Mess.pptx

I
Mess.pptx
What can Chess
do for me?
• Improve problem solving techniques
• Improve logic and reasoning skills
• Increase patience and persistence
• Improve decision-making skills
Table of
Contents
Setting Up the Chess Board
P P P P P P P P
P P P P P P P P
R R
R R
K K
K K
B B
B B
Q K
Q K
Table of
Contents
Click
on
each
chess
piece
to
get
inf
ormation
about
how
it
moves.
Pawn Bishop Queen
Rook Knight King
Table of
Contents
-Pawn-
The Pawn moves forwards only, never backw
ards. On its first move only, it may move one
OR two squares. After that, it can only move
one square at a time, capturing only on the dia
gonal.
Practice the ways that the Pawn can move
by playing “Pawns”.
Return to C
hess Piece
s
-Bishop-
Bishops move straight along diagonals
and do not jump.
Practice moving the Bishop by playing
“The Bishop’s Challenge”.
Return to C
hess Piece
s
-Queen-
Each side only gets one Queen. She moves al
ong the diagonals, the ranks, and the files. Th
e Queen can move as far as she wants in any
direction until she encounters another chess pi
ece or the edge of the game (she cannot jump)
. The Queen is quite powerful!
To practice moving the Queen, play “The Lady Has Power”.
Return to C
hess Piece
s
-Rook-
The Rook is next in power to the Queen. T
he Rook moves in straight lines, never on d
iagonals.
Practice moving the Rook by playing
“The Rook’s Turn”.
Return to C
hess Piece
s
-Knight-
The Knight is the only piece that can jump over ot
her pieces. The Knight moves in an L-shape but h
e can capture only on the square where he finishe
s his jump. Always the Knight moves first two squ
ares forward, backwards, or sideways, and then fi
nishes the L-shape by moving right or left one mor
e square.
Practice moving the Knight by playing
“The Knight Rules of the Road”.
Return to C
hess Piece
s
-King-
In chess, you have one King that can move on
e square in any direction. The King is the most
important piece in a game of chess, but it is ve
ry limited. The King can go in any direction, b
ut only one square at a time. The King can cap
ture any enemy piece or pawn that is undefen
ded and must always stay at least one square
away from the opposing King.
To practice moving the King play “Kings and Pawns”.
Return to C
hess Piece
s
Check and Checkmate
The King is in check when he is atta
cked by the opponent’s piece. His c
apture is not allowed. The player m
aking check must say “check” when
he is attacking the opponent’s King.
If your King is in check, you must st
op this on the next move. There ar
e three ways to do this:
1. Move the King to a safe square.
2. Move one of your pieces in the w
ay of the check by blocking.
3. Capture the attacking piece.
Since the object of the game is
to capture the opponent’s King
, the game is lost if you cannot
stop the check by blocking, cap
turing the attacking piece, or m
oving the King to a safe square.
The “check” then turns into a c
heckmate. This means the Kin
g is dead. When the King is che
cked and cannot move out of c
heck, then he is checkmate and
the game is over.
Table of
Contents
Know What the Chess Pieces Are Worth
It’s important to know how powerful each piece is in relation
to the other pieces. Below is the standard scale:
• Pawn = 1
• Knight = 3
• Bishop = 3 (plus a tiny bit more)
• Rook = 5
• Queen = 9
Table of
Contents
Opening Game Goals
• Castle early. Castling is the moving of the King t
wo squares to his right or left toward the Rook, wh
ich goes on the square on the other side of the Ki
ng. You can castle once in the game.
• Aim to control the middle of the board with yo
ur pawns.
• Avoid moving the pawns in front of your king t
oo early.
• Keep away from the edge of the board. Move y
our Knights and Bishops into the middle of the bo
ard.
Table of
Contents
Endgame Goals
• Try to keep all pieces on open lines in the mid
dle of the board. This is where they will be most
powerful.
• Bring out the King! Use it as an attacking piece.
• Concentrate on getting the pawns to the other
side of the board. If you get it all the way across,
you can promote your pawn to a Queen.
Table of
Contents
Chess Practice
Chess Kids A
cademy
Chess for Chil
dren
Play Chess vs
. Computer
Click on one of the chess pieces to get more practice and inf
ormation about chess.
Table of
Contents
Practice Activity: Pawns
• Set up pawns only on each side of the board
in their starting positions.
• White begins.
• The object is to break through the opponent’s
rank and get to the other side of the board.
• When a player’s pawn reaches the other side
of the board, the player removes the pawn an
d replaces it with a queen, rook, knight, or bis
hop.
Back to Pawn Page
Practice Activity:
The Lady Has Power
• The queen always starts on the square of her
own color.
• Line up the opposing pawns on the opposite
side of the board.
• White moves first.
• You will soon discover how powerful the quee
n is against the poorly protected pawns!
Back to Queen Page
Practice Activity:
The Bishop’s Challenge
• Place the bishop on his home square.
• Place a total of ten opposing pieces an
e on the board.
• The bishop has ten moves to take the p
off the board.
• Plan your strategy before you begin!
Back to Bishop Page
Practice Activity:
The Rook’s Turn
• Choose eight opposing pieces to be placed in
a fixed position anywhere on the board.
• The rook has eight moves to take an enemy
piece with each move.
• Plan your strategy before you begin!
Back to Rook Page
Practice Activity:
The Knight Rules of the Road
Back to Knight Page
Chess Cheat Sheet
iece Moves… Extra Notes
Pawn one space at a time, forward
can only capture on the diag
onal
Rook
unlimited spaces, until some
thing gets in the way, horizo
ntally and vertically
second in power to the Quee
n
Knight
in an “L” shape consisting of
4 squares
the only piece that can jump,
but only captures the piece i
1 de 21

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Mess.pptx

  • 2. What can Chess do for me? • Improve problem solving techniques • Improve logic and reasoning skills • Increase patience and persistence • Improve decision-making skills Table of Contents
  • 3. Setting Up the Chess Board P P P P P P P P P P P P P P P P R R R R K K K K B B B B Q K Q K Table of Contents
  • 5. -Pawn- The Pawn moves forwards only, never backw ards. On its first move only, it may move one OR two squares. After that, it can only move one square at a time, capturing only on the dia gonal. Practice the ways that the Pawn can move by playing “Pawns”. Return to C hess Piece s
  • 6. -Bishop- Bishops move straight along diagonals and do not jump. Practice moving the Bishop by playing “The Bishop’s Challenge”. Return to C hess Piece s
  • 7. -Queen- Each side only gets one Queen. She moves al ong the diagonals, the ranks, and the files. Th e Queen can move as far as she wants in any direction until she encounters another chess pi ece or the edge of the game (she cannot jump) . The Queen is quite powerful! To practice moving the Queen, play “The Lady Has Power”. Return to C hess Piece s
  • 8. -Rook- The Rook is next in power to the Queen. T he Rook moves in straight lines, never on d iagonals. Practice moving the Rook by playing “The Rook’s Turn”. Return to C hess Piece s
  • 9. -Knight- The Knight is the only piece that can jump over ot her pieces. The Knight moves in an L-shape but h e can capture only on the square where he finishe s his jump. Always the Knight moves first two squ ares forward, backwards, or sideways, and then fi nishes the L-shape by moving right or left one mor e square. Practice moving the Knight by playing “The Knight Rules of the Road”. Return to C hess Piece s
  • 10. -King- In chess, you have one King that can move on e square in any direction. The King is the most important piece in a game of chess, but it is ve ry limited. The King can go in any direction, b ut only one square at a time. The King can cap ture any enemy piece or pawn that is undefen ded and must always stay at least one square away from the opposing King. To practice moving the King play “Kings and Pawns”. Return to C hess Piece s
  • 11. Check and Checkmate The King is in check when he is atta cked by the opponent’s piece. His c apture is not allowed. The player m aking check must say “check” when he is attacking the opponent’s King. If your King is in check, you must st op this on the next move. There ar e three ways to do this: 1. Move the King to a safe square. 2. Move one of your pieces in the w ay of the check by blocking. 3. Capture the attacking piece. Since the object of the game is to capture the opponent’s King , the game is lost if you cannot stop the check by blocking, cap turing the attacking piece, or m oving the King to a safe square. The “check” then turns into a c heckmate. This means the Kin g is dead. When the King is che cked and cannot move out of c heck, then he is checkmate and the game is over. Table of Contents
  • 12. Know What the Chess Pieces Are Worth It’s important to know how powerful each piece is in relation to the other pieces. Below is the standard scale: • Pawn = 1 • Knight = 3 • Bishop = 3 (plus a tiny bit more) • Rook = 5 • Queen = 9 Table of Contents
  • 13. Opening Game Goals • Castle early. Castling is the moving of the King t wo squares to his right or left toward the Rook, wh ich goes on the square on the other side of the Ki ng. You can castle once in the game. • Aim to control the middle of the board with yo ur pawns. • Avoid moving the pawns in front of your king t oo early. • Keep away from the edge of the board. Move y our Knights and Bishops into the middle of the bo ard. Table of Contents
  • 14. Endgame Goals • Try to keep all pieces on open lines in the mid dle of the board. This is where they will be most powerful. • Bring out the King! Use it as an attacking piece. • Concentrate on getting the pawns to the other side of the board. If you get it all the way across, you can promote your pawn to a Queen. Table of Contents
  • 15. Chess Practice Chess Kids A cademy Chess for Chil dren Play Chess vs . Computer Click on one of the chess pieces to get more practice and inf ormation about chess. Table of Contents
  • 16. Practice Activity: Pawns • Set up pawns only on each side of the board in their starting positions. • White begins. • The object is to break through the opponent’s rank and get to the other side of the board. • When a player’s pawn reaches the other side of the board, the player removes the pawn an d replaces it with a queen, rook, knight, or bis hop. Back to Pawn Page
  • 17. Practice Activity: The Lady Has Power • The queen always starts on the square of her own color. • Line up the opposing pawns on the opposite side of the board. • White moves first. • You will soon discover how powerful the quee n is against the poorly protected pawns! Back to Queen Page
  • 18. Practice Activity: The Bishop’s Challenge • Place the bishop on his home square. • Place a total of ten opposing pieces an e on the board. • The bishop has ten moves to take the p off the board. • Plan your strategy before you begin! Back to Bishop Page
  • 19. Practice Activity: The Rook’s Turn • Choose eight opposing pieces to be placed in a fixed position anywhere on the board. • The rook has eight moves to take an enemy piece with each move. • Plan your strategy before you begin! Back to Rook Page
  • 20. Practice Activity: The Knight Rules of the Road Back to Knight Page
  • 21. Chess Cheat Sheet iece Moves… Extra Notes Pawn one space at a time, forward can only capture on the diag onal Rook unlimited spaces, until some thing gets in the way, horizo ntally and vertically second in power to the Quee n Knight in an “L” shape consisting of 4 squares the only piece that can jump, but only captures the piece i