Lesson 1
Objectives:
1. Name squares and chessmen at start of
game
2. Set up the chessmen at the start of the game
3. State and apply rules of movement for the
pawns
- The main objective of this lesson is
to teach the rules of movement for the
pawns, including en passant. A little
about the board is also taught, as well
as how the chessmen are set up at the
beginning of the game.
- The pawn game is the game students
will play to practice the rules of
movement for the pawn. Complete rules for
the pawn game are on pages 5 and 6 of the
text Comprehensive Chess Course.
- Outline of lesson:
- The chess board
- Setting up the chessmen
- Using the pawns
- Student competition with the pawn game
- Problems that are likely to arise
- Homework
Text pages 1-2
Ask a student to tell the number of squares on
the board, and how s/he knew there were that
many. Point out that there are eight rows and
eight columns.
Refer to the colors of the 64 squares as
light/dark, not white/black or white/green.
(Different boards are different colors.)
Correctly placing the board requires a light
square in each player's right-hand corner. The
teacher might wish to place some boards
incorrectly so some student-pairs must rotate the
board in order to have a light square in the
right-hand corner.
Text pages 8-10, 13-14
Explain letters/numbers, and that each square has
unique name. Have students sitting at the side of
the board with low numbers simultaneously point
to squares like b4 and h1. Have partners
simultaneously point to other squares, like c5
and g8.
For now, the white chessmen are always to be
set up on the side of the board with the low
numbers, so that the square "h1" is in
white's right-hand corner. Eventually, the
students will assign "h1" to white's
right-hand corner regardless of which side of the
board the white chessmen are on, or whether the
board has letters or numbers printed on it at
all.
The students should consistently use chess
notation to communicate their ideas. Questions to
students should regularly require students to
answer by naming squares on the board.
Set up and name the rooks, knights and
bishops, beginning with the rooks, then the
knights, then the bishops.
Point out that there are only two squares left
on the first rank (row), one dark, one light. The
rule is "queen on its color." White
queen: light square; black queen: dark square.
Set up the pawns on the
second rank. Explain that the pawns are not
pieces. Pawns are pawns. Pieces are rook, knight,
bishop, queen, and king. The pawns and the pieces
are the chessmen.
Explain that the right
half of the board from white's
perspective--consisting of the four columns
(files) on the right (the e, f, g and h
files)--is called the kingside and the left half
of the board (the a, b, c and d files) is called
the queenside.
Explain that each
player has his or her own first rank, but that
white's first rank is also the first rank on the
board. Explain ranks by counting rows, showing
that black's fifth rank is white's fourth rank,
and the fourth rank on the board. Notice that
each player's first rank is the other's eighth
and last rank.
Text pages 3-5
Have the students remove the pieces, leaving only
the pawns on the board. Demonstrate the pawn
rules:
Pawns move only forward, one or two
squares from the starting rank, but after that
only one square forward. Set up diagram #11 on
page 4 and demonstrate the moves that produced
this position.
Pawns capture diagonally forward only. Set up
the sequences of positions that appear in diagram
#15 on page 5, and ask students to name the
captures that can be made. Then set up the
sequence of positions that appear in diagram #13
on page 4 and repeat.
Notice that diagonally adjacent pawns attack
each other simultaneously. If a white pawn can
capture a black pawn, then, on its turn, the
black pawn can capture the white pawn.
Set up diagram #12 on page 5 to demonstrate
blocked pawns. Pawns cannot "push
through" each other, nor may they jump.
Set up a position in which a player's pawn
captures an opponent's pawn but is itself
captured by a second pawn of the opponent, one
that is protecting the first. Demonstrate
the capture/recapture (white pawn e4, black pawns
d5, c6).
Define "controlling squares":
chessmen "control" the squares that
they attack, not necessarily the squares to which
they can move.
Pawns do not control the squares to which they
can move. In the capture/recapture position
above, the pawn controls the square the
opponent's first pawn is on, and the opponent's
second pawn controls the same square.
Emphasize that squares are controlled
by the men that attack them regardless of the man
that happens to be on that square. Have students
name squares when they answer questions (e.g.,
"The white pawn on e4 is attacking black's
pawn on d5, and black's
pawn on c6 is defending the black pawn on
e5").
Text pages 38-41
Demonstrate en
passant. The en passant rule is:
(1) A player has a pawn
on its fifth rank.
(2) An opponent's pawn
uses the double move to pass by the square on
which it could have been captured by the player's
pawn on its fifth rank.
(3) The player can
capture the opponent's pawn diagonally, as if
the opponent's pawn had moved only one square.
Set up diagram #107 on
page 39 in the textbook. Follow the sequence of
diagrams on that page to demonstrate the en
passant capture.
Explain that the en passant capture
must be played immediately or never. En
passant cannot be delayed.
Have students move their pawns so that every
student gets an opportunity to practice the en
passant rule. Alternate white/black
practicing en passant.
Demonstrate a delayed en passant
capture that is not allowed.
Demonstrate that if the opponent's pawn moves
only one square (either from its starting
position or after it has moved) and lands
directly next to the player's pawn, then en
passant cannot be done.
Be thorough with en passant. It is
nearly always a source of confusion for beginning
players.
Text pages 5-6
Have the students set up the pawns in the
starting position. Explain the rules of the pawn
game.
There are three ways to win the pawn game:
- advance a pawn to the last rank
- capture all of your opponents pawns, or
- achieve a position in which it is your
opponent's turn to move, but your
opponent has no legal move and you do. If
neither player has a legal move, then the
game is a tie or, as it is called in
chess, a "draw."
Before the students begin, demonstrate a
position in which one player moves a pawn so that
his opponent can capture it and the player cannot
recapture. Emphasize that everyone should avoid
"throwing away" pawns in this manner.
Explain that the winner
is much more likely to get a pawn to the end than
to capture all of the opponent's pawns. This idea
is used to teach the student that time
(number of moves) is more important than material
(number of men).
The only acceptable way
for a game to be a draw is if both players have
no legal moves. Students should not be
allowed to agree to a draw.
Students should play
the pawn game right away. As in all chess
competition, there are rules of etiquette that
must be followed at all times. See Appendix 1:
Rules of Etiquette for Chess Competition, in
this manual.
See Appendix 2:
Directing a Tournament for Beginners, in this
manual. These rules should be used for all
tournaments.
| You might run into impossible
positions because students move pawns
diagonally at times other than a capture.
For example, you might see a position
that looks like the diagram on the right.
This position is impossible because white
has two pawns along the b-file, yet none
of black's men has been captured. Often,
the best way to handle a situation when
an illegal position is on the board is to
have the two students begin their game
again. This approach does not work if a
player who is losing tries to foil the
game by making illegal moves with the
hope that s/he can obtain a fresh start.
If a player makes illegal moves
repeatedly, it is likely that the player
needs to be forfeited for poor
sportsmanship. |
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It is common for students to confuse the en
passant rule. Students will try to capture
with pawns that are blocked on the fourth rank
because their opponent's last move was the double
move blocking the pawn. Or students might try to
use the en passant rule to capture a pawn
that has not just used the double move to pass by
the square on which it could have been captured
had it moved just one square. The teacher must
repeat the rules several times and provide
numerous examples of legal en passant
captures.
The questions on pages 6-7 of the textbook are
appropriate. The teacher may also wish to use the
assignment provided with this lesson.
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