g5. White
7dwdwdwdw} then plays 2.hxg5, and this leads to a series of forced
6wdwdwdpd} moves, with black knowingly walking to his own doom.
5dwdwdw8p}
&wdwdwdw)} After 2.hxg5 h4 3.g6 h3 4.g7 h2 5.g8=Queen h1=Queen
3dwdwdwdw} and 6.Qg7 checkmate! Though the first position is the most
2pdKdwdwd} critical, you could argue that black was in Zugzwang for 6
%iwdwdwdw} moves in a row, with no way of escaping the ensuing
v,./9EFJMV checkmate along the a1-h8 diagonal, black continues to
White's last move was make the “only moves” – knowing that the position is lost.
1.Kc2! – Zugzwang

Zugzwang Example 5
cuuuuuuuuC Our final example shows the commonly reached climax of a
(wdwdwdkd} basic “King and Pawn vs King” ending (Lessons 14 and 15)
7dwdwdw)w} in which white achieved the goal of eventually forcing his
6wdwdwIwd} opponent to give up control of the all important
5dwdwdwdw} “promoting/Queening square (g8)”.
&wdwdwdwd}
3dwdwdwdw} After black's only legal move, 1...Kh7, white plays 2.Kf7 and
2wdwdwdwd} promotes the g-pawn on the next move – easily winning in
%dwdwdwdw} the King and Queen vs King ending (Lesson 4 – Part 1). If
v,./9EFJMV black could just “pass” the turn, black would never have
Here white has just to surrender the g8 or f7 squares. As you can see, a
played 1.g7! – forcing position where one player is in Zugzwang can end the
black to the h7-square game quickly!

© ChessKid.com Page 4 of 9
Lesson 13
Rook Mates, Zugzwang
& King Play
Part 3: King Play, King Power, and King Activity

Concepts:
• King play – When to be aggressive and when to “play it safe” with the King!
• King power and domination over other short range pieces (Knights and Pawns)!
• King Activity in the endgame and other basic endgame ideas!

When NOT to use your King – “Play It Safe”, Example 1:


cuuuuuuuuC The King's role is an important one – both when we are
(rhb1*gn4} using him and when we are not using him. Because “losing
70p0pip0p} the King” immediately results in the loss of the game,
6wdwdwdwd} keeping him safe is always priority #1! Generally the
5dwdw!wdw} opening stage of the game is the worst time to play with
&wdwdPdwd} your King – So keep the “Big Guy” home!
3dwdwdwdw}
2P)P)w)P)} As we saw in Lesson 7 Part 1, this is an extreme example
%$NGwIBHR} of what happens when the King decides to “lead his army”.
v,./9EFJMV In this 3-move checkmate, black has just played 2...Ke8-
1.e4 e5 2.Qh5 and e7??, allowing 3.Qh5xe5 with checkmate. Black should
2...Ke8-e7?? 3.Qxh5# have developed his other pieces, keeping the King safe...

When NOT to use your King – “Play It Safe”, Example 2:


cuuuuuuuuC Though specific openings are not relevant for this concept
(rdb1wgw4} to be understood, here we see an example from a famous
70pdwhw0p} opening: the “Fried Liver” Attack! This position clearly
6wdpiwdwd} displays the problem with sacrificing the development of
5dwdndwGw} your pieces and displacing your King for the sake of
&wdBdwdwd} material. Black's two piece advantage is, amazingly, not
3dw0wdQdw} enough to safeguard the King or save the game!
2P)Pdw)P)}
%dwIR$wdw} Here white can play a number of moves that lead to a
v,./9EFJMV significant advantage and the eventual winning of material;
Position reached from the however, the most forcing line of play is 13.Bxd5 cxb2+
“Fried Liver” Attack, after 14.Kb1 (avoiding any threats from black) 14...cxd5
12.Rhe1+ and 12...Kd6 15.Bxe7+ Bxe7 and 16.Rxd5! winning the Queen on d8,
and likely checkmating the black King shortly thereafter...

© ChessKid.com Page 5 of 9
Lesson 13
King Power and Square Control – Example 1:
cuuuuuuuuC After seeing two examples of why we don't want to use our
(Ndwdwdwd} King too early in the game, we move onto our first position
7dk8wdwdw} designed to display the King's power. Many players do not
6w8wdwdwd} realize that only one other piece besides the Queen
5dPdwdwdw} controls every square directly surrounding its current
&w)wd*8*d} position: The King!
3dwdw8K8w}
2wdwd*8*d} In our third diagram we see two examples of the King's
%dwdwdwdw} power. Firstly, standing alone in the middle of the open
v,./9EFJMV board, the white King controls a total of eight squares;
Here we see two Second (as mentioned above) the King's ability to control
examples of the every square directly surrounding it gives the King power
Power of the King! over other short range pieces, such as Knights and Pawns.
The Knight is trapped on a8 and the Pawns can't help...

King Power and Square Control – Example 2:


cuuuuuuuuC In the current position white can trap the black Knight on h1
(wdwdwdkd} with the correct move. Though we don't normally think of
70pdwdp0w} our King as an aggressive, fighting or powerful piece – it is
6wdwdwdw0} important to know that the King is capable of great things!
5dwdwdwdw}
&wdwdKdPd} After 1.Kf3!, the white King is controlling both the f2 and g3
3dwHwdw8P} squares, thus preventing the black Knight from escaping
2P)Pdw8wd} the corner. Regardless of black's response, white will play
%dwdwdwdn} 2.Kg2 next, attacking the trapped piece and winning it in
v,./9EFJMV just one more turn. Black should never have put his “Knight
White to play and win... on the Rim” (See Lesson 19 for more information on that).

King Power and Square Control, Rare Aggressiveness with the King – Example 3:
cuuuuuuuuC Using your King when the enemy Queen is still in play is
(wdwdr4kd} risky, and though we don't normally think of using our King
7db0Rdpdw} when there are still so many dangerous pieces on the
6w0qdp!p8} board, as we see from this legendary game, there can be
50wdw)w8p} exceptions to this rule! White to play and win!
&PdP$w8w)}
3dwdwdNIw} In this famous position, English Grandmaster Nigel Short
2wdPdw)Pd} played the move 33.Kf4!!, followed that with 34.Kg5, and
%dwdwdwdw} before he could even reach the h6-square, protecting the
v,./9EFJMV Queen for giving checkmate on g7, his opponent,
White to play in the game Grandmaster Jan Timman, resigned...Wow, what an
1-0 Short, N. - Timman, J. incredibly powerful King!!!
Tilburg 1991

© ChessKid.com Page 6 of 9
Lesson 13
King Play in the Endgame – Activating the King, Example 1:
cuuuuuuuuC The endgame is considered to be the final stage of a chess
(wdwdwdwd} game. Generally, we are considered to have reached the
7dwdwdpdp} endgame stage when the Queens have been traded and
6wdwdwdpd} only a few pieces remain. In equal (or close to equal)
5dkdKdw)w} endgames the King's value is very high, and playing
&w)wdw)w)} actively with the King is an absolute must!
3dwdwdwdw}
2wdwdwdwd} Here, because of the active and central position (meaning
%dwdwdwdw} the middle of the board) of the King on d5 – white is
v,./9EFJMV winning regardless of whose turn it is to move! Now even if
With an active King, it were black to play and black chooses 1...Kxb4, the white
white is winning! King will go to e5, f6, and start capturing black's pawns...

King Play in the Endgame – Activating the King, Example 2:


cuuuuuuuuC The current position is reached assuming the best line of
(wdwdwdwd} play following the original position in Example 1. As we can
7dwdwdwIp} see, white's more active and better-placed King leads to a
6wdwdwdpd} position where black's King is one move/tempo behind the
5dwdwdw)w} white King in their race to the kingside Pawns. Black's
&wdwdwi*)} position is losing by force.
3dwdwdwdw}
2wdwdwdwd} Black continues with 6...Kg4 and the game follows the
%dwdwdwdw} logical line of 7.Kxh7 Kxh4 and 8.Kxg6! – effectively ending
v,./9EFJMV the game as white's King not only protects his g5-Pawn, but
After 1...Kxb4 2.Ke5 Kc4 will soon clear the way for the pawn to advance up the g-
3.Kf6 Kd4 4.Kxf7 Ke4 file where it will promote to a Queen. An active King alone
5.Kg7 Kxf4 and 6.Kg7 can win an otherwise equal endgame!

King Play in the Endgame – Activating the King, Example 3:


cuuuuuuuuC The opposite of the active and centralized King
(wdwdwdwd} (Example 1) is the passive and slow King. Everything from
7dwdwdpdp} this position is the same as our first example except the
6wdwdwdpd} position of white's King. This should display the final
5dkdwdw)w} instructive point of Lesson 13: In an equal endgame, a
&w)wdw)w)} passive King alone can lose someone the game!
3dwdwdwdw}
2wdwdwdwd} Even with white to play, we see the following line (note
%Iwdwdwdw} white's King is unable to challenge black's march to the
v,./9EFJMV kingside Pawns): 1.Kb2 Kxb4 2.Kc2 Kc4 3.Kd2 Kd4 4.Ke2
With a passive King, Ke4 5.Kf2 Kxf4 6.Kg2 Kg4 7.Kh2 Kxh4 followed by Kxg5
white is losing! with an easily winning position for black...

© ChessKid.com Page 7 of 9
Lesson 13
Rook Mates, Zugzwang
& King Play
Instructor's Guide

When teaching the advanced concepts of the King and Rook Checkmate, Zugzwang and
King power/activity it is very important for the instructor to move slowly through each example,
not jumping to the next position or concept until the teacher is sure each student fully
understands the idea.

It's vital that each child begins to see the patterns in every lesson. Chess is a game of pattern
recognition in many ways; therefore, moving onto a harder position without proper knowledge
of the more basic version of the same concept is going to become increasingly more difficult
as students progress.

Chess study follows a logical “step-by-step” path that requires a player to be prepared for the
potential “next phase” or position. So, without the fundamental understanding of those basic
positions, a player will find him/herself consistently miscalculating and misevaluating their
wants and needs during real games.

In short: Go slow!

Practical Notes and Advice – Lesson 13:

• Displaying the repeating concept of the “Knight's Move/Check” pattern – first


learned in Lesson 4, Part 1 – can help a student quickly master the King and
Rook Checkmate (Part 1).

• A creative way to illustrate Zugzwang is to point out that in other board games a
player can “lose a turn” or “go to jail” as punishment; however, in chess your
turn must rotate as otherwise positions like Example 1 would be unwinnable.
Essentially, Zugzwang prevents players from moving only when they “feel like
it.” This may help them realize another area that makes chess different (Part 2).

• To further illustrate the power of the King and the importance of King Activity in
the endgame, revisit Lesson 13 Mini-Game (Part 3) Pawn Wars: add a king, add a
knight without a king, etc., to show the power of king as a “fighting” piece.

© ChessKid.com Page 8 of 9
Lesson 13
King-Play Practice Games
wdwdwdwd
0p0p0p0p
wdwdwdwd
dwdwdwdw
wdwdwdwd
dwdwdwdw
P)P)P)P)
dwdwIwdw
Level 1: PPPPPPPP K vs. pppppppp
Level 2: PPPPPPPPNK vs. ppppppppn
Level 3: PPPPPPPPBK vs. ppppppppb
Level 4: PPPPPPPPRK vs. ppppppppr
Level 5: PPPPPPPPQK vs. ppppppppq

RULES/GOAL: First player to promote (reach either the 1st or 8th rank with a Pawn) wins.

Teaching Tips

• Additional levels may be added, as long as the repeating pattern of one side (black or
white) playing with a King against a “King-less” opponent continues; however, it is not
recommended to move onto a more “complicated” level until both students have easily
won playing with the extra King.

• Remind your students that using your extra piece (the King) and activating him early is
usually a good idea when there are no Queens on the board (reinforcing good
“endgame principles”): Levels 1-4.

• One way to realize an extra piece advantage is to make trades. It will be easier for the
King to dominate the pawns after trading off the pieces (Knight for Knight, Bishop for
Bishop, etc): Levels 2-5.

© ChessKid.com Page 9 of 9
Lesson 14
Passed Pawns, Promoting
& Other “Pawn Tactics”
Part 1: Introduction to Passed Pawns and Basic Pawn Play Strategy

Concepts:
• What is a passed pawn?
• The “Big 3” passed pawn “advantages”:
• Advantage #1 - Outside passed pawn;
• Advantage #2 - Protected passed pawn;
• Advantage #3 - Connected passed pawns or “connected passers”.

Passed Pawns Must Be Pushed! With a Clear Path, Nothing Can Stop the Pawn!
cuuuuuuuuC A passed pawn is a pawn that has no opposing (enemy)
(wd*dwdwd} pawns to deal with, neither on its file in front of it nor on the
70w8w0w0w} files next to it. As in our example diagram, the c-pawn is the
6wd*dwdw8} only “passer” on the board for either white or black and can
5dw8wdwdw} easily advance to the “Queening square” (c8) without worry
&wd*dwdwd} of capture or blockade by an opponent's pawn.
3dw8wdw8w}
2PdPdPdw)} The ultimate goal of a passed pawn is to reach the other
%dwdwdwdw} side of the board (8th rank for white or 1st rank for black)
v,./9EFJMV and "promote" to a bigger piece. Usually, a pawn will
Passed pawns have a promote to a Queen, as she is the most valuable piece;
“clear path” to their however, certain occasions will call for “under-promotion”
goal of promotion! which means to promote to a piece other than the Queen.

Two Passed Pawns Are Better Than One, Which is No Fun for an Enemy King!
cuuuuuuuuC Cases of “under-promotion” will be discussed in Part 2
(*dwdwdw8} when we deal with “promotion tactics”. For now, let's
7dwdwdwdw} discuss one more basic example of the power of a passed
6wdwdwdwd} pawn and work our way toward understanding why the “Big
5dwdkdwdw} 3” are such strong forces in a practical game.
&wdwdwdwd}
3dwdKdwdw} Here we see a position where the black King stands no
2Pdwdwdw)} chance against the two powerful passed a and h pawns.
%dwdwdwdw} After 1.h4 for example, the black King will have to commit
v,./9EFJMV to the h-pawn and after a few obvious moves it becomes
There is no way black can clear that the pawns are too much: 1...Ke5 2.h5 Kf5 3.a4!
stop both white's pawns! Kg5 4.a5 Kxh5 5.a6 and white's a-pawn “Queens” on a8...

© ChessKid.com Page 1 of 10
Lesson 14
Passed Pawn Advantage #1 – The Outside Passed Pawn!
cuuuuuuuuC Now that we understand the raw power of a passed pawn,
(wdwdwdwd} it's time to learn a few practical and super deadly ways to
7dwdwdp0p} use them. An “outside” passed pawn is defined as a passed
6wdwdwiwd} pawn that is far away (usually at least three files) from the
5dwdwdwdw} rest of the pawns or pawn groups remaining on the board.
&Pdwdwdwd}
3dwdwdKdw} Typically, an outside passer is used as a decoy to distract
2wdwdw)P)} the enemy King away from what matters most: protecting
%dwdwdwdw} his army! With black to play, the King is just in time to catch
v,./9EFJMV the a-pawn, but that isn't good enough to save the game
After “distracting” the after: 1...Ke6 2.a5! Kd6 3.a6 Kc6 4.a7 Kb7 5.Ke4! Kxa7
black King, white's King 6.Kd5 Kb6 7.Kd6! – and the black King is cut off. White will
moves in for the kill! continue 8.Ke7 then start munching on black's pawns...

Passed Pawn Advantage #2 – The Protected Passed Pawn!


cuuuuuuuuC Perhaps the most powerful advantage a player can have in
(wdwdwdwd} a King and Pawn ending (outside of being ahead material)
7dwdwdwdp} is a “protected” passed pawn. A “protected passer” is a
6wiwdwdwd} passed pawn that is defended by another pawn, making it
50Pdwdwdw} impossible to remove without first removing the defender.
&Pdwdwdwd}
3dwdwdwdw} As you can see from this position the b5-pawn is passed,
2wdwdwdwd} but even more importantly, it's protected by the “un-
%dwdKdwdw} removable” a4-pawn. For example, if the black King ever
v,./9EFJMV tries to attack the a4-pawn with 1...Kc5-b4, the b-pawn
Black's King is doomed to pushes forward and cannot be stopped. White's King on the
a life of blockading the other hand can make the long journey to the other side of
passed pawn on b5! the board and capture the un-protected h-pawn with ease!

Passed Pawn Advantage #3 – Connected Passed Pawns


cuuuuuuuuC “Connected” passed pawns are extremely strong in any
(wdwdwdwd} type of position, but their powers are highlighted easily in
7dwdwdwdw} the endgame. Here we see a position where the d4-pawn is
6wdwdwdwd} serving as the protector of the e5-pawn. The black King can
5dwdk)wdw} do nothing to change this situation, as capturing d4 would
&wdw)wdwd} only allow the e-pawn to advance and promote.
3dwdwdwdw}
2wdwdwdwd} Black's King is at the mercy of the pawns and must
%Iwdwdwdw} maintain a blockade of them until the white King joins the
v,./9EFJMV fight and inevitably helps his pawns advance and win. After:
Like a protected passed 1.Kb2 Ke6 2.Kc3 Kd5 3.Kd3 Ke6 4.Ke4 Ke7 5.d5 Kd7
pawn, connected passers 6.e6+ Kd6 7.Kf5 Ke7 8.Ke5 Ke8 9.d6 Kd8 10.e7+ Kd7
can't be taken! 11.Kf6 Ke8 12.d7+! Kxd7 13.Kf7 and next 14.e8=Queen...

© ChessKid.com Page 2 of 10
Lesson 14
Passed Pawns, Promoting
& Other “Pawn Tactics”
Part 2: Under-Promotion, Pawn Tactics and the “Rule of the Square”

Concepts:
• More practical passed pawn lessons!
• Promotion and “under-promotion” tactics!
• The Rule of the Square!

Passed Pawn “Promotion Tactics” – Example 1: The “Decoy” Sacrifice Skewer!


cuuuuuuuuC Understanding the basic goal of a passed pawn (to
(wdwdwdwI} promote) is simple enough, but what types of positions and
7dwdwdw)w} tactical hurdles might a player come across in a practical
6wdwdwdwd} game? In Part 2 of this lesson we have assembled several
5dwdwdwiw} commonly seen and highly useful tactical patterns!
&wdw1wdwd}
3dwdwdwdw} Because it is natural to promote a pawn to a Queen or
2wdwdwdwd} maybe a Rook – as they are the most powerful – there
%dwdwdQ8w} often occurs positions where a skewer tactic (see Lesson
v,./9EFJMV 10) exists at the end of a combination of moves. Here white
1.Qg1+! forces black's is winning easily after the brilliant Queen sacrifice on g1!
Queen to her This decoy forces the black Queen to a bad square:
final destination! 1...Qxg1 2.g8=Queen+ is winning the black Queen!

Passed Pawn “Promotion Tactics” – Example 2: The “Pawn Race” Skewer!


cuuuuuuuuC Here we see perhaps the most famous example of a
(wdwdwdwd} “promotion skewer” tactic. At the end of a long and forced,
7dwdwdwdw} sequence of moves, white is winning in this position
6wdwdwdwd} because of the awkward placement of the black King.
5dwIwdwdp} After 1.a4! by white, the pawns are “off to the races”...
&*dwdkdwd}
3dwdwdwdw} Black must continue with 1...h4 as any King move would
2Pdwdwdwd} leave him one move behind in the race. For example:
%dwdwdwdw} 1...Ke3 allows 2.a5 h4 3.a6 h3 4.a7 h2 and 5.a8=Queen
v,./9EFJMV guarding the h1-square. After black's forced 1...h4, white
This common trick wins in the end with 2.a5 h3 3.a6 h2 4.a7 h1=Queen
(skewer) occurs in many 5.a8=Queen+, and the black King is “skewered” to the
different types of Queen on h1. After the King moves to any legal square,
“pawn races”! white wins the black Queen and the game with 6.Qxh1!

© ChessKid.com Page 3 of 10
Lesson 14
Under-Promotion – Example 1: Queen Stalemates, BUT Rook Checkmates!
cuuuuuuuuC Here we see a perfect example position to introduce us to
(wd*dwdwd} the concept of “under-promotion”. Essentially, anytime you
7iw)wdwdw} promote your pawn to a piece other than a Queen, you are
6wdKdwdwd} under-promoting. In this example, 1.c8=Queen?? would
5dwdwdwdw} stalemate the black King, ending the game in a draw.
&wdwdwdwd}
3dwdwdwdw} Advancing the pawn to promote to a Rook (generally the
2wdwdwdwd} first choice after a Queen) would not only avoid stalemate
%dwdwdwdw} in this position, but end the game in two moves after:
v,./9EFJMV 1.c8=Rook! Ka6 2.Ra8 checkmate. Noted should be that
Under-Promotion, though promotion to any other piece (Knight or Bishop) like the
not common, is VERY Queen, would also lead to a forced draw due to the inability
useful to know about! to checkmate with only one minor piece on the board...

Under-Promotion – Example 2: The Power of an “Under-Promotion” Fork!


cuuuuuuuuC Under-promotion as a means to avoid stalemating your
(wdwhwdn4} opponent in a winning position is critical; however, just as
7dwdw)q0p} interesting are cases where an under-promotion can take
6wdkdwdwd} an otherwise losing position to an unclear, or perhaps, even
5dwdwdwdw} winning position. Example 2 is exactly one of those times...
&wdwdwdwd}
3dwdwdwdw} 1.exd8=Knight is an extremely strong under-promotion that
2wdBdwdP)} immediately “forks” (see Lesson 9) black's King on c6 with
%dwdwdwIw} the Queen on f7. After black's King moves (forced), white
v,./9EFJMV will continue 2.Nxf7 and 3.Nxh8! In the end white will have
This was a “study” by gone from being down a Queen, Knight and Rook to being
former World Champion ahead a piece! Note that 1.exd8=Queen would have been
Emanuel Lasker... an improvement, but still left white down lots of material!

Under-Promotion – Example 3: Defensive Under-Promotion!


cuuuuuuuuC There are loads of possible examples of “defensive” under-
(wdKdwdwd} promotion, with some leading to immediate stalemate in an
74wdPdwdw} otherwise lost positions, while others creating a “perpetual
6wdkdwdwd} check.” Here we have selected a very common, and
5dwdwdwdw} therefore practical, example of “under-promotion defense!”
&wdwdwdwd}
3dwdwdwdw} This position is the “climax” of a very common endgame
2wdwdwdwd} resulting from a “passed pawn race” where white is striving
%dwdwdwdw} to promote the d-pawn and fight against the black Rook.
v,./9EFJMV Here black's king has moved in for the kill, and so white's
1.d8=Knight with check is only chance to continue the game is 1.d8=Knight with
the only way for white to check (which is a draw in theory) as promoting to any other
save the game... piece, including the Queen, would allow 1...Ra8 mate!

© ChessKid.com Page 4 of 10
Lesson 14
The Rule of the Square – Example 1: “X” Marks the Box!
cuuuuuuuuC The Rule of the Square defined: If the enemy King (in this
(w8wdw8wd} case black) is within the imaginary square or box of the
7dw8w8wdw} pawn, then the King can catch the pawn before it promotes.
6wdw8wdwd} If the King is not within the box, the pawn can be “queened”
5dw8w8wdw} without the support of its King (aka, the pawn runs free).
&w8wdw)wd}
3dwdwdwdw} When we draw lines from the starting square of the pawn
2wdwdwdwd} (f4) to b4, b8, f8 and back to f4 – we have created a
%dwdwdwdw} square. When playing an endgame with passed pawns,
v,./9EFJMV quickly calculate whether or not your opponent's King is
In some cases, the Rule within, or can get within on his/her move, the square. The
of the Square creates a imaginary “X” drawn from f4-b8 and b4-f8, represents the
perfect “X” on the board! quickest path for the enemy King to catch the f-pawn.

The Rule of the Square – Example 2: Within the Box, The Pawn Is Stopped!
cuuuuuuuuC Moving along the a3-f8 diagonal, the black King catches
(wdwdw8wd} the white pawn even with white to move. With white's King
7dwdw8wdw} standing no chance to help his f-pawn before the black
6wdw8wdwd} King reaches it, white has no better plan then to continue:
5dw8wdwdw} 1.f5 Kc5 2.f6 Kd6 3.f7 Ke7, and the pawn is had by black!
&wiwdw)wd}
3dwdwdwdw} Hopefully these first two example diagrams of the Rule of
2wdwdwdwd} the Square have displayed clearly the ways of quickly
%dKdwdwdw} finding out whether or not an enemy King can catch a
v,./9EFJMV passed pawn. The Rule of the Square can be applied to
Here we see how easily any pawn because the rules are simple: The enemy King is
the black King catches either in the Square and can catch the pawn, or he is not
the white pawn... and he cannot stop the pawn. Now for a “square” tactic:

The Rule of the Square – Example 3: Tactical Ideas That “Wreck” the Box!
cuuuuuuuuC This common tactical pattern can occur in King and Pawn
(wdwdwdwd} endings that involve the Rule of the Square. White could
7dw0wdwdw} advance his f-pawn immediately, but the “Square Rule” tells
6wdw8wdwd} us the black King can catch the pawn. Furthermore, the
5dwdPdwdw} white King is still useless. What else can white try in this
&wiwdw)wd} position to “block” the black King's path to the f-pawn?
3dwdwdwdw}
2wdwdwdwd} The winning move as mentioned beneath our diagram is
%dKdwdwdw} 1.d6! This move forces 1...cxd6 – as otherwise the d-pawn
v,./9EFJMV queens – and after 2.f5 Kc5 3.f6 the black King is denied
1.d6! Destroys black's the d6-square by his own pawn. Whites d-pawn was used
“clear path” and wins as a decoy to disrupt black's “X” and clear path within the
easily with the f-pawn! square. White will play 4.f7 and Queen the pawn, winning!

© ChessKid.com Page 5 of 10
Lesson 14
Passed Pawns, Promoting
& Other “Pawn Tactics”
Instructor's Guide

Learning to recognize (and utilize!) the power of a passed pawn is a huge step for every
beginning chess player. These concepts will not only teach your student(s) to appreciate the
value of pawn promotion, but also the value of every pawn in general. Once a beginning
chess player begins converting victories simply because of one or two extra pawns, he/she
will start placing more worth in the pawns throughout every stage of the game. Kids will no
longer be giving their “little guys” away without worry of the consequences.

Because it is the most essential knowledge for a beginning chess player, we have included a
“mini-game handout” to be used along with teaching your students about outside passed
pawns. The mini-game “Converting Your Passers” will further drive home the “decoy
principles” associated with using an outside passed pawn advantage in a practical game.

A coach/instructor may choose to break after Part 1 - Diagram 3, to allow for practice of the
concepts. An important hint for children struggling with the more difficult stages of the
“Converting Your Passers” mini-game is to remind the them that activation of the white King
toward the enemy pawns is important, and sometimes should be the first step, when
converting an outside passed pawn advantage into a victory.

Practical Notes and Advice – Lesson 14:

• In order to show the “true” value of a Protected Passed Pawn (using the position
from Part 1, Diagram 4), a coach should walk the white King over to the h-file,
and proceed to “wander” with the white King to random squares, back and forth,
before moving forward to win on the Queen-side. This will highlight further that
the black King is completely stuck to guarding the passed b-pawn.

• A coach should be sure to emphasize that under-promoting your pawns to any


piece other than a Queen is only for special circumstances, like the examples
given (Part 2) and the worksheets associated with the Lesson.

• Students will learn the Rule of the Square concept faster when they realize that
when the King is inside the square/box, his quickest path (diagonally b4-f8 for
example in Part 2, Diagram 7) to the “queening square” is never more than the
amount of moves it would take the pawn to reach the queening square.

© ChessKid.com Page 6 of 10
Lesson 14
Converting Your Passers!
wdwdwdwd
dwdwdp0p
wdwdwiwd
dwdwdwdw
wdwdwdwd
dwdwdKdw
P8*8*)P)
dwdwdwdw
Level 1 (Easy): PPPPK with outside passed A2-Pawn vs. Black's Diagramed Position
Level 2 (Beginner): PPPPK with outside passed B2-Pawn vs. Black's Diagramed Position
Level 3 (Medium): PPPPK with outside passed C2-Pawn vs. Black's Diagramed Position
Level 4 (Hard): PPPPK with outside passed D2-Pawn vs. Black's Diagramed Position
Level 5 (Expert): PPPPK with outside passed E2-Pawn vs. Black's Diagramed Position

RULES/GOAL: White to move and win the game!

Converting Your Outside Passer: Tips to the Game!

• Remember to use your King too! The goal of the position is not necessarily to “Queen”
your outside passer, but to use it as a way to distract the enemy King away from his
pawns!

• In Level 5 you must first create your passed pawn by exchanging pawns on the e-file.
Your e-pawn is known as a “pretender” because even though there are no enemy
pawns along the e-file directly in his way, he isn't a “real” passed pawn until he
receives the help of his buddy (the f-pawn) and exchanges off black's f7-pawn to
create a passer on the e-file. Advance the e and f pawn together as teammates!

• Play with a partner, or your coach, and rotate colors as each side completes a level.

• To make the game real tough (and more fun), play touch move with your partner and
learn to play by “tournament rules”! Always think before you touch your pieces!

© ChessKid.com Page 7 of 10
Lesson 14
Lesson 14: Circle the Passed Pawns!
Circle all the passed pawns you can find, for both white and black, in each of the following
diagrams. Find every passed pawn and write how many you found beneath the diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdpdwdw} 70pdwdw0p}
6wdwdw0wd} 6wdwdwdwd}
5dwdwdw0w} 5dwdwdwdw}
&PdwdPdwd} &PdPdP0wd}
3dwdwdwdw} 3dPdwdwdw}
2w)wdwdwd} 2wdwdwdP)}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV ,./9EFJM
How many passed pawns are there? How many passed pawns are there?
# of passed pawns: # of passed pawns:
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwdw0w} 7dwdwdwdp}
6wdwdwdwd} 6wdwdwdp)}
50wdw0Pdw} 50wdwdpdw}
&P0wdPdw0} &P0P)wdwd}
3dPdwdwdP} 3dwdwdwdw}
2wdPdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
,./9EFJM v,./9EFJMV
How many passed pawns are there? How many passed pawns are there?
# of passed pawns: # of passed pawns:

© ChessKid.com Page 8 of 10
Lesson 14
Lesson 14: To “Under” or Promote?
The following diagrams contain examples of promotion, or in some cases, under-promotion.
Read the diagram caption and circle “promote” (for a Queen) or “under-promote”. For bonus
points, write the name of the piece you would promote to on the right side of each diagram.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdbi} (Rdwdwdwd}
7dwdwdPdw} 7dwdwdkdP}
6wdwdwdwI} 6wdwdwdwd}
5dwdwdNdw} 5dwdKdwdw}
&wdwdwdwd} &wdwdRdwd}
3dwdwdwdw} 3dwGwdwdw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV ,./9EFJM
White has forced checkmate in three: White has forced checkmate in three:
Promote? OR Under-promote? Promote? OR Under-promote?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwIPdk} 7dwdwdkdP}
6wdwdwdpd} 6wdwdwdw)}
5dwdwdw)w} 5dwdw$wdw}
&wdwdwdwd} &wdwdwdKd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
White has forced checkmate in three: White has forced checkmate in three:
Promote? OR Under-promote? Promote? OR Under-promote?

© ChessKid.com Page 9 of 10
Lesson 14
Passed Pawns, Promoting
& Other “Pawn Tactics”
Answer Key

Worksheet Page 1 - “To 'Under' or Promote?”:


Diagram #1 – Under-Promote: 1.f8=B! Bg8 anywhere 2.Ne7 black bishop anywhere 3.Bg7#!

Diagram #2 – Under-Promote: 1.f8=R! is best. 1.f8=N or 1.f8=B are also good.

Diagram #3 – Under-Promote: 1.h8=N!! checkmate!

Diagram #4 – Promote: 1.h8=Q! Kg6 2.Qg7 checkmate!

Worksheet Page 2 - “Circle the Passed Pawns”:

Diagram #1 – Three passed pawns: a4, b2, and g5.

Diagram #2 – One passed pawn: e4.

Diagram #3 – No passed pawns.

Diagram #4 – Five passed pawns: b4, c4, d4, f5, and g6.

© ChessKid.com Page 10 of 10
Lesson 15
Opposition, Technique &
Advanced King Play
Part 1: Opposition Explained with Basic King and Pawn Endings

Concepts:
• Basic King and Pawn play!
• The goal of “every” King and Pawn ending: “King on the 6th, Pawn on the 5th”!
• What is opposition?
• “Defensive opposition” and other King and Pawn ending drawing methods!

Step 1, The Goal: King on the 6th, Pawn on the 5 th… Always Wins the Game
cuuuuuuuuC The most important thing about being a good endgame
(wdwdkdwd} player in chess is to always have a “goal” or a “long term
7dwd*d*dw} plan”. When it comes to King and Pawn endings, “King on
6wdwdKdwd} the 6th, Pawn on the 5th” is your ultimate goal because it is
5dwdw)wdw} a winning position regardless of whose turn it is to move!
&wdwdwdwd}
3dwdwdwdw} A simple example has black to move. Here, black is “in
2wdwdwdwd} opposition” which means the King is being opposed and
%dwdwdwdw} must move – thus giving white the winning square for the
v,./9EFJMV King: 1...Kd8 allows 2.Kf7! Followed by 3.e6, 4.e7 and
The goal position: “King e8=Queen; 1...Kf8 allows 2.Kd7 and “the pawn goes
on the 6th, Pawn on the 5th marching on” along the e-file once again...
aways wins the game”!

Step 1, The Goal Continued: White Wins Even when Black has the Opposition
cuuuuuuuuC With white to play, black controls the opposition. Though
(wdw8k8wd} the position is slightly more complex, it is still a win. White
7dwdwdwdw} must sidestep to either f6 or d6, and black will move directly
6wdw8K8wd} in front of white, maintaining the opposition; therefore,
5dwdw)wdw} preventing the white King from leading the way.
&wdwdwdwd}
3dwdwdwdw} Generally the King should lead the Pawn (as will be
2wdwdwdwd} explained in more detail later); however, that rule can be
%dwdwdwdw} broken in this position: 1.Kf6 Kf8 2.e6! Ke8 3.e7 Kd7 (only
v,./9EFJMV move – as black is in Zugzwang) and 4...Kf7 followed by
White wins, even with 5.e8=Queen, winning. The black King was “squeezed” out
black controlling the of the e8-square via Zugzwang. 1.Kd6 was also winning via
opposition... the same pattern of advancing the pawn and finally 4.Kd7...

© ChessKid.com Page 1 of 13
Lesson 15
Step 2, The Tool: Opposition is the Tool Used to Reach Your Ultimate Goal
cuuuuuuuuC The best “study method” to use when learning endgame
(wdwdwdwd} patterns is to start with the most basic example or “goal
7dwdwdwdw} position”, and then move “backwards in time” in order to
6wdwdkdwd} see how that position might actually be reached in a real
5dwdwdwdw} game. Here we see opposition in action as the tool used
&wdwd*dwd} to reach our goal position in Step 1!
3dwdwIwdw}
2wdwdPdwd} After 1.Ke4, black is in opposition and must surrender
%dwdwdwdw} territory. Black is in Zugzwang because if the King could
v,./9EFJMV stay on the e-file forever, white would have no way to
White plays 1.Ke4! taking advance the pawn or make progress. However, after the
the opposition and forcing forced 1...Kd6 (or 1...Kf6) white continues 2.Kf5 Ke7
black to “lose ground”. 3.Ke5!, regaining the opposition. This pattern repeats...

Step 2, The Tool Continued: The King Must Lead His Pawn, Until the Right Time!
cuuuuuuuuC In keeping with our “ultimate goal”, the white King continues
(wdwdwdwd} to make progress along the e-file. White leads with the King
7dwdwdkdw} and needs not use the pawn until the King has reached its
6wdw8wdwd} goal square on e6. Please see Drawing Example 2 for
5dwdwIwdw} details on the consequences of moving the pawn too early
&wdwdwdwd} – returning the “defensive opposition” to black.
3dwdwdwdw}
2wdwdPdwd} After 4.Kd6!, we see the “winning pattern” in action:
%dwdwdwdw} Oppose the enemy King along the e-file (the same file as
v,./9EFJMV the pawn) and then take whichever square the black King
Black played 3...Kf7, and gives up. After 4.Kd6!, black must once again move back to
white continues 4.Kd6! - the all important e-file – 4...Ke8 – and white reaches the
Gaining more ground. goal square with 5.Ke6...

Step 3, Finish the Job: The Pawn Goes Marching On...


cuuuuuuuuC Once the white King has reached its goal square (the 6th
(wdwdkdwd} rank on the same file as the pawn), the remaining moves
7dwdwdwdw} are an obvious and easy matter of technique! The pawn will
6wdwdKdwd} move from e2-e5, achieving “King on the 6th, Pawn on the
5dwdw8wdw} 5th“ – and the game is over.
&wdwd*dwd}
3dwdw8wdw} The “three step approach” provided in this lesson – 1)
2wdwdPdwd} recognize your goal position, 2) use opposition as the tool
%dwdwdwdw} to achieve your goal, leading the way with the King, 3) and
v,./9EFJMV finally, follow with the pawn to the finish line – is a winning
White now moves the technique/pattern that works with every pawn excluding the
pawn to e5 – winning! corner or “Rook pawn” (see Drawing Example 3 for more
information on why the Rook pawn leads to a draw).

© ChessKid.com Page 2 of 13
Lesson 15
Drawing Example 1, The Basic Draw: Never Lead with the Pawn
cuuuuuuuuC As mentioned in the second diagram of Step 1 – the King
(wdw8k8wd} should always “lead the pawn” in this winning technique. As
7dwdwdwdw} they march up the board towards the ultimate goal of
6wdw8P8wd} promotion, the basic pattern referenced in Step 1 will not
5dwdwIwdw} work if the roles of the King and Pawn are reversed (i.e.
&wdwdwdwd} “Pawn on the 6th, and King on the 5th). Example:
3dwdwdwdw}
2wdwdwdwd} After 1...Ke8, white has two attempts at progress. Either
%dwdwdwdw} choice will be met by the black King on the corresponding
v,./9EFJMV square (Part 2) and the game will end in a forced draw.
Black's last move: After 2.Kf6 Kf8! (2.Kd6 met by 2...Kd8) 3.e7+ (any other
1...Ke7-e8 – waiting to white move allows 3...Ke7 and black simply repeats the
gain opposition... pattern with Ke8 next move) 3... Ke8 and after 4.Ke6 (any
other move losses the pawn) black is stalemated...

Drawing Example 2, Defensive Opposition Continued...


cuuuuuuuuC Knowing that a defender can hold a draw by moving
(wdwdwdwd} straight back from the pawn and waiting for opposition
7dwdk8wdw} on the corresponding square (Drawing Example 1) – we
6wdwdwdwd} now see why the white King must lead his pawn. Because
5dwdwIwdw} of this, white must also prevent defensive opposition that
&wdwdPdwd} “blocks” the white King from doing so.
3dwdwdwdw}
2wdwdwdwd} This diagram highlights what would happen if black were to
%dwdwdwdw} gain the opposition (note that if it were white's turn, 1.Kf6
v,./9EFJMV wins easily according to the winning method used in Steps
If black can force white's 2 and 3). Black plays 1...Ke7! And after 2.Kf5 Kf7! 3.e5
pawn to lead, the black (only move that makes progress) 3...Ke7! 4.e6 (if 4.Ke4
King can hold a draw! then 4...Ke6 holds the opposition) and 4...Ke8! - drawing...

Drawing Example 3, The Rook Pawn Draw – The Enemy King Holds the Corner
cuuuuuuuuC Our final example of the basic “King and Pawn ending
(wdwdwdwi} draws” is the study of Rook Pawns. The ultimate goal
7dwdwdwdw} position, “King on the 6th, Pawn on the 5th“ is ineffective
6wdwdwdwI} when advancing the corner pawn because the enemy King
5dwdwdwdP} (in this case black) is not forced to “make a choice” as he
&wdwdwdwd} normally is when faced with the opposition.
3dwdwdwdw}
2wdwdwdwd} Here black can simply play 1...Kg8, and there is no “i” file
%dwdwdwdw} for white! After 2.Kg6 Kh8 3.h6 Kg8 4.h7+ Kh8 – white will
v,./9EFJMV stalemate black with 5.Kh6 or surrender the pawn with any
The King can't be forced other King move. In order to win with a “Rook Pawn”, white
away from the corner! must prevent the black King from ever reaching the corner!

© ChessKid.com Page 3 of 13
Lesson 15

***BONUS POSITION***

Sidestepping the Opposition – The “Walking the Pawn-Dog” Winning Technique!


cuuuuuuuuC Not discussed in the diagrams of Step 2 is what happens
(wdwdwdwd} when the defending King chooses to “sidestep” the e-file,
7dwdwdwdw} thus avoiding giving white direct opposition. Our current
6wdwdwdwd} position could have occurred if black chose 2...Kd5 instead
5dwdkdKdw} of 2...Ke7 in the first diagram of Step 2. As long as white
&wdwd*dwd} maintains to the rule of keeping the pawn behind the
3dwdwdwdw} King (mentioned in Drawing Example 1 and explained
2wdwdPdwd} further in Part 2) white should be able to advance the Pawn
%dwdwdwdw} alongside the King, up the e-file, eventually promoting.
v,./9EFJMV
Sidestepping the pawn's The white King leads the pawn - “walking the pawn like a
file, in an attempt to avoid dog” - toward the promotion square e8. After 1.e4+! Kd6
the tool used in Step 2, 2.Kf6! (not 2.e5+ as after 2...Ke7, black is again blocking
does not help black's the e-file and white will be forced to advance the pawn,
cause to draw the ending. eventually leading to the draw position discussed in
White wins by leading Drawing Example 1) 2...Kd7 3.e5! Kd8 - if 3...Ke8 then
and protecting the pawn 4.Ke6 and we have reached “King on the 6th, Pawn on the
as it moves up the board! 5th“– 4.Kf7 Kd7 5.e6+ Kd8 6.e7+ Kd7 7.e8=Queen, winning!
Did you notice how the King used his clear path on the f-file
to “walk the pawn” up the e-file? This is a key pattern!

© ChessKid.com Page 4 of 13
Lesson 15
Opposition, Technique &
Advanced King Play
Part 2: Distant Opposition

Concepts:
• More King and Pawn Play!
• More examples of defensive opposition!
• Making waiting moves in King and Pawn endings!
• What are “corresponding” squares?

Distant Opposition, Example 1: Maintaining Enough Distance to Hold Opposition


cuuuuuuuuC In our first example the result is a draw with best play,
(wdkdwdwd} regardless of whose turn it is to move. Though there exists
7dwdwdwdw} three ranks (5th, 6th, and 7th) between the white and black
6wdwdwdwd} Kings, black is already in control of the “Distant
5dwdwdwdw} Opposition”.
&wdK)wdwd}
3dwdwdwdw} Black's move 1...Kd8! maintains enough distance, and the
2wdwdwdwd} King is prepared to meet both 2.Kc5 and 2.Kd5 with the
%dwdwdwdw} opposition (see next diagram). 2.d5 would allow 2...Kd7,
v,./9EFJMV and we are now on familiar territory where white's pawn
White must attempt to has moved in front of the King. After: 3.Kc5 Kc7 4.d6+ Kd7
make progress with the 5.Kd5 and 5...Kd8 - where black is ready to meet white on
King first, not the pawn! either 6.Ke6 with 6...Ke8! or 6.Kc6 with 6...Kc8!, drawing.

Distant Opposition, Example 1 - Part 2: “Meeting” on the Corresponding Square


cuuuuuuuuC As mentioned in the first diagram, the black King is
(wdwiwdwd} prepared to meet both 2.Kc5 and 2.Kd5 on the correct
7dw8*dwdw} “corresponding square”. This will prevent white from ever
6wdwdwdwd} gaining the opposition on the black King, therefore forcing
5dw8*dwdw} white's pawn to lead the way, inevitably ending in a draw!
&wdK)wdwd}
3dwdwdwdw} 2.Kc5 is met by 2...Kc7, if then 3.Kd5 Kd7 4.Ke5 Ke7, etc. If
2wdwdwdwd} 2.Kd5 immediately, then 2...Kd7 and black is maintaining
%dwdwdwdw} the opposition with the white King. If then 3.Ke5 Ke7 4.d5
v,./9EFJMV (only other try) Kd7 5.d6 Kd8! (the defending King must
Black must “wait” to gain always retreat straight back from the pawn) and once
the opposition after again, black is ready to meet 6.Ke6 with Ke8 and after
white's King advances! 7.d7+ Kd8 8.Kd6 stalemates the black King for a draw...

© ChessKid.com Page 5 of 13
Lesson 15
Distant Opposition, Example 2 - Part 1: Recognizing the Corresponding Square
cuuuuuuuuC In this position black is using the knowledge of
(wdwdwdwd} corresponding squares to his/her advantage in order to
7dw8k8wdw} maintain the Distant Opposition. Black found that the
6wdwdwdwd} corresponding square to e3 is e7, and c3 is c7. This means
5dwdwdwdw} that black will only move to one of these squares, after
&wdwdwdwd} white has chosen a path and moved to the square first.
3dw8P8wdw}
2wdwIwdwd} With the last move, 1...Kd7! - black recognizes that even at
%dwdwdwdw} these far distances, he can wait and maintain the
v,./9EFJMV opposition! 2.Ke3 is met by 2...Ke7!, while 2.Kc3 is met by
Even at further distances, 2...Kc7! One example line is: 2.Ke3 Ke7 3.Ke4 (if 3.d4 then
the white Pawn should simply 3...Kd6 and white has lost winning chances by
NEVER lead! advancing the pawn ahead) 3...Ke6 4.Kd4 Kd6! - drawing!

Distant Opposition, Example 2 - Part 2: Finding the Corresponding Square


cuuuuuuuuC Our next position shows the white pawn on d3, yet the
(wdwdwdkd} King's have changed position. Here we see that if white
7dwdw8wdw} tries to make progress along the e-file, the King will
6wdwdwdwd} eventually be met on e3 by the enemy King on the
5dwdwdwdw} corresponding square e7. If 1.Ke2 Kf8 2.Ke3 Ke7, and
&wdwdwdwd} white is once again being held back by Distant Opposition.
3dwdP8wdw}
2wdwdwdwd} Unless a Passed-Pawn can “out run” the enemy King
%dwdwIwdw} (which the d-pawn obviously cannot here), white must find
v,./9EFJMV a way to improve the King's position to “lead his pawn” to
“Finding” the promotion. White must find and recognize what the
corresponding square can opponent's corresponding squares are and avoid them.
help you draw a game! White will then have avoided Distant Opposition...

Distant Opposition, White Wins by Avoiding the Corresponding Square


cuuuuuuuuC In many cases, the defending King will already be too close
(wdwdwdkd} to the pawn for the following idea to be possible (as in
7dw8wdwdw} Example 2, Part 1 where the black King was already on the
6wdwdwdwd} d-file, and therefore in the best position to wait and
5dwdwdwdw} maintain the opposition). However in this instance with the
&wdwdwdwd} black King is a few files away, and so white has a small
3dw8Pdwdw} window to make the right choice and win the endgame!
2wdwdwdwd}
%dwdwIwdw} 1.Kd2!, headed for the Queen-side where the enemy King
v,./9EFJMV cannot reach the corresponding square c7. After: 1...Kf7
Avoid the “Distant 2.Kc3 Ke6 (or 2...Ke7) 3.Kc4 Kd6 4.Kd4! - and the
Opposition” and opposition is won for white – 4...Kc6 5.Ke5 Kd7 6.Kd5 Ke7
win the game! 7.Kc6 Ke6 8.d4 Ke7 9.d5 Kd8 10.Kd6!, easily winning.

© ChessKid.com Page 6 of 13
Lesson 15
Opposition, Technique &
Advanced King Play
Part 3: Irregular Opposition

Concepts:
• More King and Pawn Play, with further examples of “corresponding squares”!
• What is irregular opposition?
• The famous “King Dance” position!
• Introduction to advanced King and Pawn ending ideas?

Irregular Opposition: The King Makes Progress Without “Directly” Opposing


cuuuuuuuuC The name of this technique is “irregular”, yet it is arguably
(wdwdwdwd} the most practical (which means commonly reached)
7dwdwdkdw} method of opposition in King and Pawn endings. Because
6wdw8wdpd} most endgames will not reach positions where the King's
5dwdwIw)w} line up directly, knowing how to make progress and outplay
&wdwdwdwd} the enemy when their positions are “irregular” is key!
3dwdwdwdw}
2wdwdwdwd} Here white starts off with the move 1.Kd6! – and though the
%dwdwdwdw} Kings are not directly opposing each other on a rank or
v,./9EFJMV file, the black King is still in Zugzwang and must move,
The goal position: “King giving up the e6 square. The game continues: 1...Kf8 (best)
on the 6th, Pawn on the 5th 2.Ke6 Kg7 3.Ke7! Kg8 4.Kf6 and 4...Kh7. Because black
can be reached here! must guard the g-pawn, the King is forced toward the edge.

Irregular Opposition, Example 1 Diagram 2


cuuuuuuuuC White now makes the final obvious move, 5.Kf7: black is in
(wdwdwdwd} opposition; forced to move to the h8-square; and the g-
7dwdwd*dk} pawn falls. White has achieved “King on the 6th, Pawn on
6wdwdwIpd} the 5th”, and is easily winning after 5...Kh8 6.Kxg6 Kg8
5dwdwdw)w} 7.Kh6 Kh8 8.g6 Kg8 9.g7 Kf7 10.Kh7 and 11.g8=Queen!
&wdwdwdwd}
3dwdwdwdw} White's ability to make progress, despite never directly
2wdwdwdwd} opposing the enemy King, was based on the fact that black
%dwdwdwdw} had to guard certain key squares (like e6, f6, and
v,./9EFJMV eventually the pawn on g6). Because black's King was “tied
“Irregular Opposition” down” to those squares, white was able to move around
leads to direct opposition the King, forcing black to lose ground and allow white's
- winning the g6-pawn! King to make progress towards the precious pawn on g6.

© ChessKid.com Page 7 of 13
Lesson 15
Famous Irregular Opposition Example: The King Dance, Diagram 1
cuuuuuuuuC This position brings together all the ideas of basic, distant
(wdwdwdwd} (with the kings being 3 files apart), and irregular opposition.
7dwdwdwdw} Even if this position never occurs in your own game, the
6wdwdwdwd} concept is very important and extremely useful. Here the
5dwdwdwdw} squares e3 and g4 are corresponding squares, commonly
&wdwiw0*d} referred to as “don't touch me first” squares...
3dwdw8PdK}
2wdwdwdwd} This means that whoever moves to the e3 (black) or g4
%dwdwdwdw} (white) first will lose after the enemy immediately moves to
v,./9EFJMV the corresponding square. Example: 1...Ke3 is met by
Whomever moves first 2.Kg4, guarding the f3-pawn and placing the black King in
wins in this famous Zugzwang (the f4-pawn falls). On the other hand, 1.Kg4 by
“King Dance” position! white is met by 1...Ke3, returning the favor and winning...

Famous Irregular Opposition Example: The King Dance, Diagram 2


cuuuuuuuuC The question then becomes: Who can force their opponent
(wdwdwdwd} to the “don't touch me” square first, and how? Both sides
7dwdwdwdw} must strive to reach a square that attacks the enemy pawn
6wdwdwdwd} but isn't a “don't touch me” square. The most obvious
5dwdwdwdw} squares are g5 for white and e2 for black. Typically, the
&wdwdw0*I} more active King – so in this case, the King who moves first
3dwdwdPdw} – will win the “King Dance” by reaching the key square first!
2wdwdkdwd}
%dwdwdwdw} Assuming it is black to play, 1...Kd3 is the correct move.
v,./9EFJMV White is now forced to “dance” away from the g4-square
White is forced to g4 and (as 1.Kg4 obviously losses immediately to 2...Ke3). 2.Kh4
black delivers the final is the only move (2.Kg2 would allow 2...Ke3 easily winning
blow: 3...Ke3, winning! the f3-pawn and the game) and after 2...Ke2! white must
play 3.Kg4, and black retreats with 3...Ke3, winning...

Irregular Opposition Still Works – But Fails Because of the Rook Pawn (Corner)
cuuuuuuuuC Also important are cases when using irregular opposition is
(wdwdwdw8} effective in making progress and forcing the enemy King to
7dwdwdwiw} lose ground, but nonetheless leads to drawn positions due
6wdwdKdw0} to other important factors in the position. For example, here
5dwdwdwdP} white has a Rook Pawn.
&wdwdwdwd}
3dwdwdwdw} After 1.Ke7, white forces the black King to lose ground,
2wdwdwdwd} surrendering the f6 square. After 1...Kg8 2.Kf6 Kh7 3.Kf7
%dwdwdwdw} Kh8 4.Kg6 Kg8 5.Kxh6 – white has used the irregular
v,./9EFJMV opposition technique successfully; however, the endgame
After obvious moves, the is still a draw after 5...Kh8 – as white is left with a Rook
above position is drawn. Pawn, and the black King will easily “hold the corner.”

© ChessKid.com Page 8 of 13
Lesson 15
Opposition, Technique &
Advanced King Play
Instructor's Guide

The importance of understanding King and Pawn endings, from the most basic examples of
“King on the 6th, Pawn on the 5th“ - to the advanced positions of Distant and Irregular
Opposition, should never be underestimated. Players who skip these important steps will
find themselves ill equipped when trying to solve (and play) more complicated endgames with
minor pieces and Rooks.

Essentially, a chess player's ability to make the right decision in many other types of
endgames is based on their King and Pawn ending knowledge. This is because all pieces
(besides the King) can be lost or exchanged for one another; therefore, there is always the
potential for a King and Pawn ending to occur in a game.The only way for a beginning chess
player, especially a child, to master King and Pawn endings is deliberate and repeated
practice of the basics, as well as experience in solving the more complex examples.

Because there truly is no easy transition from the basic concepts of opposition to the more
advanced, make sure your students genuinely understand all the fundamentals of Part 1
before moving onto the Distant (Part 2) and eventually Irregular (Part 3) examples of
opposition and advanced King play. Use the worksheets for practice during this process.

Practical Notes and Advice – Lesson 15:

• Have your student(s) practice the three-step pattern explained in Part 1 – trying
the pawn on different files so that the child can realize for him/herself that this
technique - culminating in King on the 6 th, Pawn on the 5th - works with every
pawn (except the Rook Pawn).

• Let them try on their own, offering very little feedback at first. They will often
make the mistake of advancing the pawn too early – either allowing the enemy
King to take defensive opposition, or advancing the pawn in front of their King,
thus allowing the drawing methods explained in Parts 1 and 2 to occur.

• Let them learn from experience that advancing the pawn carelessly, neglecting
their ultimate goal position, doesn't work. Then remind them of the winning
technique, asking them to try and keep to the rules/principles. The defender
should eventually try moving to the side file (see the “Bonus Position” of Part 1).

© ChessKid.com Page 9 of 13
Lesson 15
Lesson 15: King and Pawn Endings
In the following diagrams black is drawing with defensive opposition only if the black King is
placed on the right square(s). Draw a star on the square(s) that would give a draw to black
regardless of whose turn it is to move. If there is no way to draw, circle the white King.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6wdwdKdwd} 6wdwdwdwd}
5dwdw)wdw} 5dwdwdwdw}
&wdwdwdwd} &wdw)Kdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Are there any “drawing” squares for the Are there any “drawing” squares for the
black King regardless of whose turn it is? black King regardless of whose turn it is?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6Kdwdwdwd} 6wdwdwdwd}
5)wdwdwdw} 5dwIwdwdw}
&wdwdwdwd} &wdPdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Are there any “drawing” squares for the Are there any “drawing” squares for the
black King regardless of whose turn it is? black King regardless of whose turn it is?

© ChessKid.com Page 10 of 13
Lesson 15
Lesson 15: King and Pawn Endings
In the following diagrams black is drawing with defensive opposition only if the black King is
placed on the right square(s). Draw a star on the square(s) that would give a draw to black
regardless of whose turn it is to move. If there is no way to draw, circle the white King.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwIw}
6wdwdwdwd} 6wdwdwdwd}
5dwdwdwdw} 5dwdwdwdP}
&wdwdwdPI} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdwdwdwd} 2wdwdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Are there any “drawing” squares for the Are there any “drawing” squares for the
black King regardless of whose turn it is? black King regardless of whose turn it is?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dwdwdwdw} 7dwdwdwdw}
6wdwdwdwd} 6wdwdwdwd}
5dwdwdKdw} 5dwdwdwdw}
&wdwdPdwd} &wdwdwdwd}
3dwdwdwdw} 3dw)wdwdw}
2wdwdwdwd} 2wdKdwdwd}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Are there any “drawing” squares for the Are there any “drawing” squares for the
black King regardless of whose turn it is? black King regardless of whose turn it is?

© ChessKid.com Page 11 of 13
Lesson 15
Opposition, Technique &
Advanced King Play
Answer Key

Worksheet Page – “King and Pawn Endings”:


Diagram #1 – Circle the white King: White has achieved King on the 6th, Pawn on the 5th and
is winning regardless of the position of the black King or whose turn it is to move.

Diagram #2 – Stars on a8, b8, c8, c7 and c6 – four squares total: Obviously a8 and b8 “hold
the corner”, but black can also trap the white King to the Rook file from the c-file. For example
if the black King was to start on c6: 1.Ka7 Kc7 2.a6 Kc8 3.Ka8 (if 3. Kb6 then 3...Kb8) 3... Kc7
4.a7 Kc8 stalemates white in the corner.

Diagram #3 – Stars on e6, d6, e8 and d8 – four squares total: e6 an d6 obviously maintain a
direct opposition on the white King and force the e5-pawn to lead the way, therefore drawing.
E8 and d8 hold the “distant opposition” and prepare to meet any advance of the King (f5, e5,
or d5) with direct opposition. NOTE: c7, d7, e7 and f7 would draw if black were to move, but if
it were white's turn to move the white King can gain the opposition by coming forward to the
correct corresponding square. C8 and f8 would also draw on black's turn by “waiting for the
opposition” on the correct corresponding square (either d8 or e8 respectively).

Diagram #4 – Circle the white King: Though there are several squares that might draw if it
were black to move, and maybe even a few that would draw on white to move – There are no
squares that draw regardless of whose turn it is to move.

Diagram #5 – Stars on g6, h6, g8 and h8 – four squares total: g6 an h6 obviously maintain a
direct opposition on the white King and force the g5-pawn to lead the way, therefore drawing.
G8 and h8 hold the “distant opposition” and prepare to meet any advance of the King (g5 or
h5) with direct opposition. NOTE: f7, g7 and h7 would draw if black were to move, but if it
were white's turn to move the white King can gain the opposition by coming forward to the
correct corresponding square. F8 would also draw on black's turn by “waiting for the
opposition” on g8.

Diagram #6 – Circle the white King

Diagram #7 – Circle the white King

Diagram #8 – Every safe square along the b, c and d files would lead to a forced draw
regardless of whose turn it is to play: This position is designed to show the severe

© ChessKid.com Page 12 of 13
Lesson 15
disability of having the pawn in front of the King when trying to win King and Pawn
Endings. Even on d8 and b8 the black King can wait to meet both 1.Kd3 or 1.Kb3 with
1...Kc7! and black is ready to meet any advance by the white King with opposition. There
exists a total of 13 forced drawing squares: c4, b5, c5, d5, b6, c6, d6, b7, c7, d7, b8, c8 and
d8.

© ChessKid.com Page 13 of 13
Lesson 16
Advanced Endgame Play &
Winning Technique
Part 1: Win When Winning: The Principles of Technique

Concepts:
• The “3 Keepers”: The principles of learning how to win when you are winning!
• #1 – “Keep” It Simple: Trade pieces; DON'T trade pawns; simplify the position!
• #2 – “Keep” an Eye Out: Watch for your desperate opponent's tricks!
• #3 – “Keep” Playing Chess: Play good chess moves; don't forget the basics!

Keep It Simple: The Principle of Knowing When and What to Trade When Winning!
cuuuuuuuuC Technique is a word used in chess to describe the patterns
(wdr4wdkd} or ideas a player will use to win a game after achieving an
7dbdqgp0p} advantage. If a player “shows good technique”, then he/she
6pdw0pdwd} followed through with the right plans to convert their
5dphwdwdw} advantage from the beginning stages into a full point!
&wdwHPdPd}
3dwdBGPdw} There are three principles to “keep to” when converting an
2P)PdN!w)} advantage. The first rule of thumb is to “Keep It Simple”!
%dwIRdwdR} This implies a few obvious things about having a large
v,./9EFJMV advantage, but the main tip is that when ahead material,
Did you notice that often trading pieces with your opponent is the quickest road
white is ahead a whole to victory. In our first position, which seems complicated
piece in this position? now, if white is to trade off pieces the path becomes clear.

Keep It Simple – Continued: We “Simplify” the Position to Illustrate Your Goal!


cuuuuuuuuC Here the position has been simplified from our initial
(wdwdwdkd} example (Diagram 1). Note that all the extra stuff
7dwdwdp0p} complicating the position has been removed, and
6pdw0pdwd} white's piece advantage is more clear and will be much
5dpdwdwdw} easier to use against black's remaining Pawns and King.
&wdwHPdPd}
3dwdwdPdw} Though it is not likely all the pawns would have remained
2P)Pdwdw)} the same in a practical game, this model displays clearly
%dwIwdwdw} what a player should try to do in a perfect world.
v,./9EFJMV White's remaining Knight is much more dominate now that
After trading pieces, the rest of the material has been traded. White should win
white's Knight is left alone this endgame easily with the extra piece...
to control the game!

© ChessKid.com Page 1 of 9
Lesson 16
Keep It Simple – Continued: When Ahead a Piece, Trade Pieces NOT Pawns!
cuuuuuuuuC There is a phrase that many coaches use to break down
(wdwdwdkd} the concepts and “right way” to simplify an advantage:
7dwdwdwdw} “When you are ahead pieces trade pieces, when you are
6wdwdwdwd} ahead pawns, trade pawns”. This exaggerated example
5dwdwdwdw} position demonstrates those points very clearly.
&wdwHwdwd}
3dwdwdwdw} Once again, our continued version of the previous diagram
2wdwdwdwd} may not be the most realistic, but it does show what would
%dwIwdwdw} happen if white traded all the pawns and didn't use the
v,./9EFJMV extra piece to “outplay” his opponent. Because it is
Good Technique is: Trade impossible to checkmate an enemy King with any one
pawns ONLY when you minor (Knight or Bishop cannot checkmate the King on their
are ahead pawns! own) it is very important NOT to trade too many pawns!

Keep An “Eye Out”: Don't Get Too Greedy When You are Winning!
cuuuuuuuuC In our current diagram white is ahead by a piece (the h3-
(wdw4w4wi} Knight has no counterpart). With best play, this advantage
70wdwdw0p} should be more than enough to win the game; however, it is
6w0wdwdqd} easy to get greedy and try for more when playing a chess
5dwdw0wdw} game. The e5-pawn is unprotected, but is it safe for white
&wdwdwdwd} to capture? You must always “Keep An Eye Out” for threats!
3dw)wdwdN}
2P)w$w!P)} Our second principle lays the ground work of “prophylactic
%Iwdw$wdw} thinking” (see Lesson 20). This rule implies that you should
v,./9EFJMV value your opponent's threats and all of your possible
Should white capture the weaknesses more than your own plans, especially when
e5-pawn with the you have already achieved enough of an advantage to win
e1-Rook, or look to trade? the game. Why take extra risk when you are winning?

Keep An “Eye Out”: When You are Winning, All Your Opponent Has Left is Tricks!
cuuuuuuuuC In this game white made the huge mistake of wanting too
(wdw4w4wi} much! By capturing the e5-pawn – white allowed an
70wdwdw0p} amazing counter-shot: 1...Qc2!!, based on exposing white's
6w0wdwdwd} weak back rank (threatening 2...Qc1# for example). If white
5dwdw$wdw} captures the Queen, 2.Rxc2 Rd1+ 3.Rc1 Rxc1 checkmate!
&wdwdwdwd}
3dw)wdwdN} No other moves by white can avoid either back rank
2P)q$w!P)} checkmate or the loss of material. Even the tricky 2.Qxf8+
%Iwd*dwdw} doesn't help white after 2...Rxf8 3.Rxc2 Rf1+ then mate. As
v,./9EFJMV referenced beneath the diagram, white should have
White should have played captured on d8 in the first position, then immediately
1.Rxd8 earlier, trading protected the back rank with a simple move like 2.a3. It
pieces and simplifying! shows to always stay aware of your own weaknesses!

© ChessKid.com Page 2 of 9
Lesson 16
Keep Playing Chess – Example 1: “Keep Playing” in the Opening Stage...
cuuuuuuuuC Knowing how to simplify a position is key! Realizing that
(rdbdkgw4} your opponent's threats have become the priority once
70pdwdp0p} you've achieved an advantage is very important. However,
6wdqdwhwd} what should someone do in games where an advantage is
5dwdwdwdw} clear, yet there seems to be no easy way to simplify the
&wdwdpdwd} position – nor is there an obvious threat coming from the
3dwHwdwdP} opponent? The answer to that question...
2P)P)w)Pd}
%$wGQdRIw} Might change throughout the different stages of a chess
v,./9EFJMV game, but if a material advantage is earned in the Opening
Here black is winning and (example 1), often there are still good developing moves
should look to develop to play. Here black should develop the bishops, get castled
and safeguard the King! and bring the Rooks to the center before looking for more!

Keep Playing Chess – Example 2: “Keep Playing” in the Middlegame Stage...


cuuuuuuuuC In a Middlegame where there are no immediate ways for a
(wdrdrdkd} player to make good trades, one should look to improve the
70wdwdq0p} pieces they have by putting them on better squares. More
6w0w0wgwd} active positions lead to good tactics and therefore better
5dw0*0wdw} trades! White's best move here, 1.Nd5!, places the Knight
&wdwdPdQd} on a great square that will likely lead to more good things...
3dwHPGwdw}
2P)PdwdP)} A good example of not trading blindly when ahead material
%$wdwdRIw} is to realize that moves like 1.Rxf6 or 1.Qxc8 (the only
v,./9EFJMV possible “trades” in the position) would not be good.
The “Out-Post” (Lesson Though both moves technically trade material, both would
18) on d5 is a perfect be a big loss in points and piece value. So the lesson is
home for the c3-Knight! that a player should not force trades when ahead material.

Keep Playing Chess – Example 3: “Keep Playing” in the Endgame Stage...


cuuuuuuuuC When ahead large amounts of material, the endgame is an
(wdwdw8kd} easy “last stop” along the way to victory! However, when
7dwd*8pdw} only a small material advantage separates the players,
6wdpdbdpd} having good technique is critical. If trading on c4 isn't going
5dwdw0wdp} to help, what should black's plan be in this ending,?
&wdNdPdw)}
3dwgwdP)w} 1...Bxc4? would be a bad move by black because this trade
2wdwdBdKd} doesn't help in the advance of the extra c-pawn. In fact,
%dwdwdwdw} white would then posses the only light squared bishop,
v,./9EFJMV making black's job more difficult. The best approach for
As we learned in Lesson black is to activate the King (always good in endings).
13 – Part 3, King activity 1...Kf8!-e7-d7 followed by helping the passed c-pawn
is key in the Endgame! advance is black's best way to convert this advantage!

© ChessKid.com Page 3 of 9
Lesson 16
Advanced Endgame Play &
Winning Technique
Part 2: The “Magic Square” Technique: Queen vs Advanced Pawn(s)

Concepts:
• Advanced endgame ideas!
• The “Magic Square” technique!
• More “Win When Winning” principles!

The “Magic” Technique; Step 1: Check From Behind, Reach the “Square” In Time!
cuuuuuuuuC You are now ready to move onto more specific “patterns” of
(QdwdwdwI} technique. Technical patterns are used in positions that
7dwdwdwdw} require a particular kind of technique. Here the general
6wdwdwdwd} ideas of the “keepers” will not apply. Instead, an exact
5dwdwdwdw} approach must be taken in order to maintain the advantage
&wdwdwdwd} and/or convert that advantage into a forced win!
3dwdw8wdw}
2wdkdpdwd} A very commonly reached, though often misplayed,
%dwdwdwdw} endgame that requires some technique is this Queen vs
v,./9EFJMV Pawn endgame. White has just Queened a pawn on a8,
White must find a way to and must now stop black from doing the same. How? White
force the black King in must find a way to reach the “Magic Square” which, in this
front of his own pawn... ending, is the only square the Queen can go to that isn't a
check! The Magic Square changes, but in this case is e3.

The “Magic” Technique; Step 2: Take It Slow, Don't Let the King Say “No”!
cuuuuuuuuC The Magic Square is always the square directly behind the
(wdwdwdwI} pawn. All three squares directly behind the advancing
7dwdwdwdw} enemy pawn will prove very useful to white, but the main
6wdwdwdwd} line from the first diagram would run: 1.Qe4+ Kd2 2.Qd4+
5dwdwdwdw} Kc2 3.Qe3! – using the Magic Square to force – 3...Kd1
&wdwdwdwd} and after 4.Qd3+ Ke1 the white King can inch closer.
3dwdQdwdw}
2wdwdpdwd} The main lines of play show a repeating technical pattern
%dwdk8wdw} that consistently forces the black King where he doesn't
v,./9EFJMV want to go, and the white King inches forward one square
Follow the “repeating at a time. After: 4...Ke1 5.Kg7! Kf2 6.Qd4+ Kf1 7.Qf4+ Kg2
pattern” on a chessboard 8.Qe3! (Magic Square) 8...Kf1 9.Qf3+ Ke1 10.Kf6 Kd2
to see it in action! 11.Qf4+ Kd1 12.Qd4+ Kc2 13.Qe3! Kd1 14.Qd3+ Ke1
15.Kf5 and the pattern of “forcing the King in front” repeats!

© ChessKid.com Page 4 of 9
Lesson 16
The “Magic” Technique; Step 3: Bring In the King, Time for the Fat Lady to Sing!
cuuuuuuuuC The current position is reached after a logical series of
(wdwdwdw8} moves that follow our previous diagram: 15...Kf2 16.Qd4+
7dwdwdw8w} Kf1 17.Qf4+ Kg2 18.Qe3! (Magic Square again) 18...Kf1
6wdwdw8wd} 19.Qf3+ Ke1 20.Ke4! (best) 20...Kd2 21.Qd3+! Ke1 (as any
5dwdwd*dw} other move loses the pawn) and finally 22.Kf3, winning the
&wdwd*dwd} pawn on the next move with checkmate soon to follow...
3dwdQdKdw}
2wdwdpdwd} Note that the white Queen is able to force the black King in
%dwdwiwdw} front of the e-pawn without the white King's help; however,
v,./9EFJMV as with most positions, the Queen cannot “end” the game
The “Magic Square” by herself. The white King eventually provides the support
pattern of technique needed to finish the job. This pattern works for the central
works for most pawns! and Knight pawns. See next diagrams:

The “Rook Pawn Draw”: Magic Square Technique Leads to Stalemate...


cuuuuuuuuC As mentioned, the Magic Square technique works against
(wdwdwdKd} most the pawns. Our final diagrams provide the two
7dwdwdwdw} exceptions. Though the pattern will make progress and
6wdwdwdwd} eventually force the enemy King in front of the pawn, that
5dwdwdwdw} exact pattern leads to an undesired result against the Rook
&wdwdwdwd} Pawn: The black King stalemates himself in the corner!
3dQdwdwdw}
2p8wdwdwd} Unless the position of the white King is close, white has no
%i*dwdwdw} choice but to “un-stalemate” the black King by moving away
v,./9EFJMV with the Queen. For example: 1.Qd1+ Kb2 (threatening to
Without a close King, the Queen the a-pawn) 2.Qd2+ Kb1 3.Qb4+ Kc1 4.Qa3+ Kb1
Queen can't win against 5.Qb3+ Ka1 – and the pattern of stalemate repeats itself.
the Rook Pawn! White has no way of forcing the King to leave the corner..

The “Bishop Pawn Draw”: Magic Square Technique is Ineffective Due to Tricks!
cuuuuuuuuC Against the Bishop Pawn, the Magic Square technique is
(wdwdwdwd} once again white's best chance of making progress. Some
7dwdwdwdw} games have even been won by the Queen when black
6wdwdwdwd} makes the terrible mistake of 1...Kf1??, blocking the f-pawn
5dwIwdwdw} and allowing the enemy King to make progress. The trick to
&wdwdwdwd} these positions is that black's f-pawn is in no danger...
3dwdwdw!w}
2wdwdw0wd} 1...Kh1!! reveals a shocking truth: the Bishop Pawn cannot
%dwdwdwi*} be captured without stalemating the black King! White now
v,./9EFJMV falls into the endless pattern of either constantly checking
The Bishop Pawn offers the black King (to avoid f1=Queen) or forcing him into a
the defender a “different” stalemated position in the corner of the board. This highly
type of stalemate trick! practical trick has escaped some chess masters, so learn it!

© ChessKid.com Page 5 of 9
Lesson 16
Advanced Endgame Play &
Winning Technique
Instructor's Guide

Once an advantage is achieved, chess, unlike other games or sports, can be broken down to
a science. If the principles of technique are followed, the correct plans are chosen, and care
for our opponent's threats and “tricks” is taken – a chess player should always “win when
they are winning”! If a chess player earns a clear advantage, their opponent is no longer
competing on a “level playing field” – and that mindset should be taken into every game!

Of course we don't live in a perfect world! Even the best chess players in history have “blown
it” from time to time, but the “keepers” (patterns of technique) are in place to make sure that
doesn't happen to your “chess kids” (or at least not as often as it might happen to others).
There are many technical patterns a chess player should memorize; however, we chose an
example (Part 2) of high practical value and one that clearly displays a “repeating” idea.

The worksheets associated with Lesson 16 are very advanced and could easily be treated as
“group studies” rather then “solo puzzle exercises”, depending on the level of your student(s).
A chess player becomes truly confident when they know they can win when winning! Teach
your students the principles of technique and watch their tournament scores go way up!

Practical Notes and Advice – Lesson 16:

• Use the “Win, When Winning” mini-game handout between Parts 1 and 2.

• Remind your student(s) that, assuming the best moves are played and the
“Keeper” principles are followed, they should technically always be able to
convert their advantages into victories!

• Good technique takes discipline and focus, so in order to instill good habits in
your chess players, you must be prepared to stop and critique every moment
your student(s) did not follow a “Keeper” principle – and “blew it” accordingly.

• The “repeating” pattern in Part 2 provides proof that some chess positions can
be broken down into a “science.” When winning ideas are executed, your
opponent's moves become irrelevant. Remind your students that they don't need
to play “hope chess” to win games. It is a good feeling to know that the best
moves can be coming from your opponent... and it doesn't make a difference!

© ChessKid.com Page 6 of 9
Lesson 16
Win, When Winning!
rhb8kgn4
0p0p0p0p
wdwdwdwd
dwdwdwdw
wdwdwdwd
dwdwdwdw
P)P)P)P)
$NGQIBHR
Level 1 (Easy): Full Starting Position vs. Black's Diagramed Position (no Queen)
Level 2 (Easy): Full Starting Position vs. Black's Two Rooks (a8 and h8) Missing
Level 3 (Medium): Full Starting Position vs. Black's Two Bishops (c8 and f8) Missing
Level 4 (Medium): Full Starting Position vs. Black's Two Knights (b8 and g8) Missing
Level 5 (Hard): Full Starting Position vs. One Black Minor Piece (randomly chosen) Missing
Level 6 (Expert): Full Starting Position vs. Two Black Pawns (randomly chosen) Missing
Level 7 (Expert): Full Starting Position vs. One Black Pawn (randomly chosen) Missing
Level 8 (Master): Make up your own “imbalance” and try to convert the advantage!

RULES/GOAL: White to move and win the game!

The “Keepers” of Technique Mini-game: Tips to the Game!

• Students should practice the positions, rotating the “winning” and “losing” sides (white
and black) back and forth until white is winning the majority of the games.

• The “Keepers” of technique should be instrumental in helping a player win as white:

1. Keep it Simple: Trade Pieces and Simplify the position when you are ahead material!
2. Keep an Eye Out: White is winning here! Watch for tricks and white should win!
3. Keep Playing: When no good trades exist, and your opponent doesn't seem to have
any threats, ask yourself: Are my pieces on their best squares? Is my King safe? Can I
attack a weakness? Just keep playing good moves!

© ChessKid.com Page 7 of 9
Lesson 16
Lesson 16: Is the King Too Close?
In the following diagrams the player with the Queen is trying to win against either a Bishop or
Rook Pawn, both normally drawn endings. With a close King, there are sometimes tricks that
help the King and Queen work together. Circle the correct answer.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdKd}
7dwdwdwdw} 7dwdwdwdP}
6wdwdwdwd} 6wdwdwdw1}
5dKdwdwdw} 5dwiwdwdw}
&wdwdwdwd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2pdwdQdwd} 2wdwdwdwd}
%dkdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Is the white King close enough to win?: Is the black King close enough to win?:
Yes? Circle the correct answer No? Yes? Circle the correct answer No?
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (w!wdwdwd}
7dwdwdwdw} 7Iwdwdwdw}
6wdwdwdwd} 6wdwdwdwd}
5dwdwdwdw} 5dwdwdwdw}
&wdwdwdKd} &wdwdwdwd}
3dwdwdwdw} 3dwdwdwdw}
2wdw!w0wd} 2pdwdwdwd}
%dwdwdwiw} %iwdwdwdw}
v,./9EFJMV v,./9EFJMV
Is the white King close enough to win?: Is the white King close enough to win?:
Yes? Circle the correct answer No? Yes? Circle the correct answer No?

© ChessKid.com Page 8 of 9
Lesson 16
Advanced Endgame Play &
Winning Technique
Answer Key

Worksheet Page – “Is the King too Close?”:


Diagram #1 – Yes. 1.Kb4! (or 1.Kc4 or 1.Ka4) 1...a1=Q 2.Kb3! - and the black Queen finds
herself trapped in the corner. With no checks, there is no way to prevent checkmate by white
in the coming two moves. For example: 2...Qd4 3.Qe1+ Qd1 4.Qxd1 checkmate.

Diagram #2 – Yes. 1.Kf3! (or 1.Kh3 but not 1.Kg3?? in view of 1...f1=N!!, forking the King and
Queen and drawing the endgame) 1...f1=Q+ 2.Kg3 and the black Queen has no checks.
Black is in Zugzwang and will be checkmated in a few moves. For example: 2...Q anywhere
on the f-file, 3.Qg2 checkmate (2...Qf3+ or 2...Qf4+ are simply captured by the white King). If
the black Queen moves anywhere along the f1-a6 diagonal, then 3.Qg2 is checkmate again.

Diagram #3 – No. The black King is too far.

Diagram #4 – Yes. In this amazing position there exists a trick to bring the white King within
two ranks closer before potentially stalemating the black King: 1.Kb6!! - bringing the King
closer and “un-stalemating” the black King by blocking the Queen on the b-file at the same
time. 1...Kb1 or b2 2.Kc5+! Kc2 (2...Ka1 would simply allow white to continue the pattern or
bringing the King closer with 3.Kb4) 3.Qh2+ Kb1 4.Kb4! a1=Q 5.Kb3 winning as in diagram 1.

© ChessKid.com Page 9 of 9
Lesson 17
The Fundamentals of
Positional Chess
Part 1: Positional Chess: Doubled Pawns

Concepts:
• Introduction and definition of Positional Chess!
• What is the difference between “positional” and “tactical” chess?
• What is a “positional weakness”?
• What are “Doubled Pawns” and why are they bad?

“Positional Chess” is, in many ways, the opposite of “tactical” chess (see Lessons 9-12).
While we use the word “tactics” to describe immediate threats, captures, as well as
checkmate and attacking ideas, the term positional chess is used to describe everything
that is long term and permanent about the position or game we are playing.

A "positional player" focuses on building up long-term advantages, targeting his/her


opponent's “positional weaknesses” and avoiding positional weaknesses in his/her own camp.
A positional weakness is a long-term weak spot in a player's position such as Doubled
Pawns (Part 1), Isolania (Part 2), Backward Pawns (Part 3), or weak squares (Part 3). Every
basic positional weakness a beginning player must know will be discussed in Lesson 17.

Doubled Pawns Introduction: What are “Doubled” Pawns in Chess?


cuuuuuuuuC Doubled pawns are two pawns of the same color which
(wdwdwdwd} stand one in front of the other on the same file. Since
7dp0wdp0w} pawns all start off next to each other, each on a different
6wdwdwdwd} file, the only way for two pawns of the same color to stand
5dwdwdwdw} together on the same file is by capturing an enemy piece.
&wdwdwdwd}
3dPdwdw)w} Doubled pawns are often considered a weakness since 1)
2*)*dw8P8} they are easily attacked 2) they cannot protect each other
%dwdwdwdw} and 3) they cannot move as easily up the board towards
v,./9EFJMV promotion, as one pawn is always blocking the other. They
We removed all other are like a big brother and little brother constantly stepping
pieces from the board to on each other's toes as they walk! The doubled b and g-
highlight the weakness of pawns were created by a capture (from either a2 or c2 for
having doubled pawns vs the b-pawns, and f2 or h2 for the g-pawns). Black's pawns,
an enemy's “healthy” on the other hand, can move forward while protecting each
pawn structure... other as they advance! If possible, avoid doubled pawns!

© ChessKid.com Page 1 of 11
Lesson 17
Practical Example 1: Why “Twins” and “Triplets” are Not Good in Chess Games!
cuuuuuuuuC Doubled pawns are commonly referred to as “twins”. Though
(wdwdwdwd} it doesn't happen very often, a player can even have
7dwdwdwdw} “triplets” (see the h-file pawns) or even “quadruple-pawns”
6wdwdpdw0} (which would be four pawns of the same team on one file).
50wdwiwdP} Quadruple-pawns would be very, very ugly!
&w0wdwdw)}
3dPdwIwdP} This example diagram displays the problem with having
2P)wdwdwd} “twins” and “triplets” very clearly. Despite the two pawn
%dwdwdwdw} advantage (and an extra pawn on both the King-side and
v,./9EFJMV Queen-side) white is easily lost. Black's passed e-pawn is
White's doubled b-pawns essentially extra! One example line is: 1...Kd5 2.Kd3 e5
and tripled h-pawns leave 3.Ke3 e4 4.Ke2 Kd4 5.Kd2 e3+ 6.Ke2 Ke4 7.Ke1 Kf3 where
white lost... black wins the h-file pawns and eventually the game.

Examples 2 and 3: When Doubled Pawns Are “OK”(Example 2):


cuuuuuuuuC Our first of two diagram examples displays a position where
(wdwdrdw4} the doubled pawns are not only “ok”, but perhaps leave
7dp0kdp0w} black with the more active pieces. Remember, by definition,
6pdpgwdpd} having doubled pawns means that one pawn captured from
5dwdwdwdw} another file. This means that there is always a potential
&wdwdwdRd} open file (like the h-file here) for a Rook to occupy.
3dwHPdw)P}
2P)Pdw)Kd} Here both of black's Rooks control valuable open files and
%dw$wdwdw} the Bishop on d6 is well placed to attack both sides of the
v,./9EFJMV board. Most impotantly, the two sets of doubled pawns (the
Black's h8-Rook has an c7-c6 and g7-g6 duos) are well protected by their “brother
active open-file because pawns” and are hardly weaker than white's pawns. This
of the Doubled g-pawns! position is roughly equal with both sides having no targets.

Examples 2 and 3: Doubled “Isolated” Pawns – Doubled Pawns are NOT “OK”:
cuuuuuuuuC Compared to our previous diagram, black's b7-pawn has
(wdwdrdw4} been moved to a7 and the f7-pawn was moved to e7.
70w0k0w0w} Suddenly, the entire evaluation of this endgame changes:
6pdpgwdpd} Black's position is full of problems and is likely lost with best
5dwdwdwdw} play. The a-pawns, c-pawns and g-pawns are all
&*dwdwdRd} “Isolated” doubled pawns and will be hard to defend.
3dwHPdw)P}
2P)Pdw)Kd} You will find more examples of isolated pawns in Part 2, but
%dw$wdwdw} the basic point here is that the doubled pawns in the first
v,./9EFJMV diagram were not that weak because the b and f pawns
White's Rook currently defended them. Now, with no “brother pawns” on the
attack's g6 and could adjacent files to protect them, the pawns are doubled,
easily slide over to a4! isolated, and therefore very easy to attack.

© ChessKid.com Page 2 of 11
Lesson 17
Practical Game Example: The Ruy Lopez (Spanish) – Exchange Variation
cuuuuuuuuC The current position occurs in tournament practice often:
(rdb1kgn4} The Ruy Lopez or Spanish Game is one of the most
7dp0wdp0p} popular openings in the world. The Exchange Variation (the
6pdpdwdwd} position you see now) appears after 1.e4 e5 2.Nf3 Nc6
5dwdw0wdw} 3.Bb5 a6 4.Bxc6 (4.Ba4 would lead to the Main Line rather
&wdwdPdwd} than the Exchange Variation) and finally 4...dxc6.
3dwdwdNdw}
2P)P)w)P)} Though black is now strapped with doubled c-pawns, he is
%$NGQIwdR} compensated for the weaknesses by having open lines for
v,./9EFJMV his two Bishops on c8 and f8, as well as the Queen on d8.
In the “Exchanged Having two Bishops vs your opponent's one can be a
Spanish” opening, black critical advantage in open positions. One example of
has full compensation for black's open space can be seen if white tries to capture e5
the doubled c-pawns... with 5.Nxe5? Then 5...Qd4! - placing a double attack on the
e5-Knight and the e4 pawn. After 6.Nf3 to save the Knight
black captures e4 with check and has a favorable game!

Practical Game Example – Continued: The “Nice Part” About Doubled Pawns!
cuuuuuuuuC Here black's open d-file, pin on the f3-Knight, and active
(wdk4wdw4} Bishop on c5 leave black in a better position with no
7dp0wdp0p} worries about the doubled c-pawns! This position could
6pdp1whwd} have occurred after the continuation of 5.0-0 Bg4 6.Nc3
5dwgw0wdw} Bc5 7.d3 Qd6 8.Bd2 Nf6 9.a3 and 9... 0-0-0.
&wdwdPdbd}
3)wHPdNdw} White could have improved on move six (6.h3), but other
2w)PGw)P)} than that, white's moves were not unnatural looking at all,,
%$wdQdRIw} yet black clearly possess the better pieces. This is
v,./9EFJMV because white captured early on c6 and didn't look to be
Though white hasn't more aggressive in the center (5.d4 instead of 5.0-0 is
played the best moves, theoretically best). White needed to play more actively to
we see black's natural counteract black's open files and diagonals. The lesson:
piece activity fully Doubled pawns themselves are weak, but they can also
compensating for the provide open files and diagonals for yourself or your
doubled c-pawns! opponent, so always consider both sides of the story!

© ChessKid.com Page 3 of 11
Lesson 17
The Fundamentals of
Positional Chess
Part 2: Positional Chess: Isolated Pawns

Concepts:
• What is an “Isolated pawn”?
• What is a “Pawn Island” in chess?
• The most common Isolani: The Isolated Queen Pawn (or “IQP”)!
• The advantages of an Isolated pawn, particularly the IQP!

Introducing and Defining the Isolated Pawn and Pawn Islands!


cuuuuuuuuC An isolated pawn occurs in chess when a pawn has no
(wdwdwdwd} friendly (the same color) pawns on any of the files directly
70p0wdp0p} to the left or right of it. In our first diagram, the e4-pawn
6wdwdwdwd} stands all alone, therefore he is isolated. There are no
5dwd*8*dw} pawns on the adjacent (d or f) files which makes the e4-
&wdw8P8wd} pawn weak and the target of attack by the opponent.
3dwd*8*dw}
2P)PdwdP)} As it says beneath our example diagram, when a player
%dwdwdwdw} has an isolated pawn, this usually means the other pawns
v,./9EFJMV are slightly weaker as well. Pawn groups are often referred
Having the isolated e4- to as “Pawn Islands”. The less Pawn Islands you have –
pawn also leaves the the better! This is because when pawns are together, the
other pawns behind: protect one another. Here white has three Pawn Islands vs
creating more islands! two Pawn Islands for black, which is also a weakness.

When the Pawns Can't Defend Each Other – The Pieces “Gang Up” On Them!
cuuuuuuuC Our next example diagram displays one very simple, cold
(wdw4wiwd hard fact about isolated pawns: They are “dead in the
7dw0wdpgp water” if your pieces can't defend them! Here both white's
6w0wdpdwd d4-pawn and black's h7-pawn are isolated, and without
50wdwdw)w pieces to defend them, it is only a matter of time before the
&Pdw)B)wd opponent will gather forces and capture these weak pawns.
3dPdwdw)w
2wdwdwdKd One key point made in our previous paragraph is that
%dwdwdwdR because isolated pawns, by definition, cannot be defended
v,./9EFJM by other pawns, the pieces have to do it! Why is that a
Both white and black will big deal? Because the pieces are generally busy with more
lose their isolated pawns! important matters, and don't want to guard the little guys.

© ChessKid.com Page 4 of 11
Lesson 17
The Isolated “Queen's” Pawn Introduction and What Makes It Different!
cuuuuuuuuC An isolated pawn in the middle of the board is still an
(wdwdwdwd} isolated pawn. It is still weak, it can still be attacked, and
70pdwdp0p} without other play – the pieces will still get stuck defending
6wdwdpdwd} it! However, because an isolated pawn always has open
5dwdwdwdw} files and diagonals right next to it, a central pawn can
&wdw)wdwd} offer active space for both your Rooks and Bishops.
3dwdwdwdw}
2P)wdw)P)} We normally discuss a centrally isolated pawn as an
%dwdwdwdw} Isolated Queen Pawn because most of the time, the
v,./9EFJMV Queen's pawn is the one that becomes isolated. This is due
An isolated “Queen's” to many common Opening variations that naturally lead to
pawn is always on the d- this position. So, if the players imagined the pieces being
file for white or black... taken off the board – this would be a common “Pawn
Structure” (see Lesson 18 for more on Pawn Structures).

The Possible Advantages of an IQP and How to Use Them!


cuuuuuuuuC The Isolated Queen Pawn is often referred to as an “IQP”
(wdwdwdwd} or an “Isolani”. Though the naming of this pawn can
70pdwdp0p} change, the principles and ideas remain the same:
6wdwdpdwd} • The IQP is normally more advanced then the
5dw8w8wdw} opponent's central pawn. Here we see white's pawn
&wd*)*dwd} on the 4th rank, with black's pawn only advanced to
3dw8*8wdw} “black's 3rd rank”, aka the 6th rank.
2P)wdw)P)} • White usually has good squares for the Rooks on c1
%dw8w8wdw} and e1, as well as more space around the pawn
v,./9EFJMV (see all the highlighted squares in our diagram) for
The IQP naturally pieces such as the Knights and Bishops.
provides control of the • If white can keep the pieces on the board, avoid
center and open board! trades, and stay active: Good things will happen!

The IQP and All Its Glory: Open Files and Diagonals Lead to Good Tactics!
cuuuuuuuuC The bullet points above, in a way, list the plans for the
(4dw14dkd} opponent facing an IQP: Trade the minor pieces; keep your
70pdbgp0p} pieces active or at least prevent the opponent from
6wdwdphwd} getting too active; attack the pawn and control the
5dwdwHwdw} squares around it. If black doesn't do that, this is an
&wdw)wdw!} example of what might happen next:
3)wdBdwdw}
2w)wGw)P)} Every white piece is on a great square! It is hard to find a
%dw$w$wIw} move for black with white's Queen and Bishops aiming at
v,./9EFJMV the Kingside (h7 in particular), and many threats and tactics
The IQP can lead to good will start to favor white. 1.Bg5, attacking the f6-Knight and
tactics and an attack! next therefore the h7-pawn is one example idea for white!

© ChessKid.com Page 5 of 11
Lesson 17
The Fundamentals of
Positional Chess
Part 3: Positional Chess: Backward Pawns and “Outpost” Squares

Concepts:
• What is a “Backward Pawn”?
• What is an “Outpost Square”!
• Recognizing and exploiting Backward Pawns and Outpost Squares!

Introducing the Backward Pawn and the Outpost Square!


cuuuuuuuuC The third type of positional weakness under discussion in
(wdwdwdwd} Lesson 17 is the backward pawn. A backward pawn is a
7dwdwdwdw} pawn that has been left behind by his teammates and is
6wdw0wdwd} “stuck” because of the threat of capture from an enemy
5dw0*0wdw} pawn. The d6-pawn is backward in our first example.
&wdPdPdwd}
3dwdwdwdw} Furthermore, the weakness that almost always
2wdwdwdwd} accompanies the backward pawn is the outpost square.
%dwdwdwdw} An outpost square is a square that can never again be
v,./9EFJMV defended by a pawn. By definition, the same pawns that left
Both the d6-pawn and the the d6-pawn behind – making it backward – have also left
d5-square would be the d5-square behind, thus turning it into an outpost
targets in a real game! square. Outpost squares are also called “holes.”

Positional Weaknesses – Extreme: Multiple Backward Pawns and Outposts!


cuuuuuuuuC Highlighted in our current diagram is the possibility of
(wdwdwdwd} having multiple backward pawns and outpost squares.
7dwdwdwdw} What's amazing about this position is that black's b4 and g4
6wdwdwdwd} pawns, without the threat of other white pieces, are
5dwdwdwdw} essentially just as good as all six of white's pawns!
&w0wdwdpd}
38P8wd*)*} Because of En Passant (Lesson 5 handout) neither the a or
2PdPdw)w)} c pawn can advance forward without being captured!
%dwdwdwdw} Obviously moving to a3 or c3 runs into capture the
v,./9EFJMV “classical” way, while 1.a4 or 1.c4 run into capture by En
If black had the chance to Passant. The same can be said for white's f and h pawns.
put a piece on a3, c3, f3 The a3, c3, f3 and h3 squares are all also very weak holes
or h3 – that piece would for black's personal use! Outpost squares are perfect for
be very happy indeed! attack, and should usually be filled by a Knight.

© ChessKid.com Page 6 of 11
Lesson 17
Outpost Squares and Backward Pawns “In Action”: Good Knight vs Bad Bishop!
cuuuuuuuuC In our third diagram you no longer have to imagine these
(wdbdwdwd} weaknesses in positions of just the pawns, as we are now
70p0wiwdp} moving onto three practical examples of recognizing and
6wdwdp8pd} attacking both backward pawns and outpost squares in real
5dwdpHw)w} games. Here the Knight on e5 (an outpost square) is
&wdw)wdw)} dominating the Bishop on c8. The h7-pawn is backward.
3dwdwIPdw}
2P)Pdwdwd} In a position like this, white would be considered much
%dwdwdwdw} better and easily winning with best play. After: 1.Ng4! –
v,./9EFJMV heading to the other outpost on f6 – then 1...Kf7 2.Nf6 Kg7
Black defends h7 after 3.Kf4! And next to e5, black will have a hard time stopping
the Knight goes to f6! the Knight and King from commanding the endgame...

Multiple Out-Post Squares: Referred to as a “Weak Square/Color Complex”:


cuuuuuuuuC Moving on from our endgame example, we now see how
(rdwdw4kd} outpost squares – in this case multiple outposts – can lead
70pdqdw0w} to serious issues in the Middlegame. In particular, having
6wdpdwdw0} unprotected holes around the King position, especially
5dwdpdwhw} when they are all of the same color, can give the
&wdw)bdwd} opponent excellent mating attack chances.
3)NGw)*)*}
2w)w!w)*)} In this position black is threatening both 1...Nh3 checkmate,
%dw$wdRIw} as well as 1...Nf3+, forking the King and Queen. White is
v,./9EFJMV lost. The only move to continue the game would be 1.f3,
White's pieces on the though after 1...Nxf3+ black wins the Rook on f1 for the
Queen-side are useless Knight, and 1...Rxf3 followed by 1...Nh3+ at some point is
in defending the King! also winning easily. The weak color complex was lethal!

Final Example: Out-posted Knight on C4 and Backward A-Pawn – Black is Better!


cuuuuuuuuC In our final example we see black's strong Knight on c4,
(rdwdw4kd} combined with the open a-file, give black a crushing
7dwdqdp0w} advantage. The a-pawn is backward and a “sitting duck” for
6wdpdpdb0} black to clean up after organizing the army.
5dpdp)wdw}
&w)n)wdwd} After 1... Ra6, followed by 2...Rfa8 and if need be, 3...Qa7
3dwdwdwGP} – tripling the three most powerful pieces on the a-file – it is
2PdwdQ)Pd} only a matter of time before the pawn falls. Note that even if
%dw$wRBIw} white is to move the Queen to capture the Knight on c4 with
v,./9EFJMV the f1-Bishop, black would be left with a protected passed
The diagrams prove that pawn instead of an out-posted Knight. The key thing to
positional advantages can notice about positional advantages is that in all three of
be used to win material our last examples, the material (points) was completely
and eventually the game! equal. The positional advantages were enough to win!

© ChessKid.com Page 7 of 11
Lesson 17
The Fundamentals of
Positional Chess
Instructor's Guide

Chess is 90% tactics, but that is mainly because all games – even those played at the
highest level – are eventually decided by a tactic of some kind. Tactics alone decide the
majority of amateur and scholastic chess results; however, if the remaining 10% of chess is
positional strategy, it is also true that learning positional chess concepts is the first step
toward chess mastery, and the only way to begin developing high level plans that even the
best opponents might not be able to defend against.

As simple as it may sound, because pawns are the only pieces that cannot go back –
developing plans of attack that surround the weaknesses discussed Lesson 17 are the only
plans of attack that cannot be prevented. A doubled pawn can not “take back” to its original
square. An isolated pawn can't change itself without the help of the opponent. Out-post
squares, once created, are generally permanent.

The list goes on! It is good to instill the following principle in your students:

• Develop plans where you expect the best move could be coming from your
opponent, and it doesn't make a difference! Learn to recognize and target positional
chess weaknesses, and you will be attacking weaknesses that can't be undone.

Practical Notes and Advice – Lesson 17:

• Do not assign the worksheets to your students until after all three parts of
Lesson 17 have been reviewed in detail.

• Use the “pawns only” worksheet example diagrams to teach your students to
see the bigger picture. Learning to recognize what is going on with the pawns
during a game full of tactics is an important, master-level skill.

• Teach your students that square weaknesses (like out-posts, color complexes,
etc.) are just as permanent in the position as pawn weaknesses.

• Revisiting the Mini-Games from Lessons 1 and 13 should be considered to give


your students another shot at practicing pawn play at a high level.

© ChessKid.com Page 8 of 11
Lesson 17
Lesson 17: Find the Weakness!
Circle all the positional weaknesses you can find in the diagrams below. Remember you are
looking for doubled pawns, isolated pawns, backward pawns and outpost squares.
cuuuuuuuuC cuuuuuuuuC
(rdwdw4kd} (wdwdwdwd}
70p1wgp0p} 7dwdwdw0p}
6wdw0wdwd} 6wdwdpdwd}
5dwdw0Pdw} 5dp0wdwdw}
&wdwdPdwd} &w0wdwdwd}
3dwHwdwdw} 3dPdw)Pdw}
2P)PdQdP)} 2PdPdwdw)}
%$wdwdRdK} %dwdwdwdw}
v,./9EFJMV ,./9EFJM
Circle the positional weaknesses! Circle the positional weaknesses!
cuuuuuuuuC cuuuuuuuuC
(rdw1w4kd} (rdw1n4kd}
70bdwdpdp} 70wdpdw0p}
6w0wdpdpd} 6b0ndpdwd}
5dwdnHwdw} 5dw0w)pdw}
&wgw)Ndwd} &wdP)w)wd}
3dwdBdw!w} 3)w)Bdwdw}
2P)wdw)P)} 2wdwdNdP)}
%dw$wdRIw} %$wGQdRIw}
v,./9EFJMV v,./9EFJMV
Circle the positional weaknesses! Circle the positional weaknesses!

© ChessKid.com Page 9 of 11
Lesson 17
Lesson 17: Find the Weakness!
Circle all the positional weaknesses you can find in the diagrams below. Remember you are
looking for doubled pawns, isolated pawns, backward pawns and outpost squares.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (wdwdwdwd}
7dpdwdp0w} 70pdpdwdw}
6pdwdwdw0} 6wdpdwdwd}
5dwdpdwdw} 5dw)wdpdp}
&wdwdwdwd} &w)wdwdpd}
3dwdw)wdw} 3dwdwdw)w}
2P)wdw)P)} 2PdwdP)w)}
%dwdwdwdw} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
Circle the positional weaknesses! Circle the positional weaknesses!
cuuuuuuuuC cuuuuuuuuC
(wdwdriwd} (wdw4wdkd}
7dp4wdp0w} 7dpdndq0w}
6pdwdn0w0} 6pdr0wdw0}
5)wdwdwdw} 5)wdQ0wdw}
&Rdwdwdwd} &wdPdwdwd}
3dN)wdPdw} 3dPdwGwdw}
2w)wdwIP)} 2wdw$w)P)}
%dwdRdwdw} %dwdRdwIw}
v,./9EFJMV v,./9EFJMV
Circle the positional weaknesses! Circle the positional weaknesses!

© ChessKid.com Page 10 of 11
Lesson 17
Find the Positional Weakness!
Answer Key

Worksheet Page 1:
Diagram #1 – Circle: Black's d6-pawn and the d5-square. White's Knight can head to d5 with
a large positional advantage for white: A great Knight vs a poor Bishop on e7.

Diagram #2 – Circle: White's d4-pawn and the f6 and h6 squares. Though white does not
have an easy way to access the f6 or h6 squares, recognizing them as weak is important.

Diagram #3 – Circle: White's a2, c2 and h2 pawns; Black's doubled b-pawns and the e6-
pawn. Learning to see the “pawns through the pieces” is a good skill. Also circle the a3
and c3 squares as out-posts.

Diagram #4 – Circle: White's a3-pawn and the doubled c-pawns. Black's d7-pawn and the
d6-square. Note black can elimiate both weaknesses with a move like pawn to d6, trading.

Worksheet Page 2:
Diagram #1 – Circle: Back's d5-pawn.

Diagram #2 – Circle: Black's b7-pawn, the b6-square and the doubled f-pawns.

Diagram #3 – Circle: White's h2-pawn and the h3-square; Black's d7-pawn and the d6-
square. Note that the f2-pawn and the b7-pawn are not backward because they have the
support of “brother pawns” (the e-pawn for the f2-pawn and the a-pawn for the b7-pawn).

Diagram #4 – Circle: Black's b7-pawn, d6-pawn, the d5-square and the b6-square.

© ChessKid.com Page 11 of 11
Lesson 18
Learning to Play with
the “Little Guys”
Part 1: Pawn Majorities and Minorities: The Basics of Pawn Play

Concepts:
• What is a pawn majority?
• What is a pawn minority?
• What are the advantages of a majority and/or a minority and how to use them!

Pawn Majorities, Example 1: What is a Pawn Majority and How Do I Get One?
cuuuuuuuuC As you learned in Lesson 17, the “little guys” can be awfully
(wdwdwdkd} important! We are now learning that the basics of pawn
7dwdwdp0p} play and the advantages associated with pawns can be
6wdwdwdwd} just as crucial as learning about positional weaknesses.
50p0pdwdw} Our first diagram is going to teach us how to recognize a
&wdwdwdwd} “Pawn Majority” in any chess game we play!
3dwdwdwdw}
2P)Pdw)P)} The position to your left is simple: Black has a “Queenside
%dwdwdwIw} pawn majority”. This means that on the Queenside of the
v,./9EFJMV board, black has four pawns against white's three pawns.
The word “majority” If nothing else was happening in this position, black would
essentially means “more”. have a winning advantage. Note that the Kingside pawns
Black has more pawns! are completely equal with no majority for either side.

Pawn Majorities, Example 2: A “Potential, Pretending, Passer” is Looming...


cuuuuuuuuC The true advantage of a pawn majority is the “un-
(wdwd*dwd} challenged” pawn that cannot be directly blocked by the
7dwdw8p0p} enemy. We call these pawns “Pretenders” because they are
6wdwd*dwd} almost passed pawns. White's e-pawn and black's c-pawns
50p0w8wdw} need only the help of their brothers (the b-pawn for black
&wdwdP)P)} and the f-pawn for white) to become passed pawns!
3dwdwdwdw}
2P)wdwdwd} White's pawn's path is highlighted by stars to reveal that it
%dwdwdwdw} is unblocked, and black's c-pawn is every bit as good.
v,./9EFJMV Every good majority – meaning a majority without doubled
Both black's c-pawn and or broken pawns – has a “Pretender” waiting to become a
white's e-pawn are real passer. An easy plan is to advance the pawns forward,
“Pretending” passers! making trades where necessary, and attempt to turn the
Pretender's dreams into a reality.

© ChessKid.com Page 1 of 11
Lesson 18
A Pawn Minority, Example 1: What is a Pawn Minority and is It Always Bad?
cuuuuuuuuC The word minority means “less”, so it is the opposite of
(wdwdwdwd} majority. When it comes to just the pawns, a minority is
7dwdw0pdp} never a good thing. For example, unless black's a and b
6pdw0wdpd} pawns are using super-strength medicine – there is no way
5dpdwdwdw} they could ever take down white's three a, b and c pawns.
&wdwdPdwd} All trading will eventually leave white with an extra pawn.
3dwdwdwdw}
2P)Pdw)P)} Before we move onto looking at this structure with the
%dwdwdwdw} pieces on the board, it is good to realize the one good thing
v,./9EFJMV about having a pawn “minority”: By definition, if you have
Without the pieces to use one less pawn, that means you always have an open file to
the open files and space, go with it. This structure for example, leaves black with a
a minority is no good! potentially open c-file for either one or both of his Rooks!

A Pawn Minority, Example 2: Minorities Are Good When the Pieces Are Involved!
cuuuuuuuuC Do you recognize this pawn structure? It is the same as
(wdrdw4kd} Minority Example 1, except we have added pieces.
7dw1w0pgp} Suddenly the tables have turned! Black has an open c-file
6pdw0bhpd} for his Rook and Queen, and after the last move 1...b5!,
5dpdwdwdw} black is threatening to kick the c3-Knight. This, in turn,
&w8wdPdwd} means that black is attacking the e4-pawn with his f6-
3dwHwGwdw} Knight, as well as the c2-pawn with the Queen and Rook.
2P)P!w)P)}
%$wdw$BIw} We see here that black's open space on the Queenside has
v,./9EFJMV led to active piece play for the b-pawn, the c8-Rook, the
Minorities can't win on Queen, the e6-Bishop, the f6-Knight and even the Bishop
their own, but they can be on g7 (if the Knight on f6 is ever to move). Black is slightly
good in the Middlegame! better in this position and happy to have a minority!

Practical “Majority” Example: The Ruy Lopez or Spanish Exchange Variation


cuuuuuuuuC Our final example shows a main line Opening variation
(rdbdkgn4} (actually reviewed at the end Lesson 17 Part 1 as well)
7dp0wdp0p} where white has achieved a majority on the Kingside.
6pdpdwdwd} Please find the moves played to reach this position listed
5dwdwdwdw} beneath the diagram. White has just played 7.Nxd4.
&wdwHPdwd}
3dwdwdwdw} Though black has compensation as of right now because of
2P)Pdw)P)} his Bishop pair and easy development (Lesson 17, Part 1)
%$NGwIwdR} – if white is able to simplify this position down to just the
v,./9EFJMV pawns, the four vs three pawn majority on the Kingside
1.e4 e5 2.Nf3 Nc6 3.Bb5 should be enough for a victory in white's favor. Notice that
a6 4.Bxc6 dxc6 5.d4 exd4 white's e4-pawn is the “pretending passer” in this pawn
6.Qxd4 Qxd4 and 7.Nxd4 structure, while black's Queenside majority is useless.

© ChessKid.com Page 2 of 11
Lesson 18
Learning to Play with
the “Little Guys”
Part 2: The Basics of Pawn Structure and Advanced Pawn Play

Concepts:
• What is a pawn “structure” or “formation”?
• Learning to “listen” to your pawns!
• Swimming with the River – Pawn Chains!

Weaknesses having to do with the pawns (whether they be the pawns themselves or
the squares around them) once created, are usually permanent. The same can be said
for pawn majorities and minorities. The pawn structure – sometimes referred to as the
pawn formation – also tends to be relatively static. So what is a pawn “structure”?

Structure is a word used to refer to everything having to do with the pawns: The pawns
themselves; the individual square weaknesses around them (like holes/outposts); as
well as the open files and diagonals created by pawn moves. Squares, open files, and
open diagonals determine the best moves and plans for the pieces, and all three of
those things are created because of a player's decisions and moves with the pawns!

Basic Structure #1 – The Open Center: Pawns “Tell” the Pieces Where to Go!
cuuuuuuuuC Think about it: Until you start moving your pawns, you have
(rdbdw4kd} no open files, no open diagonals, and no weaknesses or
7dp0whp0w} strengths of any kind to speak of either. So what do we do
6phwgwdwp} with this new, very scary knowledge, that the “little guys”
5dwdwdwdw} are much more important than we ever thought possible?
&wdwdw8wd}
3dB)NdNdP} Learn about pawn structures! How to recognize them; find
2P)wdw)Pd} plans; and eventually, master every pawn formation! Surely
%$wGw$wIw} there are too many to deal with here, so consider this
v,./9EFJMV lesson as more of an introduction to knowledge which
Without the pawns trading masters have that most players don't: Your pawns are
in the center, the pieces talking to your pieces and telling them what to do with
wouldn't be so happy! In every move, your pieces just have to learn to listen!
this open center position
white's pieces are very
active – especially the
Rook on the open file!

© ChessKid.com Page 3 of 11
Lesson 18
Basic Structure #1 Continued – The Open Center = Strong Pieces = Good Tactics!
cuuuuuuuuC With his last move, World Champion Vladimir Kramnik was
(rdbdw4kd} “listening” to what his open center and e-file were telling
7dp0whp0w} him: Be aggressive with the pieces! Black was then left
6phwgwdwp} with a tough position. White is more active, threatening to
5dwdwdwdw} capture on d6 and the e7-Knight is next. Krasenkow played
&wdwdwGwd} 16...Ng6 and after 17.Bxd6 cxd6 18.Re4-d4!, Kramnik piled
3dB)NdNdP} up on the isolated d6-pawn and went on to win the ending.
2P)wdw)Pd}
%$wdw$wIw} This simple example is designed to make one critical point:
v,./9EFJMV When the central pawns have been traded, nice open
In Kramnik-Krasenkow, squares, open files, and open diagonals are begging for
Wijk aan Zee 2003 pieces to use them. So be aggressive in the center when it
Kramnik played 16.Bf4! opens up, put your pieces on strong squares, and attack!

Structure #2 – Pawn Chains: Learning to “Swim with the River”!


cuuuuuuuuC Pawn chains create positions where a very specific type of
(wdwdwdwd} plan is best for each player. Particularly, both white and
70pdwdp0p} black will generally need to focus solely on one side of the
6wdwdpd*8} board, attacking and creating threats “behind the wall of
5dwdp)*8*} pawns”. White's chain runs from b2 to e5 in this example.
&wdp)*8*d}
3dw)*8*dw} We often refer to this as “swimming with the river”! This
2P)*8*)P)} means that when the “flow” of a position is heading in one
%d*8*dwdw} specific direction – in this case white's b2-e5 chain is
v,./9EFJMV pointing towards the Kingside – trying to attack on the
Pawn chains can arise other side of the board would be like “swimming upstream”,
from many different types with white's pieces being constantly blocked by his/her own
of Opening Variations! pawns. The b1-h7, c1-h6 and d1-h5 diagonals are open
space for white to fill with pieces and to create threats!

cuuuuuuuuC Taking a look at the same pawn chain from black's


(wdw8*8wd} perspective, we see a similar plan but on the other side of
70p8*8p0p} the board. Black's pieces will naturally find open space on
6w8*8pdwd} the Queenside in this type of structure. Often a player might
58*8p)wdw} also continue to gain space (see structure #3 for more on
&*8p)wdwd} space) on the side of the board that the chain is headed.
38w)wdwdw}
2P)wdw)P)} For example, black might consider advancing the a and b
%dwdwdwdw} pawns together, and along with the pieces, attempt to
v,./9EFJMV create an attack on the Queenside. We have stripped both
The d8-a5, e8-a4 and f8- diagrams of the pieces in order to highlight what the pawn
a3 diagonals are black's chains, in their pure form, are telling the pieces to do: Swim
to control and use! with the river and attack in the direction of your pawn chain!

© ChessKid.com Page 4 of 11
Lesson 18
Structure #2 – Pawn Chains: Just Keep Swimming... A Practical Game Example!
cuuuuuuuuC Here we see a game from the library of IM Daniel Rensch –
(wdr1w4kd} one of the authors of this curriculum (username
70bdndp0p} “ACEChess” on ChessKid.com). His opponent
6w0w0pdwd} underestimated the power of the c3-e5 pawn chain. After
5dw0w)wdw} advancing 17.e5!, white has removed the Knight from f6,
&wdw)w)wd} which it should be noted is a common idea behind
3)w)BdNdw} achieving an advanced pawn on e5. Why is it a good idea?
2wdPdQdP)}
%$wdwdRIw} Without a Knight on f6, the Kingside is much more
v,./9EFJMV vulnerable to tactics – especially the h7-pawn. Here white
White's pawn chain is finishes the game with 18.Bxh7+!, a common sacrifice that
responsible for black's leads to a deadly mating net. After: 18...Kxh7 19.Ng5+ Kg8
problems: The f6-Knight 20.Qh5 (mate coming on h7) Re8 21.Qxf7+ Kh8 22.Qh5+
would have guarded h7! Kg8 23.Qh7+ Kf8 24.Qh8+ Ke7 and 25.Qxg7 checkmate!

In summary, there are many different types of pawn structures in chess. They all have
original names associated with them and should be learned and mastered one at a
time. The purpose of this lesson is to introduce the basic concept of approaching a
position from the “pawn's perspective” first, then think about where your pieces
should go second. Of course, the ultimate goal is to see your entire army as one and
coordinate them, pawns included, together in unison.

© ChessKid.com Page 5 of 11
Lesson 18
Learning to Play with
the “Little Guys”
Part 3: Advanced Pawn Play, Space and Building Strength

Concepts:
• What is space in chess?
• Learning to build strength in your position!

Building Strength, Example 1: What is “Space” in Chess?


cuuuuuuuuC Our final topic of discussion regarding the pawns is
(rdw1rdkd} something that is not necessarily a structure or formation,
70p0bgp0p} but rather a general plan to always have in any game.
6wdn0phwd} When play is roughly equal, with both sides fighting for
5dBdwdwGw} better pieces (as better pieces lead to better tactics!) the
&wdP)P)wd} most effective way to make your position stronger is to
3)wHwdNdP} “build strength,” which means to gain space.
2w)wdQdPd}
%dwdR$wIw} In chess, the term “space” refers to all the squares your
v,./9EFJMV army controls or occupies behind your most advanced
More space means pawn(s). In our current diagram, white has more space
better pieces. Here white than black because his pawns are further advanced and
controls the whole board! constricting black from improving the minor pieces.

Building Strength, Example 2: Learning to Gain Space and Use It!


cuuuuuuuuC Gaining space is always a good idea, and though not every
(rdb1kgw4} position can be as good or offer as much space as the
70pdw0pdp} previous diagram, you should always strive for more space
6wdn0wdpd} and better squares for your pieces. What should white play
5dw0wdwdw} here? Develop the Knight to f3 or play pawn to f4 first?
&wdBdPdwd}
3dwHPdwdw} 5.f4! By developing the Knight to f3 behind the pawn,
2P)Pdw)P)} white's chances of a successful Kingside attack are much
%$wGQIwHR} greater. Using the principles of both pawn chains (notice
v,./9EFJMV that white's c2-d3-e4 chain is better with white's f-pawn
In the Closed Sicilian advanced) and gaining space, white can now involve the
Opening, White plans to f1-Rook in a Kingside attack after getting castled. All of
attack on the Kingside! white's pieces will find space on the Kingside after the f4!

© ChessKid.com Page 6 of 11
Lesson 18
Building Strength, Example 3: Think About Your Space Before Developing!
cuuuuuuuuC Our Closed Sicilian example showed that if white thinks
(rhb1kgn4} about the pawns and how the pieces can attack together,
70p0w0p0p} before developing the Knight to f3, then white can grab the
6wdwdwdwd} early chance to gain space (5.f4!) – thus setting up a much
5dwdpdwdw} better chance of attack on the Kingside. Space offers your
&wd*)wdwd} pieces avenues and options of attack!
3dwdwdwdw}
2P)PdP)P)} Going back even further in the Opening stage, the Queen's
%$NG!IBHR} Gambit is a perfect example of needing to gain space
v,./9EFJMV before developing. Many amateur and beginner chess
After 1.d4 d5 – white's players might play 2.Nc3 here. The problem with this move
needs to think about a is that white applies no pressure to the center against the
plan before just Queen pawn, because the d5-pawn is easily protected.
developing the White needs to play 2.c4! First, followed by bringing the
pieces.The plan to attack Knight out behind the c-pawn. In this case white will
on the Queenside after naturally put more pressure on the center (d5) and be able
2.c4 is a good one! to develop pieces towards the Queenside more easily.

NOTE: A common theme of gaining space – displayed in both Examples two and three – is
that developing a Knight behind a pawn can increase the pressure on the squares you are
attacking. Whenever a Knight is directly behind a pawn, the squares the pawn can possibly
capture are also attacked by the Knight. This means that, when possible, it can be a good
idea to advance a pawn first and develop the Knight behind the pawn. The extra space
gained by advancing the pawn first is also useful to the rest of your army.

© ChessKid.com Page 7 of 11
Lesson 18
Learning to Play with
the “Little Guys”
Instructor's Guide

Pawns are tricky! Even for most of the coaches reading this Lesson, there is a good chance
that none have ever truly approached a chess game from the “little guys'” perspective first.
This Lesson may take more than one classroom setting (with the assumed time being 1 to 1.5
hours) to work through. Take your time, coaches, and enjoy the lesson!

Many positions in chess offer one side a pawn majority and the other, naturally, a minority.
The simple version of the story is that a majority is more of a long term advantage that can be
executed more aggressively as the pieces are traded. With less tactics and complications,
especially in the endgame, it is easier to advance the pawns up the board safely. A minority
on the other hand, because it offers the open files and space that a majority does not, can be
a dangerous middlegame tool. Why? It is generally easier to advance fewer pawns up the
board, especially with the help of the pieces.

The first step in the right direction in regards to learning structures and formations is to learn
that though there are many different types of pawn structures, and many different versions of
each, they can essentially be be broken down into two major categories: Open Center
positions and Closed Center positions. Hopefully, the examples in Part 2 provided some
general guidance as how to approach each type of position (open and closed) as well as
some practical advice on structures in general.

Space is a tricky matter to understand at the beginning levels, but we recommend referencing
the point made in the summary of Part 3 – i.e., that when a Knight stands directly behind a
pawn, their attacking powers double! Where as a Knight standing in front of a pawn, stands
alone. This basic concept is “space 101”: When the pieces work from behind the pawns,
they constrict and attack more squares then they do by blocking the pawns.

Practical Notes and Advice – Lesson 18:


• Do not assign the worksheets until the lesson, in its entirety, has been reviewed.

• Try to instill in your students that, though the pawns may seem boring, using
them well is vital knowledge. Why? Because pawn moves can never be taken
back! Learning to play with the pawns is critical!

• Review Lesson 17 (positional weaknesses) with your students if necessary.

© ChessKid.com Page 8 of 11
Lesson 18
Lesson 18: Playing with the Pawns!
Beneath each diagram is a question about the given pawn structure or position.
Circle the correct answer to each question.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (rdb1w4kd}
70p0wdp0p} 7dp0whpgp}
6wdwdw0wd} 6pdw0whpd}
5dwdwdwdw} 5dwdP0wdw}
&wdwdwdwd} &wdPdPdwd}
3dwdPdPdw} 3dwHwGPdw}
2P)PdwdP)} 2P)wHBdP)}
%dwdwdwdw} %dw$QdRIw}
v,./9EFJMV ,./9EFJM
Who has the better pawn majority? What “side” should white attack towards?
White? OR Black? Kingside? OR Queenside?
cuuuuuuuuC cuuuuuuuuC
(rdw1w4kd} (rdb1w4kd}
70bdwdpgp} 70pdngp0p}
6whwdpdpd} 6wdndpdwd}
5dwdwHwdw} 5dw0p)wdw}
&w0w)Ndwd} &wdw)wdwd}
3dPdwdQ)w} 3dw)wdN)w}
2PGwdw)Pd} 2P)wdN)B)}
%dw$RdwIw} %$wGQdRIw}
v,./9EFJMV v,./9EFJMV
Who has more pawn weaknesses? What “side” should black attack towards?
White? Equal? Black? Kingside? OR Queenside?

© ChessKid.com Page 9 of 11
Lesson 18
Lesson 18: Playing with the Pawns!
Beneath each diagram is a question about the given pawn structure or position.
Circle the correct answer to each question.
cuuuuuuuuC cuuuuuuuuC
(wdwdwdwd} (rdwdkdn4}
7dpdwdp0w} 70p0wdp0p}
6pdwdwdw0} 6wdpdb1wd}
5dwdpdwdw} 5dwgwdwdw}
&wdwdwdwd} &wdwdPdwd}
3dw)w)Pdw} 3dwHwdwdw}
2Pdwdw)w)} 2P)P!w)P)}
%dwdwdwdw} %$wGwIBdR}
v,./9EFJMV v,./9EFJMV
Who has more “pawn islands”? Same position: Whose pawns are better?
White? Equal? Black? White's? Equal? Black's?
cuuuuuuuuC cuuuuuuuuC
(rdwdkdn4} (wdwdwdwd}
70p0wdp0p} 70p0wdw0p}
6wdpdb1wd} 6wdwdwdwd}
5dwgwdwdw} 5dwdpdpdw}
&wdwdPdwd} &wdwdwdwd}
3dwHwdwdw} 3dw)w)wdw}
2P)P!w)P)} 2P)wdw)P)}
%$wGwIBdR} %dwdwdwdw}
v,./9EFJMV v,./9EFJMV
What “side” should black attack towards? Who has the better pawn majority?
Kingside? Center? Queenside? White? Equal? Black?

© ChessKid.com Page 10 of 11
Lesson 18
Playing with the Pawns!
Answer Key

Worksheet Page 1:
Diagram #1 – White. White's Queenside pawn majority is a better four-vs-three than black's,
because black's f-pawns are doubled and therefore ineffective.

Diagram #2 – White. White's a2-pawn is backward, the d4-pawn is isolated and the g-pawns
are doubled. Black has no pawn weaknesses.

Diagram #3 – Queenside. White's pawn structure, led by the advanced d5-pawn, is facing
towards the Queenside. A plan such as 1.b4 followed by c5 and Nc4 makes sense for white.

Diagram #4 – Queenside. Black's pawn chain (f7-e6-d5) provides space on the Queenside.
Black should use his c5-pawn and moves like 1...Qb6 to put pressure on the center. Notice
that black uses the Queenside space to develop the pieces for central pressure.

Worksheet Page 2:

Diagram #1 – White. White has four pawn islands.

Diagram #2 – Center. Black's Queen and Bishops, as well as the Rook coming to d8, apply
pressure to both sides of the board, but the center is the most natural place to attack when
the pawns have been traded to create open files and diagonals.

Diagram #3 – White. White has a four-vs-three Kingside pawn majority.

Diagram #4 – Equal. Though the structure may not be symmetrical, neither side has a
majority either because the pawns prevent progress by capture.

© ChessKid.com Page 11 of 11
Lesson 19
Bad Pieces & Other
Advanced Piece Play
Part 1: Cramped/Bad Pieces: “Nominal” vs “Absolute” Piece Power

Concepts:
• The real value of your pieces is their activity!
• The best and worst positions for your pieces!
• The nominal piece values vs the actual power of the pieces

“Nominal” vs “Absolute” Power, Example 1: The Centralized Knight Dominates!


cuuuuuuuuC The nominal value of each chessman is their point value
(wdwdwdwd} before taking anything about the specific position into
7dwdwdwdw} consideration. These values were discussed in the
6wd*d*dwd} introduction chapter (Part 2), with the Queen being worth
5d*dwd*dw} nine points (or pawns depending on how you see it), the
&wdwHwdwd} Rook being worth five, and so forth.
3d*dwd*dw}
2wd*d*dwd} However, a piece's absolute or actual power will always
%hwdwdwdw} depend on the exact position. The easiest way to illustrate
v,./9EFJMV this concept, before moving onto tricker examples, is by
The d4-Knight must be placing the Knight in the center – where it controls eight
seen as a “better piece” squares – against a Knight in the corner – where it only
than the a1-Knight! controls two. Clearly, the centralized Knight is worth more!

“Nominal” vs “Absolute” Power, Example 2: Rooks on the 7 th Rank Always Win!


cuuuuuuuuC In our second example, the white Rook (and King) takes
(wiwdw4wd} the spotlight! Again, the nominal value of the Rooks – both
7dwdRdpdp} white and black's – is considered five points each, but
6w0wdpdp)} white's Rook on d7 controls the only open file (d-file) and is
50P0wdw)w} dominating the 7th Rank. This is important because black's
&PdPdK)wd} Rook cannot leave the f8-square as long as white's Rook is
3dwdw)wdw} attacking the f7-pawn. But what can black do?
2wdwdwdwd}
%dwdwdwdw} White's King, also worth much more absolute power than
v,./9EFJMV his black counterpart, is threatening to enter the Kingside
After 1...Kc8 white played via e5-f6-g7 and eventually destroy every black pawn.
2.Re7 Kd8 (what else?) Black, despite all material being equal, is completely lost in
and 3.Rb7, winning the b- this position because white's pieces are worth so much
pawn and the game! more than his/hers. White won this game shortly...

© ChessKid.com Page 1 of 5
Lesson 19
Defensive Power: The Value of Stopping Threats is Just as Important as Pieces!
cuuuuuuuuC The most important thing in chess is the ability to actually
(wdkdwdwd} make threats, not just the nominal value that each piece is
71w0wdwdw} supposedly worth. Hence, the key to this lesson! This
6wdw0wdwd} knowledge can also be applied defensively. Here black,
50P0P0w0p} anticipating white's Queenside breakthrough, found a
&NdPdP0wd} brilliant move that lost the Queen, only to save the game!
3)wdwdPgP}
2K!wdwdPd} White is threatening 1.b6! After which, the bishop on g3 will
%dwdwdwdw} be useless to white's Queenside play. After 1...Qb6!!, black
v,./9EFJMV sacrificed his Queen to close up all white's play. After
If 5.Qh1 instead of 5.gxh3 2.Nxb6+ (white could try to keep the pieces on the board,
then 5...h2! is still a drawn but the game would still be a draw with best play) 2...cxb6
endgame. Despite the 3.h4! (otherwise h4 by black) gxh4! 4.Qc1 h3!! 5.gxh3 h4!,
“points,” black can draw! and black has closed up the entire position for a draw.

Practical Example 1 – Defend Like a Genius!


cuuuuuuuuC Another great example where the supposed value of the
(wdwGwdwd} pieces doesn't live up to their actual abilities in the position
7drdw0wdw} is this fun exercise. White to play and draw? Almost every
6rdw0w0wd} piece and every pawn is under attack by black, but white
5gk0w)w0w} has a brilliant way to solve all the issues with one move!
&*0w)w)P0}
30w)wdwdP} 1.Ba4+!! With this move, white forces either a perpetual
2P)wIwdwd} check (see Lesson 20) after 1...Kc4 2.Bb3+ repeats, or a
%dwdBdwdw} brilliantly creative draw after 1...Kxa4 2.b3+ Kb5 3.c4+ Kc6
v,./9EFJMV 4.d5+ Kd7 5.e6+ Kxd8 6.f5!!, and the position has locked
This famous problem is up, much like our previous example. Despite black's extra
known by many as a fun two Rooks and Bishop, there exists no way to make
and wacky way to draw! progress. This puzzle highlights our points precisely!

Practical Example 2 – The Power to Make Threats is the Most Important in Chess!
cuuuuuuuuC Our final diagram isn't nearly as flashy or exciting as the
(wdwdwdwd} previous, but it does display clearly the idea that having
7dwdwdpiw} targets to attack is much more important, in most cases,
6wdw0wdpd} than the nominal value of the pieces. Despite the equal
5dwdwgndp} material count, black is the only one who can win here.
&wdwdwdw)}
3dwdwdKdw} White has no threats to make even if black chooses to
2wdwdwdwd} shuffle the Bishop from e5-f6 for eternity! Black on the other
%dwdw!wdw} hand, can play 1...Bf6, 2...Bxh4, bring the Bishop back to
v,./9EFJMV e5, and begin pushing the h-pawn. Black's Minor pieces are
White's only real option better than the white Queen because they can make
is to sit and wait... threats, while the white Queen can only watch in awe!

© ChessKid.com Page 2 of 5
Lesson 19
Bad Pieces & Other
Advanced Piece Play
Part 2: Sidelined Minor Pieces: “Knight on the Rim” & “Bad Bishop”

Concepts:
• More examples of bad pieces!
• Knights on the rim (edge) are grim!
• The two kinds of bad Bishops: “Big Pawns” and the “Empty Bishop”!

The “Grim” Knight on the Rim Meets the Unstoppable Rook Pawn!
cuuuuuuuuC As displayed clearly in the first diagram of Part 1, a
(wdwdkdwd} centralized Knight is much better than a Knight in the
7dwdwdwhw} corner or even on the rim (edge) of the board. Furthermore,
6wdwdwdw8} if a Knight has one nemesis, it would be the outside passed
5dwdwdwdP} Rook pawn. In general, Knights are not the best pieces in
&wdwdwdwd} dealing with passed pawns and this is an extreme example!
3dwdwdwdw}
2wdwdwdwd} After white's obvious pawn advance, the Knight (and black
%Iwdwdwdw} army as a whole) has met its doom. Black's Knight, due to
v,./9EFJMV lack of space, is unable to stop the passed pawn. Not
1.h6! By white is winning. even the King can save the game, as reviewed beneath the
After 1...Kf7 2.h7! and diagram. Notice that if there existed an “i” file, the Knight
white Queens the pawn! could move to “i6”, guarding the Queening square.

The “Grim” Knight has No Squares Available to Fight! No Help Either...


cuuuuuuuuC Though there are many more examples that could be used
(wiw4wgwd} to reveal the Knight's struggles against passed pawn(s), to
7dp4ndw0w} clarify this point before moving on we have provided an
6pdp1w0*d} interesting middlegame position. Here black – despite
5dwdpdwdn} almost a full army available – could not help the h5-Knight
&P)wdwdw)} out of his desperate position after white's obvious move.
3dN)Bdw)w}
2wGw!w)Kd} 1.Bg6! by white was played and the Knight on h5 is, rather
%dw$w$wdw} surprisingly, trapped. Black cannot protect the Knight with
v,./9EFJMV 1...Qe5? (white's Rook on e1) and no other piece is in
Without good reason, we position to even consider the option. Black is losing the
need to keep the “ponies” Knight and not long after that, the game. Of course black's
close to the action in the play was not brilliant leading up to this position, but it does
center of the board! make a good point: Don't put your Knights on the rim!

© ChessKid.com Page 3 of 5
Lesson 19
Bad Bishop, Example 1: The “Big Pawn” Blocked by Its Own Pawns!
cuuuuuuuuC What better way to redeem the horse then by showing its
(rdbdwdwd} dominance over the other minor piece. In this famous
70pdwdwdk} example from Nimzowitsch in his classic book “My
6wdwdpdw)} System”, the Knights are ideally placed, with both
5)PdpHwIw} occupying fantastic out-posts squares. White's win is not far
&wdwHwdwd} off in this position, with black's Queenside pieces sidelined.
3dwdwdwdw}
2wdwdwdwd} Black's Bishop on c8 might as well be a “big” pawn, given
%dwdwdwdw} the amount of squares it actually controls. Without its
v,./9EFJMV development, the Rook will never play! If 1...a6 then 2.b6!,
A bad bishop can make and 1...b6 is met by 1.a6. White will keep the pieces
other pieces bad too – sidelined, and transfer his d4-Knight to f6 (via f3-h2-g4-f6)
Like the a8-Rook! winning the game with the outside passed h-pawn.

Bad Bishop, Example 2: The “Big Pawn” Gets Dominated by the Noble Steed!
cuuuuuuuuC In this game, black played 1...h4! By completely controlling
(wdwdwdwd} the dark-squares – particularly g3 and f4 – black
7dwdw0pdw} demonstrates to white just how poor the Bishop on d1 is,
6w0w0wdwd} inprisoned by its own pawns. The black King was then
50wdwiw0p} able to infiltrate white's camp and end the game in amazing
&PdPhP8wd} fashion. After 2.Kf2 Kf4, white is in Zugzwang (Lesson 13):
3dPdwdP8P}
2wdwdwdPd} The d1-Bishop cannot move to c2 in view of capture, and it
%dwdBdwIw} can't move to e2 either because the b3-pawn falls.
v,./9EFJMV However, if the white King moves from f2, black enters into
Black's out-posted Knight e3 with his King and may soon trap the Bishop on d1 with
is worth 2-3 times as Kd2. This example displays the potential value of a Good
much as the d1-Bishop! Knight vs a Bad Bishop (aka “Big Pawn”).

Bad Bishop, Example 3: The “Empty” Bishop Serves No Purpose...


cuuuuuuuuC Sometimes a Bishop has a ton of space and options of
(wdwdwdwd} movement, yet no real goal or purpose. In this “opposite
7dwdwdwdw} colored” (a term used to describe endings where the only
6wdwiw0wd} remaining minor pieces are Bishops of opposite square
5dwdw0w0w} color, in this case white's light-squared Bishop vs black's
&wdwdKgB0} dark-squared Bishop) Bishop ending – black's f4-Bishop
3dwdwdwdP} can do nothing to break white's blockade of the pawns!
2wdwdwdwd}
%dwdwdwdw} Despite black's three pawn advantage, this endgame is a
v,./9EFJMV forced draw. White will shuffle the bishop along the h3-c8
Opposite colored Bishop diagonal forever. Black can place both the King and Bishop
endings are common and on any square, and it makes no difference. Black's Bishop
an important study. is “empty”, because it can't challenge the white counterpart.

© ChessKid.com Page 4 of 5
Lesson 19
Bad Pieces & Other
Advanced Piece Play
Instructor's Guide

Making a study of “when good pieces go bad” is a logical follow up to the introduction about
pawn structure your student(s) received in lessons 17 and 18. With correct application of
Lessons 17, 18 and 19 – a beginning chess player should now be thinking about his/her army
as a whole. Understanding that the pawns effect the pieces, the pieces (when misplaced) can
lose material, and the loss of material will eventually cost them the game.

No worksheets are provided for Lesson 19, as we believe the examples given were clear
enough to illustrate each concept. Though lessons 17, 18 and 19 are a “big step up” for most
beginning chess players (and likely some coaches too) – understand that getting every
advanced point about structures and piece play across is not as critical as the general
principle of interplay between the pawns and pieces.

At the beginning stages, development, getting castled, and simply using all the pieces is
enough to play a decent chess game; however, at the more advanced levels, harmony
amongst an army is very important in battle! Try to recognize, if nothing else, that every piece
(especially the minors) has their “preferred” squares and are not to be developed randomly.

Practical Notes and Advice – Lesson 19:

• If extra classroom time exists, reviewing Lessons 17 and 18, reminding the
student(s) that the pawns and pieces play together is advisable. Because the
pawns can't go back, every weakness is a target for a piece. Structures also
“suggest” where to put the pieces, as long as the pieces know how to listen!

• Allowing time for practical games, asking the students to “call out” when either
a “Knight is on the Rim” or when they see a bad Bishop, helps to cement the
ideas more firmly.

• Every time a coach observes a student's game and sees a “Big Pawn,” point this
out along with a suggestion as to A) how the pawns can move themselves, thus
freeing the Bishop, or B) a suggestion as to how it could have been avoided.
This is very helpful in teaching not only the concept of the bad Bishop, but that
the pawns have a lot to do with what options a Bishop will have in a game.

© ChessKid.com Page 5 of 5
Lesson 20
Playing “Tournament Level”
Chess Games & Planning
Part 1: Finding High Level Plans and “Critical Thinking” in Chess

Concepts:
• How to “put it all together” in chess!
• “Critical thinking skills” and advanced planning!

Everything you have learned in this curriculum, from the basics of the game, how the
pieces move, the fundamental principles of development and Opening strategy, to tactics,
basic and advanced pawn play, and finally Endgame technique has prepared you for this
final lesson. You are almost an experienced scholastic chess player ready to take on the
world of high-level tournament chess – and succeed!

But... how does it all come together? Learning to apply what you know is often much more
important than knowing everything (if that were even possible). Possessing the ability or
“thinking tools” to figure out something you don't know or a position you have never seen,
is far more important than your ability to memorize what you are taught.

Let's talk about planning and critical thinking skills. How can you transition from just
knowing things to actually applying things you learned in your own chess games? It
isn't always easy, but let's try to simplify a few important concepts...

Critical Thinking, Organzing Your Thoughts, and Finding a Plan: the Opening!
cuuuuuuuuC You now know there are many things, perhaps too many, to
(rhb1kgn4} think about even before your first move. Below is a guide of
70p0p0p0p} our recommended “steps to success” for putting together
6wdwdwdwd} what you know about the Opening stage of a chess game:
5dwdwdwdw}
&wdwdwdwd} • Don't just develop pieces, develop plans! How to:
3dwdwdwdw} • 1) Start out by always attacking the center;
2P)P)P)P)} • 2) As the pawn structure changes different paths
%$NGQIBHR} (diagonals, squares and files) will become available to
v,./9EFJMV your pieces. Be willing to change and relocate;
Follow the “steps to • 3) As the structure becomes clear, develop a plan first
Opening success”. Use and then develop your pieces accordingly;
this section as practical • 4) It is a wrong thought to say, “OK, I will just develop
advice on how to apply and get castled and then find a plan”. Think about
all the “X's and O's” you the plan from the beginning!
have learned so far!

© ChessKid.com Page 1 of 7
Lesson 20
Critical Thinking, Organzing Your Thoughts, and Finding a Plan: the Middlegame!
cuuuuuuuuC The Middlegame is the “ultimate battlefield” where you and
(wdr4wdkd} your opponent's armies collide, often in heaps of forks, pins,
70whw1pgp} skewers and other tactics. Knowing how to find and target
6b0wdpdpd} positional weaknesses is also essential:
5dwdp)wHw}
&Pdw)wd*d} • No “hope” chess! Always play what's best! “Hope
3dw)wdwdP} chess” is when you are playing for tactics or tricks that
2wdBGw)Pd} are based on your opponent missing your threat or
%$wdQ$wIw} not playing the best move. How to:
v,./9EFJMV • Attack in the direction of your pawns, or in the center if
In this complicated it is open;
Middlegame, white • Look for “Big 3” opportunities: Can you check, can you
developed a plan of capture, can you attack the Queen?
20.Qg4 followed by h4-h5 • Find and target positional weaknesses first and
for a Kingside attack. foremost, as they are the enduring features in the
Black couldn't stop this game.
idea because the • Your opponent might find the best moves, but if you
structure supports are attacking something that is positional and can't be
white's Kingside attack! undone, his/her best moves can't stop you!

Critical Thinking, Organizing Your Thoughts, and Finding a Plan: the Endgame!
cuuuuuuuuC If an Endgame is reached where one side has a significant
(wdwdwdr8} material advantage, we will toss those games up to
70wdwdpd*} technique, because those positions should be winnable by
6windpdw8} “keeping it simple” (Lesson 16). Here we are going to talk
5dwdwdwd*} more about the critical thinking process of a roughly equal
&wdwdwdP8} Endgame:
3)wdw$*dP}
2wdNdKdwd} • Less pieces means less room for mistakes! How to:
%dwdwdwdw} • Unfortunately, many players play Endgames like the
v,./9EFJMV opposite is true (meaning with less pieces, they move
In this game white played quickly and spend little effort); Don't do that!
1.Kf3!, protecting the g4- • The correct approach to an Endgame is to think of it
pawn so that he might as “less room for error” and make every decision like it
advance the passed h- could be your last;
pawn. By recognizing that • Take a moment to see what positional weaknesses
advantage, white was able have carried over from the Middlegame. Target the
to achieve a winning opponent's weaknesses and defend your own;
position because of the • Do you have any passed pawns? If yes, develop a
outside passed h-pawn. plan of advancement. Do you have any pretending
The game ended in a passed pawns? If yes, develop a plan to trade.
draw due to later mistakes • Prevent your opponent from doing the same.
by white.

© ChessKid.com Page 2 of 7
Lesson 20
Playing “Tournament Level”
Chess Games & Planning
Part 2: Prophylactic Thinking in Chess

Concepts:
• What is prophylactic thinking?
• Advanced “critical thinking”: Stopping your opponent's threats!

The bad news? Every checkmate attack and tactic you try to come up with for yourself,
every plan based on targeting a positional weakness, and every single thing we covered in
Part 1 that should be your “thought process” is also going to factor into your opponent's
plan! So what do we do?

Welcome to chess, the most difficult game in the world! That's what it's all about: Learning
as much as you can – which you are doing by reading this curriculum – learning how to
apply it – which is what we worked on in Part 1 – and now, realizing that stopping your
opponent from doing the same, while carrying out your own plans, is what makes chess
so hard.

Like most of the last few lessons, we're going to give the “short and simple” version of very
deep, and very advanced chess concepts – so don't get frustrated if it is a lot to take in.
Instead, focus again on the fact that instilling these general concepts and critical thinking
skills in your games is better earlier rather than later.

The Definition of Prophylactic Thinking in Chess:


cuuuuuuuuC Prophylaxis or prophylactic thinking is the act of focusing not
(wdk4wgw4} only on stopping your opponent's immediate threats or
70p0n1pdw} tactics, but on preventing their overall plans and goals from
6wdwdbdw0} becoming reality. It is defined loosely as “future defensive
5dQdpdwdw} mindedness” or “thinking defensively about the future”.
&wdw)wdpH}
3dwHwdw)w} As you improve, recognizing and stopping your opponent's
2P)Pdw)Pd} immediate threats isn't too hard, yet even among the best
%dwIRdBdR} players in the world, prophylactic thinking is a skill to be
v,./9EFJMV acquired and improved upon. It takes a lot of discipline to
No, Marshall did not miss think about your opponent first, and put your plans second
it: If 2.Nxd5 Bxd5 3.Qxd5 (doesn't sound fun does it?), but it is ultimately the road to
Qg5+! 4.Qxg5 hxg5, the chess success. In this game, Frank Marshall just played
h4-Knight is pinned! 1...0-0-0 against World Champion Emanuel Lasker. Did
Marshall miss 2.Nxd5? Think about your weaknesses!

© ChessKid.com Page 3 of 7
Lesson 20
Prophylactic Thinking, Example 2: Lautier, J. – Kasparov, G. Tilburg 1997 1/2
cuuuuuuuuC In this famous game the first grandmaster failed to apply
(wdwdwdw4} prophylactic thinking when he played 20.Rc7?, and the
7$wdwgk0p} second (the reigning World Champion at the time no less)
6wdpdp0wd} failed to punish him. This example, like the previous, tells us
5dwdwdwdw} to always be aware of our potential weaknesses, even if we
&w)wdPdwd} don't see an immediate way for them to be attacked.
3dwdwdwdw}
2wGwdw)P)} White's potential weakness we refer to is the back rank. After
%dwdwdwIw} 1.Rc7, a draw was agreed as both sides simply assumed the
v,./9EFJMV c-pawn would be traded for the b-pawn. However, 20...c5!!
Even if you don't see how would have won the game! If white plays 21.bxc5 then
your opponent can expose 21...Rb8 and suddenly white is losing either the b2-Bishop or
your weakness, always be getting back rank checkmated. If white does nothing after
aware of it! 20...c5, black will win the b-pawn.

Prophylactic Thinking, Example 3: Fischer, R. – Bolbochan, J. Stockholm 1962 1-0


cuuuuuuuuC In this game the great American champion, Bobby Fischer,
(wdr1w4kd} has just established his Knight on the strong outpost at d5. He
7dwdwgp0p} now has the option to keep the Knight on this post and try to
6pdw0wdwd} develop an attack (likely on the Kingside) or consider trading
5dpdN0w)w} the Knight for the Bishop on e7, at the chance of winning the
&wdwdPdw)} d6-pawn. Prophylaxis?
3dwdwdPdR}
2P)P!wdwd} 1.Nxe7+ would be a terrible move, not only because it gives
%dKdRdwdw} up the Knight for that “Big Pawn” on e7, but also because
v,./9EFJMV after 1...Qxe7 2.Qxd6 would lose immediately to 2...Rfd8!!.
When you calculate, either winning white's Queen or delivering back rank
always consider your checkmate after 3.Qxe7 Rxd1#. Did you recognize white's
opponent's ideas too! potential weakness as the back rank mate here?

Prophylactic Thinking, Example 4: Teschner, R. – Portisch, L. Monaco 1969 1/2


cuuuuuuuuC In our final example, it is white to play. Teschner was down a
(kdrdrdwd} pawn and so played the move 29.Rxd5?? He clearly was not
70pdwdwdp} thinking prophylacticly about his weaknesses (or at least
6w1wdwdwd} not enough). Fortunately for him however, the great Portisch
5dwdpdN0w} wasn't aware of white's weakness either.
&wgwdwdwd}
3dPdwdPdw} Portisch responded with 29...Qa6?, completely missing
2wdQdRdP)} 29...Qf2!!, threatening 30...Qf1 checkmate and winning the
%dwdRdwdK} game on the spot. 29...Qa6 was met by 30.Ng3, which
v,./9EFJMV defended everything. White went onto draw the game despite
One final example of making that horrific blunder on move 29. Note if after 29...Qf2
“lack” of prophylaxis! black plays 30.Rxf2 then 30...Re1+ and mate.

© ChessKid.com Page 4 of 7
Lesson 20
Playing “Tournament Level”
Chess Games & Planning
Part 3: Perpetual Check,Three-Fold Repetition & the 50-Move Draw

Concepts:
• What is “perpetual check”?
• What is Three-Fold Repetition?
• The 50-Move Draw Rule!

Perpetual Check: The “Never-Ending-On-Going-Eternity” of Checks!


cuuuuuuuuC A perpetual check occurs when one side can force a draw
(khNdwdwd} by a never ending series of checks. These checks must
7dpdwdwdw} be unavoidable for it to truly be considered a perpetual.
6p8wdwdwd} Often, a perpetual check is used as a “bail out” when one
5dwdwdwdw} player is worse, perhaps even losing, without the perpetual.
&wdwdwdwd}
3dwdwdwdw} Here, white is worse, and needs to use the perpetual check
2wdwdwdwd} (moves listed beneath the diagram) in order to save the
%dKdwdwdw} game. White would have decent drawing chances without
v,./9EFJMV it, but best play would surely lead to black capitalizing on
1.Nb6+ Ka7 2.Nc8+ Ka8 the two pawn advantage and winning the game.
3.Nb6+ etc. White draws
by perpetual check!

Perpetual Check Can Save Your Bad Position


cuuuuuuuuC Our second example shows a position where, unlike the
(kdwdwdwd} first, white would have no chance of saving the game
7dpdwdwdw} without a possible perpetual check against the open black
6wdpdw4wd} King. Often a situation like this might occur if white (or
5dwdQdwhw} either player depending on the game) has sacrificed some
&wdwgwdwd} material for an attack, yet when the attack comes up short
3dPdw1Bdw} – white must look for a way to bail out with a perpetual.
2PdwdwdP)}
%dwdwdwdK} White has to be careful here with which check to give first:
v,./9EFJMV 1.Qd8+ or 1.Qa5+ – which do you think? 1.Qd8!+ is
White's attack came up necessary. After 1...Ka7 white achieves perpetual with
short, and so white must 2.Qa5+ Kb8 3.Qd8+ Ka7 4.Qa5+ Kb8 5.Qd8+, etc. 1.Qa5+
take the perpetual check first would lose as it allows black's Bishop to block on a7.
in order to hold a draw. After: 1...Ba7 2.Qd8+ Bb8 3.Qa5+ and 3...Qa7!, winning.

© ChessKid.com Page 5 of 7
Lesson 20
Our final lessons involve two very important rules that every chess player, scholastic or
otherwise, needs to know. Other than a draw reached from perpetual check, a draw
reached by mutual agreement – meaning one player offers and the other accepts – or
the classical “King vs King” draw, there are two other ways a chess game can arrive at a
draw, both of them applied in international tournament play.

“Three-Fold Repetition” – Also Known as “Repetition of Position”


cuuuuuuuuC Because this rule can be slightly confusing, we will first
(wdw8w8wd} quote the exact language from the FIDE (International
7dwdwdpiw} Chess Federation) handbook: The game is drawn, upon a
6wdwdwdwd} correct claim by the player having the move, when the
5dwdwdw!p} same position, for at least the third time (not necessarily by
&wdwdwdnd} sequential repetition of moves):
3dPdw)wdw}
2P1wdwdwd} a. is about to appear, if he/she first writes his/her move on
%dBdwdwIw} his/her scoresheet and declares his/her intention to make
v,./9EFJMV this move that repeats the position, or
Note that “three-fold
repetition” does not b. has just appeared, and the player claiming the draw has
necessariliy have to be the move.
reached by checks (not
the same as perpetual) What this means is that when a position has occurred three
though this game was times in the game, either player can claim a draw on their
agreed to a draw by move. It must be the exact position however, not a single
checks as neither player pawn changed! (But it doesn't have to be repeated in three
wanted to risk losing. consecutive moves, which is what many believe.)

The 50-Move Draw Rule – The Enforced Draw Due To of “Lack of Progress”!
cuuuuuuuuC The fifty-move draw rule was put in place to prevent players
(wdwdwdwd} from playing forever in drawn positions. Basically, the rule
7dwdwdwdw} prevents one side from trying to win solely on time or by
6wdwdw$wd} causing his/her opponent fatigue (make them tired). The
5dwIwdwdw} rule states that a draw can be claimed by either player if
&wdwdwdwd} fifty moves have been made (by each player) with no
3dwdwdwiw} captures or pawn moves on either side.
2wdwdrdwd}
%dwdwdwdw} Making a capture and/or moving a pawn are two things that
v,./9EFJMV suggest “progress” in chess, so if too much time goes by
One example of a “dead without either, the game is deemed, or can be claimed, a
drawn” ending would be draw. Fifty moves is considered more than enough time to
Rook vs Rook – the fifty checkmate the opponent in any of the basic checkmate
move rule prevents this patterns (Lesson 4 for example). This is why it is important
game from going forever! to learn and memorize the basic checkmate patterns!

© ChessKid.com Page 6 of 7
Lesson 20
Playing “Tournament Level”
Chess Games & Planning
Instructor's Guide

The key points of lesson 20 are clearly practical, and in many ways, the beginning of “chess
psychology”. Players can learn the “X's and O's” of basic strategy and tactics in self-taught
methods (books, curriculums such as this one, etc), but without guidance or some level of
psychological advice, they never truly develop the ability to apply their knowledge in games.

This was one of our main goals in this lesson: Attempt to give something that many books
offering a “technical approach” do not: A user's guide to “critical thinking skills” in chess!
It is likely obvious to those reading this lesson that many of the concepts recommended in
regards to a players' thought process could have been expanded upon (some in great detail).
However, in keeping it relatively simple, we hope that beginning chess players – whether they
be coaches or students themselves – will have a chance at immediately instilling the basics
of critical thinking into their games.

Prophylactic thinking is much easier said than done. We did not provide worksheets on this as
we intend for a coach to use the positions given within Part 2 in an “open classroom question
and answer” format. The basics of “why did my opponent go there” were already discussed in
Lesson 6, so going any deeper into “prophylactic exercises” would prove too abstract for
children to follow at this level. The “general thought process” behind prophylaxis is key here.

Practical Notes and Advice – Lesson 20:

• When teaching the practical pieces of advice offered in Lesson 20, try to refer
back to different lessons:

• Example: “In lesson 6 we learned Openings, right everyone? So this is what our
thought process might be during the Opening while we try to follow the basic
rules of development”, etc. In this way the “abstract” concepts of thinking attach
themselves to something concrete that the students learned.

• Review the rules of Part 3 and make sure you fully understand the technicalities
of each “claim” a player might make during a game before explaining them to
your students. Otherwise, a first inaccurate impression of the rule might be a
lasting one.

© ChessKid.com Page 7 of 7

You might also like