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ChessEdu.

org
White Belt
Chess Curriculum

by Mark C. Donlan

© ChessEdu.org, Inc. 2014


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ChessEdu.org White Belt Chess Curriculum

Table of Contents

ChessEdu.org Belt System 5

White Belt 5
Blue Belt 7
Purple Belt 9
Brown Belt 12
Black Belt 14
Red Belt 14

Introduction 15

White Belt Curriculum 20

The Chessboard 20

First Class 20
Activity: Loyd Jigsaw 20

Lecture Material: A Brief History of Chess and the Chessboard 21


Chess and the Chessboard: Talking Points 25
Bonus Activities 26
Activity: Mine Battle 27

The Chessmen 28

Lecture Material: The Pawn 28


The Pawn: Talking Points 32
The Pawn Game 33
Pawn Structure #1 34
Pawn Structure #2 35
Sixteen Pawns 36
Pawn Breakthrough #1 37
Pawn Breakthrough #2 38
Pawn Breakthrough #3 39
Pawn Blockade 40
Pawn Activity Solutions 41

Lecture Material: The King: Check, Checkmate, and Stalemate 43


The King: Talking Points 48
Construction Task 1 49
Construction Task 2 50
The Pawn Game with Kings 51
The Opposition Game 52

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King Activity Solutions 53

Lecture Material: The Queen 55


The Queen: Talking Points 57
Construction Task: Eight Queens Problem 58
Construction Task: Domination Problem 59
Queen to h1 60
Queen vs. Four Black Pawns 61
Queen Mower 62
Wolves and Sheep 63
Queen Activity Solutions 64

Lecture Material: Pawn Promotion and Checkmate with the Queen 66


Is it Checkmate? 72
Ropke Pawn Puzzle 73
Checkmate with the Queen: Playing Exercises 1 74
Checkmate with the Queen: Playing Exercises 2 75
Checkmate with the Queen: Puzzles 1 76
Checkmate with the Queen: Puzzles 2 77
Checkmate with the Queen: Puzzles 3 78
Checkmate with the Queen: Puzzles 4 79
Checkmate with the Queen: Puzzles 5 80
Checkmate with the Queen: Puzzles 6 81
Réti Endgame Study 82
Corner the King 83
Construction Task 84
Pawn Promotion and Queen Checkmate Activity Solutions 85

Lecture Material: The Rook 88


The Rook: Talking Points 90
Checkmate with King and Rook vs. King 91
Is it Checkmate? 95
Construction Task: Rooks 96
Rook to h1 97
Rook Battle 98
Rook Mower 99
Rook vs. Two Pawns 1 100
Rook vs. Two Pawns 2 101
Rook vs. Six Pawns 102
Rook Tour 1 103
Rook Tour 2 104
Rook’s Journey 105
Black Mates in Two 106
Black Mates in Two 107
White Mates in Three 108
White Mates in Four 109

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Checkmate with the Rook 1 110


Checkmate with the Rook 2 111
Rook Activity Solutions 112

Lecture Material: The Bishop 114


The Bishop: Talking Points 116
Construction Task: Bishops 1 117
Construction Task: Bishops 2 118
Dark-squared Bishop Mower 119
Light-squared Bishop Mower 120
Bishop vs. Pawns 121
Two Bishops vs. Queen 122
Bishop Switch 123
Bishop to a7 124
Vancura Endgame Study 1 125
Vancura Endgame Study 2 126
Beasley Endgame Study 127
Bishop Activity Solutions 128

Lecture Material: The Knight 130


The Knight Talking Points 132
Construction Task: Knights 1 133
Construction Task: Knights 2 134
Knight Exercise 1 135
Knight Exercise 2 136
Knight Exercise 3 137
Knight Exercise 4 138
Knight Exercise 5 139
Knight Exercise 6 140
Knight Exercise 7 141
Knight Mower 142
Knight's Tour: First Rank 143
Knight's Tour: Black Queen 144
The Forbidden City 145
Hochberg Problem 146
Galitzky Problem 147
Knight Activity Solutions 148

Practicing Check 150


Getting Out of Check 151

Lecture Material: Castling 152


Castling Exercises 1 154
Castling Exercises 2 155
Castling Exercises 3 156

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Lecture Material: En Passant 157


En Passant Exercises 1 160
En Passant Exercises 2 161
En Passant Exercises 3 162

Lesson: Piece Value 163


Piece Value Exercises 1 164
Piece Value Exercises 2 165
Piece Value Exercises 3 166

Lesson: En Prise 167


Solutions for Practicing Check through En Prise 168

Various Puzzles 170


Triple Loyd: Le Sphinx, 1866 170
Hannemann Puzzle 171
Lucarelli & Zezza Puzzle 172
Shire Puzzle 173
Game Exercises 4 174
Wolf Puzzle 175
Alltag Puzzle 176
Loyd Puzzle: Musical World 177
Shinkman 1885 178
Pandolfini Puzzle 179
Switcheroo #01 180
Chess Mazes #02: A Rook Maze 181
Chess Mazes #03: A Knight Maze 182
Chess Mazes #37: A Bishop Maze 183
Chess Mazes #21: A Queen Maze 184
Chess Mazes #11: A King Maze 185
Chess Mazes #10: A Pawn Maze 186
Shinkman Puzzle 1899 187
Suetin: Construction Task 1 188
Suetin: Construction Task 2 189
Fabel Puzzle 190
Retrograde Analysis Puzzle 1 191
Retrograde Analysis Puzzle 2 192
Solutions 193

Create Your Own Mower Puzzle 197


Create Your Own Chess Maze Puzzle 198
Create Your Own Triple Loyd Puzzle 199
ChessEdu.org Chess Score Sheet 200
Chess by the Numbers 201
About the Author 201
ChessEdu.org Blue Belt Curriculum 201

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ChessEdu.org Belt System


The ChessEdu.org belt system is based on the adult Brazilian Jiu-Jitsu belt system with
inspiration from Pandolfini’s Diagnostic Chess Checklist, ChessCafe.com January 2014, and
input from NM Dan Heisman, NM Bruce Pandolfini, and GM Karsten Müller.

White Belt

The white belt signifies the beginning of the students journey to chess mastery. It means that the
student has learned the basics and knows the following:

1) knows the number of squares on the chessboard.


2) knows the number of light squares.
3) knows the number of dark squares.
4) knows to place the board so that there is a light square on the right.
5) knows the definition of ranks.
6) knows the definition of files.
7) knows the definition of diagonals.
8) knows how to name the ranks.
9) knows how to name the files.
10) knows how to name the diagonals.
11) knows the number of squares on each rank.
12) knows the number of squares on each file.
13) knows the names of the pieces.
14) knows how the king moves and captures.
15) knows how the queen moves and captures.
16) knows how the rook moves and captures.
17) knows how the bishop moves and captures.
18) knows how the knight moves and captures.
19) knows how the pawn moves and captures.
20) knows the placement of the pieces in the starting position.
21) knows that the queen goes on the square of its own color.
22) knows what the kingside is.
23) knows what the queenside is.
24) knows which is the white side of the board.
25) knows which is the black side of the board.
26) knows that the white pieces are placed on the first and second ranks.
27) knows that the black pieces are placed on the seventh and eighth ranks.
28) knows that white moves first and black goes second.
29) knows how a pawn promotes.
30) knows what “underpromotion” is.
31) knows how to capture en passant.
32) knows the rules for castling.
33) knows what “castling kingside” is.
34) knows what “castling queenside” is.
35) knows what “castling short” is.

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36) knows what “castling long” is.


37) knows the concept of “check.”
38) knows the difference between “giving check” and “being in check.”
39) knows the three ways to get out of check.
40) knows the difference between check, checkmate, and stalemate.
41) knows the difference between drawing, losing, and winning.
42) knows the touch-move rule.
43) knows what it means to say a unit is “en prise.”
44) knows what a “blunder” is.
45) knows what an “illegal move” is.
46) knows the value of the pieces.
47) knows what a diagram is.
48) knows which direction the pieces move in a diagram.
49) knows how to name each square in algebraic notation.

Having mastered the above material the student has now earned their Blue Belt.

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Blue Belt

A blue belt signifies that the student knows the basic rules and is ready to progress from beginner
to novice level.

1) abides by the touch-move rule.


2) knows what a “fork” is.
3) knows what a “pin” is.
4) knows what a “skewer” is.
5) knows what a “discovered attack” is.
6) knows what “discovered check” is.
7) knows what a “double check” is.
8) knows what a “double attack” is.
9) knows what a “trapped piece” is.
10) knows what an “x-ray” is.
11) knows what is meant by “doubled rooks.”
12) knows what is meant by “pigs on the seventh.”
13) knows the concept of “counting,” as coined by Dan Heisman.
14) knows not to refer to pawns as being pieces.
15) knows what a “pawn chain” is.
16) knows what a “pawn island” is.
17) knows what “same-side” castling is.
18) knows what “opposite-side” castling is.
19) knows why one castles in general.
20) can read and write algebraic notation.
21) knows Scholar’s Mate.
22) knows how to stop Scholar’s Mate.
23) knows why it is unwise to play for Scholar’s Mate.
24) knows Scholar’s Fork.
25) knows what is meant by “staircase mate.”
26) knows how to mate with two queens.
27) knows how to mate with two rooks.
28) knows how to mate with queen and rook.
29) knows how to mate with king and queen vs. king.
30) knows how to mate with king and rook vs. king.
31) knows what a “back-rank mate” is.
32) knows what “opposition” is.
33) knows which units are “minor pieces.”
34) knows which units are “major pieces.”
35) knows what it means “to win material.”
36) knows what it means “to lose material.”
37) knows what it means “to trade material.”
38) knows what “to exchange pieces” means.
39) knows what “to win the exchange” means.
40) knows what “to lose the exchange” means.
41) knows what being “up material” means.

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42) knows what being “down material” means.


43) knows how to determine who is ahead material.
44) knows what is generally meant by “the center.”
45) knows what is generally meant by “the flank” or “the wing.”
46) knows the difference between “an attack” and “a threat.”
47) knows the difference between attacking and defending.
48) has a basic understanding of “mobility” or “piece activity.”
49) has a basic understanding of “piece centralization.”
50) knows what “development” means.
51) knows that games are generally divided into the opening, the middlegame, and the endgame.
52) knows to compete against stronger players to improve.
53) knows to review their games with stronger players.

Having mastered the above material the student has now earned their Purple Belt.

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Purple Belt

A purple belt signifies the student is prepared to progress to an intermediate level. A purple belt
student can assimilate the themes and ideas previously learned and begin to implement more
advanced concepts and topics.

1) knows what a “battery” is.


2) knows what a “windmill” is.
3) knows what “removal of the guard” is.
4) knows what a “decoy” is.
5) knows what a “deflection” is.
6) knows what “interference” is.
7) knows what “destruction” is.
8) knows what “clearance” is.
9) knows what “overloading” is.
10) knows what a “corralled piece” is.
11) knows the difference between an “absolute pin” and a “relative pin.”
12) knows how to pile up on a pinned piece.
13) knows the various ways to “break a pin.”
14) knows the “fork trick.”
15) knows what a “desperado” is.
16) knows what a “smothered mate” is.
17) knows what the “Greek gift” is.
18) knows what the “classic bishop sacrifice” is.
19) knows what a “sacrifice” is.
20) knows what a “gambit” is.
21) knows what a “combination” is.
22) knows what a “focal point” is.
23) know how to utilize tactical motifs to form combinations.
24) knows the concept of “Hope Chess,” as coined by Dan Heisman.
25) knows that there are times when castling is unwise.
26) knows how to utilize defensive tactics.
27) knows what “distant opposition” is.
28) knows what an “in between move” is.
29) knows what “zwischenschach” means.
30) knows what “zwischenzug” means.
31) knows what “zugzwang” means.
32) knows what “compensation” means.
33) knows what “counterplay” means.
34) knows what “fianchetto” means.
35) knows what “prophylaxis” is.
36) knows what “restriction” is.
37) knows what “tempo” means.
38) knows how to give support mates with the queen.
39) is careful not to touch anything before thinking.
40) can name squares without looking at the algebraic coordinates.

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41) knows not to play the first good move that one sees.
42) knows the value of looking for options and comparing ideas.
43) knows the relative value of the pieces.
44) knows that values are relative, not absolute.
45) knows the “value” of the king.
46) knows that material advantage is only one way to evaluate a position.
47) is familiar with the element of force.
48) is familiar with the element of time.
49) is familiar with the element of pawn structure.
50) is familiar with the element of space.
51) is familiar with the element of king safety.
52) is familiar with the concept of piece safety.
53) knows the value and purpose of centralization.
54) knows how to record games and does so periodically.
55) knows how to use the chess clock.
56) knows about various time controls.
57) knows the difference between blitz, rapid, and classical time controls.
58) knows what time pressure is.
59) is familiar with time management.
60) knows that there are five standard ways to draw a chess game.
61) knows what “insufficient mating material” means.
62) knows what the “fifty-move rule” means.
63) knows what “three-fold repetition” means.
64) knows that the repetitions do not have to occur on consecutive moves.
65) knows that the pieces must have the same powers as before.
66) knows what it means to “draw by agreement” and the proper way to propose a draw.
67) knows some standard opening traps.
68) knows what a “plan” is.
69) knows the importance of playing with a plan.
70) knows what a “hole” is.
71) knows what an “outpost” is.
72) knows what a “support point” is.
73) knows what a “weak square” is.
74) knows what “overprotection” is.
75) knows that rooks are best placed on open files.
76) knows what is meant by “passed pawns.”
77) knows what is meant by “doubled pawns.”
78) knows what is meant by “tripled pawns.”
79) knows what is meant by “poisoned pawns.”
80) knows that rooks are often best placed behind passed pawns.
81) knows how to record games on a score sheet for tournament play.
82) knows how to think about the opponent’s last move.
83) knows to determine all threats.
84) knows to determine whether a threat can be ignored.
85) can solve tactical problems without setting up a board.
86) knows the importance of playing over annotated games.

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87) knows what a “principle” is.


88) knows what a “rule” is.
89) knows the difference between a principle and a rule.
90) knows what a “rule of thumb” is.
91) knows what an “aphorism” is.
92) knows how to use the names of the squares in conversation.
93) knows how to “talk” chess.
94) knows to “win with grace and lose with dignity,” as coined by Susan Polgar.
95) knows what “perpetual check” signifies.
96) knows what “perpetual threat” signifies.
97) knows what the expression “bishops of opposite color” signifies.
98) knows what is meant by “pawn majority.”
99) knows what is meant by “kingside majority.”
100) knows what is meant by “queenside majority.”
101) knows what is meant by “central majority.”
102) knows what is meant by the “square of the pawn.”
103) knows what an “outside passed pawn” is.
104) knows what the expression “passed pawns must be pushed” implies.
105) knows what a “pawn race” is.
106) knows what “outflanking” is.
107) knows what “castling by hand” signifies.
108) knows the difference between a “game,” a “tournament,” and a “match.”
109) knows how to enter a tournament and has played in at least one.
110) knows how to deal with infractions of the tournament rules.
111) knows how to report the results during a tournament.
112) knows ratings are not that important.
113) knows the value of playing over a recorded game.
114) knows when to resign.
115) knows proper draw offer etiquette.
116) knows what general strategy to follow when ahead in material.
117) knows what general strategy to follow when behind in material.
118) knows how to recognize the differences between “open positions” and “closed positions.”
119) knows the names of the most famous world champions.
120) knows what a “candidate move” is.
121) knows the value of determining candidate moves.
122) knows to ask specific questions on one’s own turn and general on the opponent’s.
123) knows what a “problem” is.
124) knows what a “puzzle” is.
125) knows what a “study” is.
126) knows how to analyze their own game without the use of a computer.

Having mastered the above material the student has now earned their Brown Belt.

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Brown Belt

When a student has achieved brown belt status, this student has progressed to an advanced level.
Students at this belt color should understand the basic principles of good play; they should obey
the rules, but not be bound by them. They should be able to adapt and improvise to changing
situations.

1) knows what is meant by “Alekhine’s Gun.”


2) knows what “Anastasia’s mate” is.
3) knows what an “Arabian mate” is.
4) knows what “Blackburne’s mate” is.
5) knows what “Boden’s mate” is.
6) knows what “Damiano’s mate” is.
7) knows what an “Epaulette mate” is.
8) knows what “Greco’s mate” is.
9) knows what “Legall’s mate” is.
10) knows what “Morphy’s mate” is.
11) knows what “Pillsbury’s mate” is.
12) knows what “Reti’s mate” is.
13) knows the “Lucena position.”
14) knows the “Philidor position.”
15) knows about “Capablanca’s Rule.”
16) knows about “Lasker’s idea.”
17) knows about “Reti’s idea.”
18) knows the technique of giving mate with king and two bishops.
19) knows the technique of giving mate with king, bishop, and knight.
20) knows what a “breakthrough combination” is.
21) knows what a “real sacrifice” or “true sacrifice" is.
22) knows what a “pseudo sacrifice” or “sham sacrifice" is.
23) knows what “driving on” means.
24) knows what “driving off” means.
25) knows to take and keep “the initiative.”
26) knows the “principle of two weaknesses.”
27) knows what a “fortress” is.
28) knows what “domination” is.
29) knows what a “blockade” is.
30) knows to question all generalizations and principles.
31) practices good time management.
32) knows to value the element of time and appreciate the concept of the initiative.
33) knows what it means to “gain time” and “lose time.”
34) knows what it means to “gain a move” and “lose a move.”
35) can read descriptive notation.
36) knows which conditions favor the bishop.
37) knows which conditions favor the knight.
38) knows what is meant by the “two bishops” or “bishop-pair.”
39) knows what is meant by the “good bishop.”

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40) knows what is meant by the “bad bishop.”


41) knows what is meant by the “‘good’ bad bishop.”
42) knows what is meant by the “wrong bishop.”
43) knows that bishops of opposite color can be a way to draw when behind material.
44) knows what a “minority attack” is.
45) knows what is meant by “isolated pawns.”
46) knows what is meant by “hanging pawns.”
47) knows what is meant by “backward pawn.”
48) knows what is meant by “fixed pawns.”
49) knows what a “static weakness” is.
50) knows what a “static advantage” is.
51) knows what a “dynamic advantage” is.
52) knows that “doubled pawns” are not always a weakness.
53) knows to sacrifice material for positional gain.
54) knows at least one famous game by heart and can explain it to a class.
55) knows at least four famous combinations and can explain them to a class.
56) can record a game played on a board without algebraic coordinates.
57) knows what a “mysterious rook move” is.
58) knows that “active” rook defense is usually better than “passive” rook defense.
59) knows the importance of an “active” king in the endgame.
60) knows what is meant by the “short side” of the board.
61) knows what is meant by the “long side” of the board.
62) knows what the term “checking distance” means.
63) knows the concept of “the cutoff.”
64) knows how to “build a bridge.”
65) knows the concept of “critical squares.”
66) knows the value of “connected pawns.”
67) knows the value of a “protected passed pawn.”
68) knows about the problems of the rook-pawn.
69) knows the importance of king activation in the endgame.
70) knows what is meant by “key squares.”
71) knows what “triangulation” is.
72) knows what is meant by “mined squares.”
73) knows what is meant by “corresponding squares.”
74) knows what is meant by “reciprocal zugzwang.”
75) knows what “zigzag” is.
76) knows what “shouldering” is.
77) knows to keep the king in the center in certain situations.
78) knows what a “classical pawn center” is.
79) knows to play prophylactically.
80) can play a game without sight of the board.
81) can perform the knight’s tour without sight of the board.
82) knows the general setups of at least four famous combinations.
83) should see at least three half-moves ahead most of the time.
84) knows to avoid weakening or unnecessary pawn moves.
85) knows to seize and use open lines.

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86) knows White’s general aims in e-pawn openings.


87) knows White’s general aims in d-pawn openings.
88) knows Black’s general aims in e-pawn openings.
89) knows Black’s general aims in d-pawn openings.
90) knows how to utilize and create a database.
91) knows how to use a database to build an opening repertoire.
92) knows how to keep a journal of worthy ideas.

Having mastered the above material the student is ready to try to earn their Black Belt.

Black Belt

The black belt is the equivalent of achieving the title of chess master. This is conferred upon
attaining a 2200 Elo USCF rating. The FIDE Master title is reached upon reaching an Elo rating
of 2300 or more. The ChessEdu.org curriculum provides a solid foundation to achieve the master
title. It should be noted, however, that simply knowing the above information is not a guarantee
that the master title can be obtained. Aptitude, practice, and love of the game play a considerable
role in how far any particular student can advance.

Red Belt

The red belt is the summit of achievement; in chess the international master and grandmaster
titles are the highest a chess player can attain. An international master usually has a FIDE Elo
rating between 2400 and 2500. A grandmaster is a player who has attained an Elo rating of at
least 2500. The Elo rating system is a method for calculating the relative skill levels of chess
players, and is named after its creator Arpad Elo, a Hungarian-born American physics professor.

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Introduction

The ChessEdu.org curriculum is designed to use chess as a tool for teaching problem-solving,
creative thinking, and abstract reasoning in a classroom setting, be it in a public or private
school, home school or other institution, or for personal use. Chess provides the opportunity to
teach students how to think their way through solving complex problems, and it is a terrific way
to introduce STEM and Common Core criteria. Children enjoy chess as a game. Yet, chess offers
the means of teaching mental abilities used throughout life: concentration, critical thinking,
abstract reasoning, strategic planning, problem solving, visualization skills, creativity, and
patience to name just a few. Studies have shown that routine chess instruction has a positive
influence on both numerical and verbal aptitudes. Links to various studies and other material can
be found on the ChessEdu.org resources page.

The ChessEdu.org curriculum, once fully completed, will provide a solid foundation to achieve
the chess master title, but the true focus is for students to be good thinkers rather than great chess
players. As Dr. Milan Vukcevich, a grandmaster of chess composition, opines, “chess forces one
to develop one's own methodology for solving problems that can be applied throughout life.
Chess makes better thinkers and should be played, not with the idea of becoming a professional
player, but that chess players become doctors of sciences, engineering, and economy.”

Or as James Warren notes in the New York Times on October 15, 2011, “there is no shortage of
hedge fund managers and corporate leaders who are chess players, some of whom link the habits
of mind learned at chess with their success.”

In December 1786, in the Columbian Magazine, Benjamin Franklin published The Morals of
Chess, in which he wrote, “The game of Chess is not merely an idle amusement. Several very
valuable qualities of the mind, useful in the course of human life, are to be acquired or
strengthened by it, so as to become habits, ready on all occasions.” Among these were

1. Foresight
2. Circumspection
3. Caution
4. And the habit of not being discouraged by present bad appearances; the habit of persevering in
the search of resources.

These sentiments are echoed by Robert Katende, who coaches chess in Kampala, Uganada. One
of his star students, Phiona Mutesi, was the subject of the book The Queen of Katwe by Tim
Crothers. Katende said, “I came to appreciate that chess is the best tool for kids in the slums. I
believe when they play the game they can integrate the principles used in the game into their
daily life.”

Learning chess can also have an impact on behavior and social skills. As reported in the Boston
Globe of February 12, 1996, educators are discovering a correlation between chess and “a curb
in discipline problems.” They feature a student who “routinely used to fly into temper tantrums,
becoming so disruptive that he was transferred to a special education class for children with
behavioral problems.” The article states some of the “most successful players have come out of

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the class reserved for students with behavioral problems.” And that “students are calmer and the
discipline problems have lessened.” Even some of the parents were surprised at the changes
within their children.

In the New York City Schools Chess Program by Christine Palm, a school is profiled that found
chess “improved not only academic scores, but social performance as well.” It quotes assistant
principal Joyce Brown as saying, “Our studies have shown that incidents of suspension and
outside altercations have decreased by at least 60% since these children became interested in
chess."”

At William Lipscomb Elementary in 2005, research was done to compare chess playing third
grade students with non-chess playing third grade students. The October and November
Benchmark scores were examined to compare the average scores of students in Math, Reading,
Science, and Social Studies; the data showed that chess playing students improved their
Benchmark scores more than the non-playing chess students. On average, the chess playing
students scored seven points higher than the non-chess playing students on their total benchmark
scores.

At H. B. Gonzalez Elementary, in the Fall of 2010, test scores were again compared between
chess-playing students and non-chess playing students. Chess Club Students scores were
compared to the Class Average. For most of these students their scores were higher than the
Class Average.

Anyone can implement the ChessEdu.org curriculum. One does not need to be an accomplished
chess player to begin. In the Chess Instructor 2009, International Master Michael Basman relates
the following anecdote regarding chess instructors: “I began to look for people who were
friendly and who were able to relate to other people. One of them was a lady who was serving
customers in a grocery store. She was always very kindly talking to everybody, so I thought:
that’s a good chess teacher. She couldn’t play, so I taught her. Now she still teaches chess for me
and her classes are very popular. I was meeting people everywhere, and recruiting my teachers. I
didn’t care whether they were good at chess, I wanted them to have the right personality.”
Nonetheless, the teacher should review the material in every lesson prior to each class.

To help capture the imagination of the student, we have organized the ChessEdu.org curriculum
around a belt system similar to that of Brazilian Jiu-Jitsu. As students progress, the teacher can
print out the belt certificates provided on the ChessEdu.org resources page as a means of reward
and to recognize achievement.

Supplies

All that is needed are enough boards and pieces for the students (one set and board for each two
students), and a demonstration board with pieces for the teacher. Vinyl roll-up boards (or paper
boards that you can then laminate) with algebraic coordinates should be used and standard
Staunton-style pieces. If you are transporting the equipment from school to school, a large
suitcase with wheels is recommended. It may surprise you that chess can be so heavy! As
explained below, we also suggest using board numbers and pairing sheets as a means of running

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the class like a tournament. Chess clocks are not necessary, though if the program can afford
them, then you could consider them as well.

Class Size

With regard to class size, twelve to fourteen students is very manageable, while some classes can
have as many as thirty students with just one instructor. Of course, the larger the class, the more
difficult it can be to run it. Keep in mind that the chess class is often the highest energy
classroom in the school. Chess is perceived as a quiet game, but students are excited to be there
and it shows in their energy level and volume. It is important for the teacher to set the tone from
the start as to what is expected from the class. The grade level of the students will also be a factor
as to how much you can accomplish in one session.

Class Guidelines

We anticipate a normal class to run for sixty minutes, but factoring in student arrival, along with
set up and clean up times, you may only have about forty-five minutes for both instruction and
play. The first class should be used to explain the class structure: how the classroom operates,
what is expected of the students, etc. Classes begin with a lecture or problem-solving exercise
and then the students play chess in the time remaining. In general, plan on up to fifteen or twenty
minutes of lecture or problem-solving time and the rest for play.

Each class is run like a chess tournament. Students are paired against a different classmate each
week based on the results of the games, except in the first round, which is random. If you have
thirty students, you would need fifteen board numbers. A board number is simply a piece of
paper in a plastic sleeve with a number written on it (see the ChessEdu.org resources page).
When students arrive for class, they consult the pairing sheet (see the ChessEdu.org resources
page) to see who their opponent is and at what board they are playing and with which color. The
free chess tournament pairing program Vega (see the ChessEdu.org resources page) can be of use
here. A large class would be run as a long Swiss System tournament, while a small class would
be run as a Round Robin or Double Round Robin event. If you have questions, email us at
info@chessedu.org.

Each student is assigned a base rating of 1000, the minimum rating in the World Chess
Federation (FIDE) system, and their rating never goes below this threshold. The rating system
measures their performance against other players in the tournament. The round-by-round ratings
can be calculated using the FIDE Rating Change calculator (see the ChessEdu.org resources
page). We use a higher k-val for calculating wins; and a lower k-val for calculating losses or
simply a set value of, say, two to five points. This helps to randomize the rating pool and does
not penalize a student that much for a loss. We keep the students apprised of their rating week-to-
week by listing it next to their name on the pairing sheet. Ratings are carried forward for multiple
session attendees. You can also award bonus rating points (say, five) for correct answers in class,
and deduct rating points for disruptive behavior.

If a student is absent, it is scored as a loss for the absentee and a win for the player who is
present. The player who is present is awarded the appropriate number of rating points for the

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forfeit win, but the absentee’s rating does not change. If the present player can be paired against
another student who also does not have an opponent that round, then we rate the result of the
bonus game, but the bonus game does not get entered into the tournament results. The final
results on the tournament crosstable can be somewhat skewed by absentees. Thus, a student low
on the crosstable may have missed a lot of classes, rather than lost a lot of games. A students
rating might be a better reflection of their performance.

In her Junior High School Curriculum, Elizabeth Vicary (http://lizzyknowsall.blogspot.com/)


offers some management ideas for the classroom:

“Learning names, calling on all students


“It is very difficult to learn every name in all of your classes. It is also very hard, especially with
older children, to get a student who is not raising his/her hand to answer if you don’t know
his/her name. One idea I have found invaluable is to keep with me (in my lesson planner) a class
list for each class. I do not ask students to raise their hands at all, except for the unusually
difficult questions. Instead I choose a name at random from my class list. This forces all students
to keep up with the lesson, and paradoxically, helps me to learn their names because I see them
in print so frequently. (A copy of the pairing sheet can be used for this purpose.-ed.) The class
list can also double as an on-going assessment record. For example, when you see a student
moving a piece incorrectly, put a small minus sign next to their name. When you see a student
showing outstanding comprehension of the lesson, put a plus sign. After a few weeks, it will be
clear at a glance which students need more of your help. (The rating chart is also a strong
indication of aptitude.-ed.)

“Set Distribution
“You want this to be swift and painless. You can do it yourself, but getting a couple kids to do it
is easier. Use students who don’t have partners—it will make them feel better. Emphasize to the
children that it’s their job to get the sets out as fast as possible.

“Set collection
“Hopefully you have already discussed on day one your signal for getting the class’s attention. I
like to turn out the lights, which signals the children to do three things: take their hands off the
pieces, stop talking, and look at me. It may be that you have to practice this. If you turn off the
lights on day two and get a mediocre response, start by thanking a couple students who did a
good job. Then explain that this procedure is very important, and something you expect them to
be able to do without verbal reminders from you. Explain that the class is going to practice the
lights out procedure until they get it right. Turn the lights back on, wait 30 seconds, and turn
them off again. Hopefully the response is better. Do this until it is excellent. If you feel like the
class might be resistant, do in the middle of the activity rather than at the end. This way they
have an additional incentive to hurry, as the practicing is cutting into their playing time.

“Explain carefully what you need to have happen. The pieces go in the bags, each bag should be
sealed, and then Jose and Anna will collect the sets and Fernando will collect the boards. Once
you have put your pieces away, quietly return to your regular seats and look up at the board for
final review.”

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And Hugh Patterson writing at the Chess Improver (http://chessimprover.com/classroom-


control/) suggests the following:

“Children are used to structure in the classroom. Just because you’re teaching an after school
program doesn’t mean that the classroom rules children observe during normal school hours
shouldn’t apply. As their chess teacher, you have to set the standard for classroom behavior from
day one. Trying to enforce classroom rules a month after you’ve allowed students to do as they
please simply doesn’t work. Guideline one, set the behavior standard or model for your students
immediately. Of course, you have to remember that you cannot overwhelm children with a
complex set of behavioral rules to follow because they’re kids. You have to keep it simple. I use
three basic classroom rules:

“Rule One: When I’m talking, student’s need to be sitting upright at their desks, paying attention
and not talking to others in the class.

“Rule Two: If you have a question, raise your hand. If my answer doesn’t make sense to you, ask
me to explain it again.

“Rule Three: After the lecture portion of the class is over, we play chess. When we play chess,
we play chess quietly which allows us to concentrate.”

Of course, how strict or relaxed the classroom atmosphere is will be up to the individual teacher
and can depend on the environment in which the class is given. We would be interested in
hearing what works for you and adding your story!

Open-source Project

The ChessEdu.org curriculum is a work in progress, so check back often for the latest updates.
We view the ChessEdu.org curriculum as an open-source project; we welcome your
contributions and recommendations. If you have a lesson or puzzle, or an anecdote, or advice, let
us know!

ChessEdu.org, Inc. is a Massachusetts non-profit corporation, with our 501(c)(3) status pending.
Our Blue Belt Curriculum is under development, but we need your help to complete this project.
Please donate at ChessEdu.org. We appreciate your support!

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First Class

If you have not yet read the ChessEdu.org Curriculum introduction, please do so now.

As explained in the introduction, the first class should be used to outline the class structure: how
the classroom operates, what is expected of the students, etc. Classes begin with a lecture or
problem-solving exercise and then the students play chess in the time remaining. In general, plan
on up to fifteen or twenty minutes of lecture or problem-solving time and the rest for play.
Students need to know how to read the pairing sheet to determine what board to sit at and which
color to play. They need to know the signal for quiet, etc.

We designate and area of the room for backpacks. When students arrive they check the pairing
sheet, deposit their backpack in the designated spot, and take their seat to prepare for class. If the
lesson print out is already on the table, they can begin reading it.

If you do not have a complete class list for the first class, randomly assign seats and use the
tournament pairings beginning with the next class.

Loyd Jigsaw

Outlining the structure of the class will take up a good amount of the first class, so the only
activity is Sam Loyd’s chess board puzzle (see the ChessEdu.org resources page). We glued vinyl
boards to a cardboard backing to make actual full-size puzzle pieces. We then scanned each
piece, so you can print them out, rather than create your own.

Hang an empty demonstration board for visual reference and point out that there is a light square
on the right side of each board, then have the students try to complete the puzzle. The board is
cut into eight pieces and it is the task of the students to put them back together. It is much more
difficult than you think, and very few are likely to solve it by the end of class, even with a hint or
two!

The difficulty of this seemingly simple puzzle is a great introduction into the complexity of chess
itself.

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A Brief History of Chess and the Chessboard

According to A History of Chess by H.J.R. Murray, the game of chess can trace its roots back to
about 570 A.D. to the area of the Ganges Valley in Northwest India. And C.J.S. Purdy, as
reprinted in Chess Bits and Obits, suggests that it was the Buddhist monks of this region who
were the most likely inventors; using the game as a "bloodless substitute for war."

Chess came to Persia before the seventh century, and was popular throughout the Muslim world
by the eighth century. The earliest written reference to chess was in a Persian romance from
about 600. It is also referenced in Sanskrit from 600-650, and mentioned in Arab literature from
around 700. Chess problems began to appear about 800 and the first book on chess was written
by Al-'Adli in about 850. A famous Arab Caliph, Harun ar-Rashid, is said to have granted
pensions to strong players of the day.

According to Murray, based on ancient variations in chess terminology, chess was known in
Southern Europe before 900, and references to chess in European literature become numerous
from about 1100. In 1474, the first chess book in English, The Game and Play of Chess by
William Caxton, was published. Among the most famous chess pieces ever made are the Lewis
chessmen, found on the isle of Lewis in the Hebrides in 1831. There is even a modern debate
whether these were carved in Trondheim, as previously suggested, or in Iceland. One reason for
this is that Icelandic sagas referred to a bishop as early as 1300; a time when no other country
used a chess piece called a bishop.

Henry A. Davidson, in A Short History of Chess, divides the history of chess into five epochs:

* The Sanskrit Period: in India to about 700 A.D.


* The Persian Period: about 700 to 800 A.D.
* The Arabic Period: about 800 to 1000 A.D.
* The Medieval Period: about 1000 to 1600 A.D.
* The Modern Period: from about 1600 A.D.

As the game assimilated within these different cultures, it underwent many changes to evolve
into the game that we play today.

According to Davidson, the game goes by many names: in Arabic it is "shatranj"; in Czech it is
"sachy"; in Dutch it is "schaakspel"; in French it is "echecs"; in German it is "schach"; in Greek
it is "skaki"; in Italian it is "scacchi"; in Russian it is "shachmati"; in Spanish it is "ajadrez"; and
in Turkish it is "santranch."

Chess is a two-player game that utilizes two armies on a field of battle. The pieces originally
represented the four components of the Indian army: elephants, cavalry, chariots, and infantry.
One player commands the white army and the other the black army. At the beginning of the
game, each side consists of sixteen chessmen: one king (K), one queen (Q), two bishops (B), two
knights (N), two rooks (R) and eight pawns. Each of the chessmen move in a different way.

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XABCDEFGHY
8rsnlwqkvlntr(
7zppzppzppzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2PzPPzPPzPPzP"
1tRNvLQmKLsNR!
xabcdefghy
The chessboard is the field of battle. It has sixty-four squares that are alternately light and dark.
The checkered board, with thirty-two light squares and thirty-two dark squares, was introduced
around 1100. When the board is situated correctly, each player has a light-colored square on his
right. Remember: Light on the right.

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
The chessmen travel along roads called ranks, files, and diagonals. The columns that run from
top to bottom are called files. There are eight squares in each file, and eight files on the
chessboard. Each file has a name beginning with a letter. These are lettered a to h; i.e., from left
to right, a-file, b-file, c-file, etc. The picture of the chessboard given above is called a "diagram."

The rows that run from side to side are called ranks. There are also eight squares in each rank,
and eight ranks on the chessboard. Each rank has a name beginning with a number. These are
numbered one to eight; i.e., from bottom to top, first rank, second rank, third rank, etc.

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By combining the file and rank designations, we can name each individual square. Thus, the first
rank contains the squares a1, b1, c1, d1, e1, f1, g1, and h1. While the a-file contains the squares
a1, a2, a3, a4, a5, a6, a7, and a8.

The slanted rows that touch at the corners are called diagonals. All their squares are of the same
color. A diagonal is named after the square that it begins and ends on. So the longest diagonals
are the a1-h8 diagonal and the h1-a8 diagonal. Diagonals can have anywhere from two to eight
squares. There are twenty-six diagonals on the chessboard.

XABCDEFGHY
8-+-wqk+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+QmK-+-!
xabcdefghy
Furthermore, the chessboard can be separated four ways. The half of the board on which the
white pieces stand is called the white side (ranks one to four), and the side with the black pieces
is called the black side (ranks five to eight). When viewing a diagram, the white side always
moves from ranks one to eight (usually up the diagram); and the black side always moves from
ranks eight to one (usually down the diagram).

The half of the board containing the queens is called the queenside (files a to d), and the half of
the board containing both kings is called the kingside (files e to h). These designations never
change, even though the placement of the pieces may.

The four center squares of the chessboard, d4, d5, e4, and e5, occupy a very strategic location
and are of vital interest to your army's security. Almost all the chessmen are more effective when
placed in the center of the chessboard, and the player who has more pieces or pawns controlling
the center often has more space in which to maneuver and an accompanying strategic advantage.
Thus, when you are deciding which move to make, think about how it affects the center and
whether it brings you closer to achieving your goals. In other words, think before you move and
always have a plan!

Knowing the letter designation for each chess piece and knowing the name of each square allows
us to map the coordinates and follow the progression of any game from start to finish. To write

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down the moves in a chess game this way is called taking notation. Nearly all the countries in the
world understand a system of notation called algebraic. Using algebraic notation players can read
and understand games that have been played centuries ago. In fact, the first recorded chess game
is said to have been played no later than 940 A.D., and was published by Murray in the British
Chess Magazine in 1903.

To write a chess move you must note the following information for each side:

* The symbol of the unit on move (e.g. R, N, B, K, Q).


* The square that unit moves to (e.g. a1, b1, etc.).
* For pawn moves we just note the square to which it moves; there is no symbol for the pawn.

We will return to chess notation later.

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Chess and the Chessboard: Talking Points

Ask students if they can guess what year chess was first created.

* Trace roots to about 570 in the Ganges Valley in Northwest India.

* Buddhist monks were the most likely inventors.

* Earliest written reference in a Persian romance from about 600.

* Chess problems appear about 800 and the first book on chess about 850.

* References in European literature numerous from about 1100.

* First chess book in English in 1474, The Game and Play of Chess by William Caxton.

* Two-player game utilizes two armies.

* Pieces represented four components of the Indian army: elephants, cavalry, chariots, and
infantry.

* One player commands white army, the other black.

* Each side consists of sixteen chessmen: one king (K), one queen (Q), two bishops (B), two
knights (N), two rooks (R) and eight pawns.

* Chessboard has sixty-four squares that are alternately light and dark.

* The checkered board was introduced around 1100.

* Remember: Light on the right.

* Explain ranks, files, and diagonals.

* Explain how to name each square.

* White side/black side; queenside/kingside.

* Algebraic notation.

* First recorded chess game around 940.

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Bonus Chessboard Activities

You can learn more about the chessboard with the following activities, and even award rating
points for correct answers. You can also award rating points to those who win the curriculum
mini-games.

Name that Square

Point to any square on the chessboard and ask the student to identify it by its algebraic
coordinates.

Color of the Square

Name any square on the chessboard by its algebraic coordinates and ask the student to identify
its color. Can they do this correctly with their eyes closed?

How many ranks are on the board?

There are eight ranks on the chessboard.

How many files are on the board?

There are eight files on the chessboard.

How many diagonals are on the board?

There are twenty-six diagonals on the chessboard.

How many squares are on the edge of the board?

There are twenty-eight squares on the edge of the board.

How many squares are there on a chessboard?

This is a trick question. Aside from the sixty-four squares, the board itself is one large square,
and we can also include all squares two-by-two, three-by-three, four-by-four, etc. If we take all
these into consideration, there are 204 squares of any dimension from 1x1 to 8x8. By the way,
there are 1,296 possible rectangles!

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Mine Battle

This mini-game mixes elements from the games Minesweeper and Battleship. Each player places
eight pawns, designated by the letter "P," anywhere on the board (see Diagram #1 with actual
pawns as an example). They then take turns guessing as to which square his opponents "mines"
are placed by calling out the names of the squares. After each guess, the opponent says either
"hit" or "miss." The game ends when one player finds all the opponent's pawns. Draw a circle
around any square that you guess and use an "x" to mark a hit.

Diagram #1 Diagram #2
XABCDEFGHY XABCDEFGHY
8-+-+-+-+( 8-+-+-+-+(
7zp-zp-+-+-' 7+-+-+-+-'
6-zp-+-+p+& 6-+-+-+-+&
5+-+-+-+p% 5+-+-+-+-%
4-+-+-+p+$ 4-+-+-+-+$
3+-+pzp-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
Example Diagram Mark the opponent’s hits with an "x".

Diagram #3 Diagram #4
XABCDEFGHY XABCDEFGHY
8-+-+-+-+( 8-+-+-+-+(
7+-+-+-+-' 7+-+-+-+-'
6-+-+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
Keep track of your guesses. If you need an extra diagram,
Mark any hits with an "x". use this one.

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The Pawns

The pawns represented the foot-soldiers in the Indian army. In the starting position, the pawns
occupy each player's second rank: from a2 to h2 for White and from a7 to h7 for Black. Each
pawn has a numeric value of one point, which, as we will see, makes the pawn the lowest valued
of all the chessmen.

XABCDEFGHY
8-+-+-+-+(
7zppzppzppzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2PzPPzPPzPPzP"
1+-+-+-+-!
xabcdefghy
In fact, the Arabic word for the pawn is "baidaq," which means foot soldier. According to Henry
A. Davidson, in A Short History of Chess, in other languages the pawn goes by the following
names: in Czech it is "sedlak," which means peasant; in French it is "pion," which means foot-
soldier; in German it is "bauer," which means peasant; in Greek it is "stratiotes," which means
soldier; in Italian it is "pedone," which means foot-soldier; in Russian it is "peshka," which
means soldier; in Spanish it is "peon," which means peasant; and in Turkish it is "piyade," which
has no meaning except as this piece in chess.

From its original square, each and every pawn has the choice of moving forward one or two
squares, but only on its first move. A move is made by moving a unit from one square and
releasing it on another. Once a pawn has made its initial move, it can only advance forward one
square at a time thereafter, unless it is blocked by another unit directly in its path. No algebraic
designation is used for the pawn, instead we simply note the square to which it moves.

For example, to designate moving the pawn on e2 forward two squares, we would write "e4." If
this were the first move of the game, it would be written as 1.e4. This signifies that the white
pawn on square e2 was moved to the e4-square. A typical answering move by black could be
...e5, in which the black pawn on e7 also moves two squares forward. This move would be
written as 1...e5. And the two moves together written as 1.e4 e5. The numeral one designates that
it is the first move of the game; e4 designates White's move of the e2-pawn to e4; and e5
designates Black's move of the e7-pawn to e5.

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Both pawns are now blocked from moving directly forward. However, the pawn captures and
attacks one square forward diagonally. This means that the white d-pawn attacks the squares c5
and e5, and the black d-pawn attacks the squares c4 and e4. If an enemy unit stood on these
squares, it could be subject to capture. The pawn is the only unit that captures differently than it
moves.

XABCDEFGHY
8-+-+-+-+(
7zppzpp+pzpp'
6-+-+-+-+&
5+-+-zp-+-%
4-+-+P+-+$
3+-+-+-+-#
2PzPPzP-zPPzP"
1+-+-+-+-!
xabcdefghy
With it being White's turn to move, suppose White now played 2.f4. This signifies that the white
pawn on square f2 was moved to the f4-square. The white pawn on f4 now attacks the black
pawn on e5 and threatens it with a capture.

XABCDEFGHY
8-+-+-+-+(
7zppzpp+pzpp'
6-+-+-+-+&
5+-+-zp-+-%
4-+-+PzP-+$
3+-+-+-+-#
2PzPPzP-+PzP"
1+-+-+-+-!
xabcdefghy
A capture is carried out by moving onto the square occupied by the enemy unit. This means that
you put your unit on that square and take your opponent's chessman off the board for the
remainder of the game. In chess if you touch a chessman, then you must move the unit that you

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touched; and if it is your turn to move and you touch an opponent's chessman, then you must
capture it if there is a legal move available. This is called the touch-move rule. So it is important
to think before you act. Two units cannot occupy the same square at the same time and you also
cannot capture your own chessmen.

After the moves 1.e4 e5 2.f4, it would now be Black's turn to move, and Black has a decision to
make. The game of chess is all about making good decisions. White is threatening the black e-
pawn with capture. Black can choose to ignore this threat, defend the e-pawn, or capture the
white f-pawn.

If Black wishes to defend the e-pawn, one way to do so is by playing 2...d6. The concepts of
attack and defense are important motifs in the game of chess. Black would now be ready to
answer a capture of the e-pawn with a recapture in reply. In algebraic notation a capture is
designated by the letter "x." So, after 2...d6, we could see 3.fxe5 dxe5, in which the white e-pawn
captured on square e5, and the black d-pawn recaptured on square e5.

Nevertheless, Black's other choice at move two is to simply capture the white f-pawn
immediately. This would be written as 2...exf4.

In this position Black has one more pawn on the board than White. With White's move of 2.f4,
White is said to have put the f-pawn en prise. En prise is a French term that means "in take." It
refers to a unit that is unprotected or exposed to capture. This can occur when a player places a
unit on a square where it can be captured, or leaves an undefended unit on a square where it can
be captured for free or by a unit of lesser value.

XABCDEFGHY
8-+-+-+-+(
7zppzpp+pzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+Pzp-+$
3+-+-+-+-#
2PzPPzP-+PzP"
1+-+-+-+-!
xabcdefghy
The sequence 1.e4 e5 2.f4 exf4 is the beginning of one of the oldest of all chess opening move
orders. It is called the King's Gambit Accepted. White is willing to gambit away his f-pawn in
return for potential attacking chances against the black army. The sequence 1.e4 e5 2.f4 d6 is
called the King's Gambit Declined. The King's Gambit was most commonly played during the

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eighteenth century, though it remains popular to this day. In fact, whole books are still being
written about it today!

As we can see, each side takes turns to move, with White always moving first. Two consecutive
moves by the same player are prohibited; nor can a player pass his turn. The convention that
White moves first was only introduced around the mid-nineteenth century.

Throughout all the years of chess the pawn has always only moved forward and has always had
the same capture, moving one square in a diagonal. It was around 1550 that the pawn developed
the two-square move forward on the first move; prior to this only one square was allowed. This
was done to help speed up chess games.

Pawns are the only chessmen that cannot move backward. They are often the first units to move
in a game and so are the first chessmen engaged in battle. There are a couple of special pawn
moves, called en passant and promotion that we will explore in later lessons.

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The Pawn: Talking Points

* The pawns represented the foot-soldiers in the Indian army.

* In the starting position, the pawns occupy the second rank.

* Each pawn has a numeric value of one point.

* Each pawn can move forward one or two squares, but only on its first move.

* Around 1550 pawns developed the two-square move forward on the first move.

* A move is made by moving a unit from one square and releasing it on another.

* Once a pawn has moved, it can only advance forward one square at a time.

* Blocked pawns cannot move.

* Pawns capture and attack one square forward diagonally.

* The pawn is the only unit that captures differently than it moves.

* A capture is carried out by moving onto the square occupied by the enemy unit.

* If you touch a chessman, then you must move the unit that you touched.

* If you touch an opponent's chessman, then you must capture it if possible.

* En prise means "in take."

* White always moves first.

* Two consecutive moves are prohibited; nor can a player pass his turn.

* Pawns are the only chessmen that cannot move backward.

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The Pawn Game

Set up the pawns in their starting positions on each player's second rank. If you have not
determined player pairings beforehand, choose for colors by having one player hide a black
pawn in one hand and a white pawn in the other behind their back or under the table. The
opponent then points to one of the hands and plays whichever color he selected. After the first
game, the players switch colors each game. Remember: the white side always moves first.

XABCDEFGHY
8-+-+-+-+(
7zppzppzppzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2PzPPzPPzPPzP"
1+-+-+-+-!
xabcdefghy
The ways to win the game are as follows:

* If you are the first player to get a pawn all the way across the board to the last rank.
* If you capture all your opponent's pawns, while you still have at least one left.
* If all your opponent's pawns are blocked, while you can still advance a pawn to the last rank
without being captured.

The game is a draw (tied) if both sides are blocked so that neither player can make a move.

A win for white is scored as 1-0, a win for black is scored as 0-1, and a draw as ½-½.

Chess players are polite! Before every game, chess players always shake hands and wish each
other good luck. During the game, they do not disturb their opponents. When the game is over,
they always thank their opponent for a good game.

You can use the FIDE online ratings calculator (see the ChessEdu.org resources page) to
determine a player's post-game rating. FIDE is the French acronym for the World Chess
Federation (Fédération internationale des échecs.)

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Pawn Structure #1

XABCDEFGHY
8-+-+-+-+(
7+-+-+p+p'
6p+-+-+p+&
5+p+-zp-+P%
4P+pzpP+-+$
3+-zPP+-+-#
2-zP-+-zPP+"
1+-+-+-+-!
xabcdefghy
The following pawn structure arose in the game Milic-Spassky, Lyon 1955.

Answer the following questions:

1. How many pawns does White have?


2. How many pawns does Black have?

3. Which white pawns are blocked and cannot move?


4. Which black pawns are blocked and cannot move?

5. What squares does the white pawn on e4 attack?


6. What squares does the black pawn on c4 attack?

7. Which pawn(s) defend the c3-pawn?


8. Which pawn(s) defend the g6-pawn?

9. How many potential captures does White have?


10. How many potential captures does Black have?

11. How many potential pawn moves does White have?


12. How many potential pawn moves does Black have?

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Pawn Structure #2

XABCDEFGHY
8-+-+-+-+(
7zppzp-+-+-'
6-zP-zP-+-+&
5zP-+-zp-+p%
4-+-+Pzp-+$
3+-+-+Pzp-#
2-+-+-+PzP"
1+-+-+-+-!
xabcdefghy

The following pawn structure arose in the game Gelfand-Nakamura, World Team Championship,
Bursa 2010.

Answer the following questions:

1. How many pawns does White have?


2. How many pawns does Black have?

3. How many potential captures does White have?


4. How many potential captures does Black have?

5. How many potential pawn moves does White have?


6. How many potential pawn moves does Black have?

7. What squares does the white pawn on e4 attack?


8. What squares does the black pawn on h5 attack?

9. Which pawn(s) defend the white b6-pawn?


10. Which pawn(s) defend the black g3-pawn?

11. Which white pawns are blocked and cannot move?


12. Which black pawns are blocked and cannot move?

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Sixteen Pawns

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-zp-+-%
4-+-zP-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place the remaining fourteen pawns on the board so that no three of the sixteen pawns are
situated on the same rank, file, or diagonal. The first and eighth ranks can be used. So every rank,
file, and diagonal will have two pawns.

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Pawn Breakthrough #1

The following pawn structure arose in the game Shirov-Kasparov, Linares 1997:

XABCDEFGHY
8-+-+-+-+(
7+p+-+-+-'
6-+-+-+-+&
5+-+-+p+-%
4-+-+-+p+$
3+-+-+-zPp#
2P+-+-+-zP"
1+-+-+-+-!
xabcdefghy
How can Black to move get a pawn to the last rank before White?

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Pawn Breakthrough #2

The following pawn structure arose in the game Uhlmann-Sachdev, Podebrady 2012:

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6p+-+-+-zp&
5zP-zp-+p+P%
4-+-zp-+-+$
3+-+PzP-+-#
2-+-+-zP-+"
1+-+-+-+-!
xabcdefghy
How can Black to move get a pawn to the last rank before White?

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Pawn Breakthrough #3

In the following position how can White to move get a pawn to the last rank before Black?

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-zppzp&
5+-+-+-+-%
4-+-+-zPPzP$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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Pawn Blockade

XABCDEFGHY
8-+-+-+-+(
7+-+-+pzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-zPPzP"
1+-+-+-+-!
xabcdefghy
In this game, the pawns cannot make captures. The aim is to take away all forward moves from
the opponent. Thus, the player who moves last wins.

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Pawn Activity Solutions

Pawn Structure #1

Milic-Spassky, Lyon 1955.

1. How many pawns does White have? 8


2. How many pawns does Black have? 8

3. Which white pawns are blocked and cannot move? e4


4. Which black pawns are blocked and cannot move? e5

5. What squares does the white pawn on e4 attack? d5 and f5


6. What squares does the black pawn on c4 attack? B3 and d3

7. Which pawn(s) defend the c3-pawn? b2


8. Which pawn(s) defend the g6-pawn? f7 and h7

9. How many potential captures does White have? 4


10. How many potential captures does Black have? 4

11. How many potential pawn moves does White have? 12


12. How many potential pawn moves does Black have? 10

Pawn Structure #2

Gelfand-Nakamura, World Team Championship, Bursa 2010.

Answer the following questions:

1. How many pawns does White have? 7


2. How many pawns does Black have? 7

3. How many potential captures does White have? 4


4. How many potential captures does Black have? 4

5. How many potential pawn moves does White have? 8


6. How many potential pawn moves does Black have? 8

7. What squares does the white pawn on e4 attack? d5 and f5


8. What squares does the black pawn on h5 attack? g4

9. Which pawn(s) defend the white b6-pawn? a5


10. Which pawn(s) defend the black g3-pawn? f4

11. Which white pawns are blocked and cannot move? g2, f3, and e4

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12. Which black pawns are blocked and cannot move? b7, e5, and f4

Sixteen Pawns
XABCDEFGHY
8-+p+-+p+(
7+-zp-zp-+-'
6pzp-+-+-+&
5+-+-zP-zp-%
4-zP-zp-+-+$
3+-+-+P+P#
2P+-zP-+-+"
1+-+-+P+P!
xabcdefghy
Pawn Breakthrough #1

Shirov-Kasparov, Linares 1997: 1...f4, threatens ...f3, and if 2.gxf4, then 2...g3.

Pawn Breakthrough #2

Uhlmann-Sachdev, Podebrady 2012: 1...c4, threatens ...c3, and if 2.dxc4, then 2...d3.

Pawn Breakthrough #3

1.g5 hxg5 [1...fxg5 2.h5 gxh5 3.f5 h4 4.f6 h3 5.f7 h2 6.f8Q; 1...f5 2.gxh6] 2.f5 gxf5 [2...gxh4
3.fxg6 h3 4.g7 h2 5.g8Q] 3.h5 g4 4.h6 g3 5.h7 g2 6.h8Q.

Pawn Blockade

No set solution.

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The King: Check, Checkmate, and Stalemate

The king is the most important piece on the chessboard, though it has no official numeric value.
In algebraic notation the king is represented by the capital letter “K.” In the starting position, the
white king stands on the e1-square and the black king stands on the e8-square. The king walks at
a stately pace and moves just one square at a time in any direction. The king can move forward,
backward, sideways, or diagonally one square at a time.

XABCDEFGHY
8-+-JkJ-+(
7+-+jJj+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-JjJ-+"
1+-+jmKj+-!
xabcdefghy
In other languages the king goes by the following names: according to Davidson, in Arabic the
word for the king is "shah"; in Czech it is "kral"; in Dutch it is "konig"; in French it is "roi"; in
German it is "konig"; in Greek it is "basiles"; in Italian it is "re"; in Russian it is "korol"; in
Spanish it is "rey"; and in Turkish it is "shah."

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-mk-+-+&
5+-+-+-+-%
4-+-mK-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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The king captures in the same way that it moves – one square at a time in any direction. If an
undefended enemy unit stands on a square adjacent to the king, then the king can capture the
enemy unit. If an enemy unit is defended by a friendly unit, then the king cannot capture it. The
reason for this is that the king is restricted in that it cannot move onto a square that is controlled
by an enemy unit. Thus, the two kings cannot stand on adjacent squares. If you placed the white
king on square d4 and the black king on square d6, neither king would be able to move to
squares c5, d5, e5, because both kings attack those squares.

When a king is under attack it is called check, and the king is not allowed to move into check.
The king itself can never be captured. Yet, this was not always the case. In the early days of
chess the king could be captured. To avoid premature game endings players would call out
"king" when they were threatening the enemy king. This tradition is continued today when
players announce check if the enemy king is under attack. To further avoid premature game
endings and disputes over whether a player heard the opponent's monition, the Persians decided
to disallow the king to move into check.

If a king is placed in check, there are three ways to respond:

* Capture the piece that is attacking the king, either with the king or another unit.
* Block the check by placing a unit in the way of the checking piece.
* Move the king to a square that is not under attack.

If a king cannot get out of check, it is called checkmate. Checkmate is the only way to win at
chess unless one of the players chooses to resign before a checkmate occurs. To move the king
into check, or to leave a king in check, would be to make an illegal move. An illegal move is one
that is not allowed by the rules of chess. If the king is in check and you do not notice it and move
another piece, you must take your move back and make a new move that answers the check. This
is the only instance when a player can retract a move.

From the next diagram, if White were to advance the d6-pawn to d7, this would put the black
king on e8 in check:
XABCDEFGHY
8-+-+k+-+(
7+-+-zP-+-'
6-+-zP-+-+&
5+-+-mK-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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The resulting position would look like this:


XABCDEFGHY
8-+-+k+-+(
7+-+PzP-+-'
6-+-+-+-+&
5+-+-mK-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
The black king is in check by the d7-pawn, and neither pawn is defend by a friendly unit. Thus,
the king can answer the check by capturing either white pawn or by moving out of check to
square f7. Here the best move is to capture the e7-pawn and then the d7-pawn on the next move
(because the white king will not be able to move close enough to the d7-pawn to defend it). In
algebraic notation a plus sign is used to denote a check and the letter x signifies a capture. Thus,
the move sequence illustrated above would be written as 1.d7+ Kxe7. This tells us that the d6-
pawn moved to d7 with check and Black answered by using his king to capture on e7.

If your king is under attack and you do not notice it and move another piece, you must take your
move back and make a move that gets your king out of check. When a king cannot get out of
check, it is called checkmate. This comes from the Persian words shah, which means king, and
mat, which means dead. Being checkmated is the only way to lose at chess unless one of the
players chooses to resign before checkmate occurs.
XABCDEFGHY
8-+-+k+-+(
7+-+-zP-+-'
6-+-zPK+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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For example, in the diagram above, if White were to advance the d6-pawn to d7, this would put
the black king in check and the white king is in position to defend both pawns from being
captured:
XABCDEFGHY
8-+-+k+-+(
7+-+PzP-+-'
6-+-+K+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
The black king is in checkmate, because any square that it could move to is controlled by a white
unit. The white king defends the pawns from capture and the three white units combine to control
all the squares the king could move to. White would then be declared the winner of this game
and would score one point if it were a tournament game or match. In algebraic notation a
checkmate is denoted by the number symbol, so White's last move would be written as 1.d7#.
This signifies that the d6-pawn moved to d7 and it is checkmate.

XABCDEFGHY
8-+-+k+-+(
7+-+-zP-+-'
6-+-+K+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
We have seen that if the king is in check and has no legal moves, then the game ends in
checkmate, which is a win for the side giving the checkmate. However, there are situations when
a king is not in check, but has no legal moves, and this is called stalemate. A stalemate is a tie, or

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a draw as it is known in chess. In this case both players would score a half-point if it were a
tournament game or a match.

A stalemate position is illustrated in the above diagram. If it were black to move, the black king
would have no legal moves, because all the squares it could move to (d8, f8, d7, e7, and f7) are
controlled by a white unit. This results in stalemate.

Note that if there were another black unit on the board, then it would not be stalemate. The black
king would not have any legal moves, but the extra black unit would. Also, if it were white to
move in the diagrammed position, then the white king could move to d6 or f6, and allow the
black king a free square to which to move at f7 or d7.

There were once maneuvers that allowed the king to escape from checkmate. The king had the
ability to use the maneuver "The King's Leap." This would allow the king for one turn to jump
like a knight to escape checkmate. (We will learn later how the knight moves.) There was also
"The King's Ransom" is which the opponent would allow the player to save his king in exchange
for another piece on the board.

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The King: Talking Points

* The king is the most important piece on the chessboard.

* The king has no official numeric value.

* In algebraic notation the king is represented by the capital letter “K.”

* In the starting position, the white king stands on the e1-square.

* In the starting position, the black king stands on the e8-square.

* The king moves one square at a time in any direction.

* The king captures in the same way that it moves.

* The king cannot move onto a square that is controlled by an enemy unit.

* When a king is under attack it is called check.

* Three ways to get out of check: capture the checking piece; block the check; move the king.

* The king can never be captured.

* If the king is in check and has no legal moves, it is called checkmate.

* If the king is not in check and the player has no legal moves, it is called stalemate.

* A checkmate is scored as a win.

* A stalemate is scored as a draw.

* A win for White is written as 1-0.

* A win for Black is written as 0-1.

* A draw is written as ½-½.

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The King: Construction Task 1

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place as many kings as needed on an empty chessboard so that all unoccupied squares are
attacked one time. How many kings are needed?

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The King: Construction Task 2

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place the maximum number of kings on the chessboard so that none of the pieces attack each
other. How many kings are needed?

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The Pawn Game with Kings

XABCDEFGHY
8-+-+k+-+(
7zppzppzppzpp'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2PzPPzPPzPPzP"
1+-+-mK-+-!
xabcdefghy
Set up the pawns and kings in their starting positions. Choose for colors by having one player
hide a black pawn in one hand and a white pawn in the other. The opponent then selects one of
them and plays whichever color he selected. After the first game, the players switch colors every
game. Remember: the white side always moves first.

The ways to win the game are as follows:

* If you are the first player to get a pawn safely across the board to the last rank.
* If the pawn can be captured when it reaches the last rank, it does not count as a win, and the
game continues.
* If one side checkmates the other.
* The game is a draw if both sides are blocked so that neither player can get a pawn to the last
rank or if a stalemate occurs.

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The Opposition Game

In the diagram below it is White to move. If White can play his king to f8 or h8, White wins. If
Black can prevent it, Black wins. Remember the kings cannot stand on adjacent squares.

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+k'
6-+-+-+-+&
5+-+-+-mK-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Play the position from both sides. Then try it again as follows:

* With the white king on square g4 and the black king on square f6.
* With the white king on square g3 and the black king on square f7.
* With the white king on square a1 and the black king on square a8.

Hint: White should always win.

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King Activity Solutions

The King: Construction Task 1

Nine kings are needed. For example:


XABCDEFGHY
8-mK-+K+-mK(
7+-+-+-+-'
6-+-+-+-+&
5+K+-mK-+K%
4-+-+-+-+$
3+-+-+-+-#
2-mK-+K+-mK"
1+-+-+-+-!
xabcdefghy
The King: Construction Task 2

Sixteen kings are needed. For example:


XABCDEFGHY
8-+-+-+-+(
7+K+K+K+K'
6-+-+-+-+&
5+K+K+K+K%
4-+-+-+-+$
3+K+K+K+K#
2-+-+-+-+"
1+K+K+K+K!
xabcdefghy
The Pawn Game with Kings

No set solution.

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The Opposition Game

The answer from the diagrammed position is 1.Kf6 Kg8 2.Kg6 and now any move by the black
king allows White access to f8 or h8. When the kings are placed across from one another like this
they are said to be in opposition. Because White has the opposition, Black must give ground. It is
a useful tool for outflanking the enemy king in certain positions. Note if 1.Kf6 Kg8 2.Ke7, then
Black would play 2...Kg7 and White would never reach the f8- or h8-squares, because Black
would then have the opposition. This is an important concept to learn and the opposition game
should be played from numerous positions until each student is familiar with the concept of
opposition and outflanking. It will play a part in future exercises!

One answer with the white king on square a1 and the black king on square a8 is 1.Ka2 Kb8
2.Kb2 Kc8 3.Kc2 Kd8 4.Kd2 Ke8 5.Ke2 Kf8 6.Kf2 Kg8 7.Kg2 Kh8 8.Kf3 (Only this move
allows White to outflank the black king.) 8...Kg7 9.Kg3 Kf7 10.Kh4 Kg6 11.Kg4 Kh6 12.Kf5
Kg7 13.Kg5 Kf7 14.Kh6 Kg8 15.Kg6 Kh8 16.Kf7 and White will reach square f8.

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The Queen

The queen is the most powerful piece on the chessboard. Each queen has a numeric value of nine
points. In algebraic notation the queen is represented by the capital letter “Q.” In the starting
position, the white queen stands on the d1-square (a light-colored square) and the black queen on
the d8-square (a dark-colored square). Remember: queen on the square of its own color.

XABCDEFGHY
8-+-wq-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+Q+-+-!
xabcdefghy
In other languages the queen goes by the following names: according to Davidson, in Arabic the
word for the queen is "vizier," which means counselor; in Czech it is "dama," which means lady;
in Dutch it is "dam"; in French it is "dame"; in German it is "dame"; in Greek it is "basilissa,"
which means queen; in Italian it is "donna," which means lady; in Russian it is "kralа," which
means queen; in Spanish it is "reina," which means queen; and in Turkish it is "vesir," which
means counselor.

It can move any number of squares in a straight line forwards, backwards, or sideways along
unobstructed ranks, files, and diagonals. The queen cannot jump over or otherwise displace
members of its own army. If an enemy unit is in its path, then the queen has the option of
capturing the opposing unit.

From any point on an empty board, the queen attacks twenty-one squares, twenty-three squares,
or twenty-seven squares. Thus, a queen on square d5 attacks twenty-seven squares; and on
square g8, it only attacks twenty-one squares.

In the Indian game of Chaturanga, the queen was called the mantri, which means "counselor" and
from which the English word mentor is derived. At that time the queen (as we now call it) was
among the weakest of the chessmen. Its movements were limited to one square diagonally in
each direction. As Europeans began to be introduced to the game, the queen was transformed
into a feminine companion for the king. Along with its new designation came new powers.

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In 1300 a two square diagonal leap was permitted. At one point the queen could even jump like a
knight! Around 1475, it was given the combined powers of both the rook and bishop, making the
queen the most powerful piece on the modern chessboard. This new form of chess was called
scacchi alla rabiosa (mad chess) by the Italians and echecs de la dame enragee (chess of the
maddened queen) by the French. However, it took some time before this new rule was
universally adopted and recognized. In his History of Chess in 1765, Richard Lambe wrote,
"Perhaps they who introduced the queen into the game imagined it to be a representation of a
royal court … but they transform a man (the counsellor) into a woman; and then they turn a
common soldier (i.e. promoting a pawn) into a queen, which is a ridiculous absurdity."

XABCDEFGHY
8j+-J-+j+(
7+j+j+j+-'
6-+jJj+-+&
5JjJQJjJj%
4-+jJj+-+$
3+j+j+j+-#
2j+-J-+j+"
1+-+j+-+j!
xabcdefghy
The first written reference to the piece as a queen (“regina”) can be found in a poem titled
"Verses on Chess" ("Versus de scachis") written by a German-speaking Benedictine monk
written in the late tenth century. In Birth of the Chess Queen, author Marilyn Yalom posits that
the queen rose to its present stature because of the appearance of powerful female rulers such as
Queen Isabella of Castile, and Adelaide of Burgundy, Empress of the Holy Roman Empire.

Beginning players so enjoy the power of their queen that they often bring it into play as soon as
they are able. This, however, can be a mistake. The queen often should only be played after the
majority of the other forces have taken up their positions on the chessboard. If the queen is
brought out too early, it can be attacked by enemy units of lesser value. The resulting loss of time
to safeguard the queen can then give the opponent further opportunity to bring out more units to
build an attack.

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The Queen: Talking Points

* The queen is the most powerful piece on the chessboard.

* Each queen has a numeric value of nine points.

* In the starting position, the white queen stands on the d1-square (a light-colored square)

* In the starting position, the black queen on the d8-square (a dark-colored square).

* Remember: queen on the square of its own color.

* It can move any number of squares in a straight line forwards, backwards, or sideways along
unobstructed ranks, files, and diagonals.

* In the Indian game of Chaturanga, the queen was called the mantri, which means "counselor"
and from which the English word mentor is derived.

* The mantri was among the weakest of the chessmen. Its movements were limited to one square
diagonally in each direction.

* About 1300 a two square diagonal leap was permitted, and at one point the queen could even
jump like a knight!

* Around 1475, the queen was given the combined powers of both the rook and bishop, making
it the most powerful piece on the modern chessboard.

* This new form of chess was called “mad chess” by the Italians and “chess of the maddened
queen” by the French.

* The first written reference to the piece as a queen (“regina”) can be found in a poem written in
the late tenth century.

* The modern powers of the queen may have been influenced by powerful female rulers such as
Queen Isabella of Castile, and Adelaide of Burgundy, Empress of the Holy Roman Empire.

* If you bring the queen out too early it can be subject to attack by pieces of lesser value.

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The Queen Construction Task: Eight Queens Problem

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place eight queens on an empty chessboard so that none of the queens attack each other.

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The Queen Construction Task: Domination Problem

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
What is the minimum number of queens needed to occupy or attack all squares of an empty
chessboard?

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Queen to h1

XABCDEFGHY
8-+-+-+-+(
7+-wQ-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
In this game players take turns moving the queen from its starting position on c7. The queen can
only move towards the h-file or towards the first rank. The player who can play the queen to the
h1-square wins. Thus, you do not want to make a move that would allow the queen to reach h1
on its next move. (Variations: try the same game with the queen starting on b6, a7, or b8.)

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Queen vs. Four Black Pawns

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3zppzpp+-+-#
2-+-+-+-+"
1+Q+-+-+-!
xabcdefghy
One player takes the white side of the board and plays with the queen; the other takes the black
side and plays with the pawns. White moves first. The goal is to capture all the black pawns
before one can safely reach the first rank. Change sides after each game until the proper
sequence to stop the pawns if found.

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Queen Mower

Maurice Ashley, the first and only African-American to attain the grandmaster chess title, coined
the term "Pawn Mower" for this type of puzzle.

Mark Donlan, 2012


ChessCafe.com
XABCDEFGHY
8Q+-+-+-+(
7+-+-+-+p'
6-+-+p+p+&
5+-+-+-+-%
4p+-zp-+-+$
3+p+-+-+-#
2-+-+-zpp+"
1+-+-+-+-!
xabcdefghy
In this puzzle the black pawns do not move. White must capture all the black pawns in eight
consecutive moves. Thus, every move must be a capture.

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Wolves and Sheep

This is a puzzle created by Joshua Zucker.

5+-+-+
4-+-+-
3+-+-+
2-+-+-
1+-+-+
xabcde
On a 5×5 chessboard, place five wolves (chess queens) and three sheep (pawns) so that all the
sheep are safe from being eaten (captured) by the wolves.

In the New York Times Wordplay blog, Mr. Zucker is noted as saying "Real problems require real
patience, especially for kids, who may be used to solving everything in their math class in a few
seconds."

Bonus: find a solution with six wolves and two sheep.

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Queen Activity Solutions

The Queen Construction Task: Eight Queens Problem

There are many ways to accomplish this task. Here are twelve:

Queens on a4, b1, c5, d8, e2, f7, g3, h6


Queens on a4, b1, c5, d8, e6, f3, g7, h2
Queens on a4, b2, c5, d8, e6, f1, g3, h7
Queens on a4, b1, c7, d3, e6, f8, g1, h5
Queens on a4, b1, c7, d3, e6, f8, g5, h1
Queens on a4, b1, c7, d5, e1, f8, g6, h3
Queens on a4, b2, c8, d5, e7, f1, g3, h6
Queens on a4, b2, c8, d6, e1, f3, g5, h7
Queens on a4, b6, c1, d5, e2, f8, g3, h7
Queens on a4, b7, c5, d2, e6, f1, g3, h8
Queens on a4, b8, c1, d5, e7, f2, g6, h3
Queens on a4, b6, c8, d2, e7, f1, g3, h5

The Queen Construction Task: Domination Problem

Five queens are need to occupy or attack all squares of an empty board. Here is an example:

XABCDEFGHY
8-+-+-+Q+(
7+-wQ-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-wQ$
3+-+Q+-+-#
2-+-+-+-+"
1wQ-+-+-+-!
xabcdefghy
Queen to h1

The first player to move should always win by playing the queen to g3 or f2.

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Queen vs. Four Black Pawns

The queen should win: 1.Qd3! [1.Qb3 c2 (1...d2 2.Qc2 a2) 2.Qa3 d2] 1...b2 [1...c2 2.Qc3 a2
3.Qb2] 2.Qb1.

Queen Mower

1.Qxg2 2.Qxf2 3.Qxd4 4.Qxa4 5.Qxb3 6.Qxe6 7.Qxg7 8.Qxh7.

Wolves and Sheep

Five wolves and three sheep:


XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-wQQ+-+-%
4p+-+-+-+$
3+-+-wQ-+-#
2-+-wQQ+-+"
1zpp+-+-+-!
xabcdefghy
Six wolves and two sheep:
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5wQ-wQQ+-+-%
4Q+Q+-+-+$
3+-+-wQ-+-#
2-zp-+-+-+"
1+p+-+-+-!
xabcdefghy

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Pawn Promotion and Checkmate with the Queen

As mentioned previously, the pawns represented the foot-soldiers in the Indian army. And, as
with many soldiers, the pawn can undergo a battlefield promotion. In chess, this is achieved
when any pawn reaches the last rank.

If a pawn is advanced to the last rank (the eighth rank for White and the first rank for Black), it is
promoted to either a queen, rook, bishop, or knight. A new king cannot be chosen; there can
never be more than one king of each color on the board. However, theoretically at least, it is
possible to have as many as nine queens, or ten bishops, or ten knights, or ten rooks. Promoting
to any piece other than a queen is referred to as underpromotion. No other piece can be changed
into anything else no matter what square it reaches.

Typically, a new queen is chosen after promotion because this is the strongest piece. However, as
Davidson indicates in A Short History of Chess, the convention of choosing a queen was a result
of the queen once being the weakest piece on the board, and a battlefield promotion is made to
the lowest grade of officer's rank. There were also other conventions that existed with regard to
pawn promotion. For instance, the pawn could only promote to the type of piece on which file it
stood or started from. It was circa 1600 that a pawn could be promoted to any piece that had been
removed from the board. Indeed, it is said that Philidor subscribed to this practice in his written
works.

Murray, in A History of Chess, in referring to Four-Handed Chess notes that "when a player lost
all his superior men save his Boat and one Pawn he may promote this Pawn on any square of the
opposite edge to the rank of any piece, King included." In Hindustani chess, a pawn on its
seventh rank was barred from advancing unless promotion to "the master-piece of the file" was
legally possible; meaning a pawn reaching a8 could only become a rook and only if a rook had
already been removed from the board. In Parsi chess, a pawn that promoted to a knight could
immediately make an extra move on that turn! In Malay chess a pawn could only promote on the
corner squares; if any other pawn reached the last rank, it would need to make additional moves
in accordance with a complicated process. In Siamese chess the pawns began the game on the
third rank and reached promotion on the sixth, where they immediately became a queen (Met).

When the queen was considered as a counselor (vizier) there were no objections to having more
than one counselor available to the king. However, when the queen began to be considered as the
consort to the king moral objections were raised about having multiple queens on the board. In
England, France, and Italy a new queen would be referred to by a different name than the
original queen, apparently in a bid to preserve the uniqueness of the original queen. In some
quarters there was debate as to whether it was allowable for an ostensibly male pawn to change
to a female piece.

It was not until the mid-nineteenth century that promotion to any piece became universally
accepted. Davidson gives the following dates and authors:

1765, Lambe: Promoted only to a lost piece.


1790, Philidor: Promoted only to a lost piece.

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1814, Saul: Promoted to any piece.


1828, Sarratt: Promoted to any piece.

To promote a pawn you advance it to the last rank and then replace it with the newly promoted
piece on that square.

XABCDEFGHY
8-+-+j+-+(
7+-+-zP-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Thus, from the diagrammed position, the white pawn would be moved to square e8 and then be
removed from the board to be replaced with the newly promoted piece.

XABCDEFGHY
8-+-+Q+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
In algebraic notation, if a new queen were chosen, this is written as e8=Q (or e8Q).

This means that in certain positions a single pawn is all that is needed to win the game. In this
next section we will examine how to checkmate using a king and queen versus a lone king. A

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checkmate occurs when a king is under attack and has no subsequent legal move to get out of
check.

Let's start with a basic position in which White promotes a pawn to a queen and then delivers
checkmate to the black king:

XABCDEFGHY
8-+-+k+-+(
7+-+-+-+-'
6-+-mK-+-+&
5+-+-zP-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
1.Ke6

This is the only move that wins! See the opposition game from article three.

1.e6?? is a mistake because of 1...Kd8 and now white cannot control the promotion square and
the game will be a draw. (1...Kf8?? would be a mistake for Black, because it allows White to
gain control of the e8 promotion square. 2.Kd7 and now Black cannot stop the pawn from
promoting.) 2.e7+ Ke8 3.Ke6 is stalemate.

1...Kd8

Black has no choice but to give ground. When one side is in a situation in which any move
worsens their position, it is known as zugzwang. This is a German word meaning "compulsion to
move."

1...Kf8 is similar; with 2.Kd7 White gains control of the e8 promotion square.

2.Kf7

And the white king controls the e8 promotion square.

2...Kd7

Black is still trying to hold the e8-square.

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3.e6+

But now has to move off.

3...Kd6

3...Kd8 is met by 4.e7+ and 5.e8=Q.

4.e7 Kd5

In general the side with the lone ling should try to stay near the center of the board and not get
cornered near the edge.

5.e8=Q Kd4 6.Qe6

XABCDEFGHY
8-+-+-+-+(
7+-+-+K+-'
6-+-+Q+-+&
5+-+-+-+-%
4-+-mk-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
The simplest method is to place the queen one file (or rank) and two squares removed from the
black king in an L-shaped pattern. As we shall see later this is a knight's move away from the
black king.

6...Kc5 7.Qd7

Keeping things simple by staying a knight's move away from the king.

7...Kc4 8.Qd6 Kc3 9.Qd5 Kc2 10.Qd4

Notice how with each move the queen corrals the king closer and closer to the edge of the board.

10...Kb3 11.Qc5 Kb2 12.Qc4 Kb1 13.Qe2

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XABCDEFGHY
8-+-+-+-+(
7+-+-+K+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+Q+-+"
1+k+-+-+-!
xabcdefghy
Once the king moves to the edge of the board, trap it there by moving the queen to the adjacent
rank or file.

13...Ka1 14.Ke6

Now the white king can leisurely approach to assist the white queen. It has not been necessary to
move the white king up until now.

However, note that 14.Qc2?? would be a mistake because it places the black king in stalemate
and this is a draw.

XABCDEFGHY
8-+-+-+-+(
7+-+-+K+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+Q+-+-+"
1mk-+-+-+-!
xabcdefghy

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The black king is not in check and has no legal move. Quite an achievement for the losing side!
So, once the king is cornered make sure to leave it with legal moves until checkmate can be
delivered.

14...Kb1

The black king can only mark time along the first rank.

15.Kd5 Kc1 16.Kc4 Kb1 17.Kb3 Kc1 18.Qc2# 1-0

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+K+-+-+-#
2-+Q+-+-+"
1+-mk-+-+-!
xabcdefghy
The black king is in check and has no legal move, so it is checkmate. The white queen puts the
black king in check, and the queen is protected from capture by the white king. If the white king
were, say, on square c4, then it would only be a check, because the black king could capture the
undefended white queen on c2. This is why the two pieces must work together in a coordinated
manner to deliver checkmate.

Later we will look at another special move with the pawn called en passant and further explore
the underpromotion theme.

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Is it Checkmate?

It is Black to move in each diagram. Is it checkmate, stalemate, just check, or none of the above.

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8-+k+-+-+( 8-+k+-+-+(
7+-wQ-+-+-' 7+-wQ-+-+-'
6-+K+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+-mK-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
A) checkmate. A) checkmate.
B) stalemate. B) stalemate.
C) just check. C) just check.
D) none of the above. D) none of the above.

Diagram 3 Diagram 4
XABCDEFGHY XABCDEFGHY
8-+k+-+-+( 8-+k+-+-+(
7+-+-+-+-' 7+-+-wQ-+-'
6-+KwQ-+-+& 6-+K+-+-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
A) checkmate. A) checkmate.
B) stalemate. B) stalemate.
C) just check. C) just check.
D) none of the above. D) none of the above.

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Ropke Pawn Puzzle

Vilhelm Ropke
Skakbladet, 1942
XABCDEFGHY
8K+k+-+-+(
7zP-zPp+-+-'
6-zp-zP-+-+&
5+-+-+-+-%
4p+-+-+-+$
3zP-+P+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White mates in six moves

In this puzzle White moves first, then Black, until White checkmates the black king on the sixth
move. Practice writing the moves in chess notation below.

White Black
1.
2.
3.
4.
5.
6.

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Checkmate with the Queen: Playing Exercises 1

Play out the following positions against another player, switching colors with each turn, until you
think you have determined the best play from that position.

PE1a. Panno, O – Najdorf, M


Argentina, 1968
XABCDEFGHY
8-+-+-+-+(
7+-mk-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+K+$
3+-+-+-+-#
2-+-+-+-zP"
1+-+-+-+-!
xabcdefghy
White to move and win. Can White promote the pawn or can Black stop it?

PE1b. Jimenez Zerquera, Eleazar – Ivkov, Borislav


Havana, 1962
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-mk-+-+$
3+-zp-+-+-#
2-+K+-+-+"
1+-+-+-+-!
xabcdefghy
White to play and draw

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Checkmate with the Queen: Playing Exercises 2

Play out the following positions against another player, switching colors with each turn, until you
think you have determined the best play from that position.

PE2a. Maroczy, Geza – Marshall, Frank James


Monte Carlo (11), 24.02.1903
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-zp-%
4-+-+-+-mk$
3+-+-+-+-#
2-+-+-+K+"
1+-+-+-+-!
xabcdefghy
Black to move and win

PE2b. Berger, Johann – Mason, James


DSB–06.Kongress Breslau (16), 26.07.1889
XABCDEFGHY
8-+-+-+-+(
7zp-+-+-+-'
6-+-+-+-+&
5mk-+-+-+-%
4-+-+-mK-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White to move and draw

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Checkmate with the Queen: Puzzles 1

White mates in two: puzzle by Bruce Pandolfini

XABCDEFGHY
8-+-+k+-+(
7+-+-+-+-'
6-+-+K+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+Q+-+"
1+-+-+-+-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

White mates in two

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3mk-+K+-+-#
2-+-+-+-wQ"
1+-+-+-+-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

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Checkmate with the Queen: Puzzles 2

White mates in two

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+p+-+-+&
5+-wQ-+-+-%
4-+-+-+-mk$
3+-+-+K+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

White mate in two

XABCDEFGHY
8-+-+-+-+(
7+-+-+-zp-'
6-+-+-+P+&
5+-+-+-+-%
4-+-+-+Q+$
3+-+-mK-+-#
2-+-+-+-+"
1+-+-+k+-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

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Checkmate with the Queen: Puzzles 3

White mates in two

XABCDEFGHY
8-+-+-+-+(
7zP-+-+-wQ-'
6-mk-+-+-+&
5+-+-+-+-%
4-+-mK-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

White mates in two: puzzle by Susan Polgar

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-wQ$
3+-+-+-+-#
2-+-zP-+p+"
1+-+-mK-mk-!
xabcdefghy
White makes a move; black makes a moves; white delivers checkmate.

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Checkmate with the Queen: Puzzles 4

XABCDEFGHY
8k+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+K#
2-+-+-+-+"
1+QwQQ+-+-!
xabcdefghy

White to move and mate in seven with only queen moves and without moving any queen off the
first rank.

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Checkmate with the Queen: Puzzles 5

Here is an advanced puzzle that should given even seasoned players a hard time:

White mates in maximum of eleven moves

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-mK-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+Q+-+"
1+-+-+-+k!
xabcdefghy
White to play and checkmate in maximum of eleven moves without moving the king.

White Black White Black

1. 7.

2. 8.

3. 9.

4. 10.

5. 11.

6.

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Checkmate with the Queen: Puzzles 6

Here is another advanced puzzle that should given even seasoned players a hard time:

B. Barrett
The Dubuque Chess Journal, 1874
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2pzpQmKPzPP+"
1mk-+-+-+-!
xabcdefghy
White to checkmate the black king in twelve moves by only moving the queen. In Endgame
Magic by Irving Chernev the composer is given as S.R. Barrett.

White Black White Black

1. 7.

2. 8.

3. 9.

4. 10.

5. 11.

6. 12.

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Réti Endgame Study

Golembek’s Encyclopedia of Chess defines an Endgame Study as “a composed position where


the play shows a forced win or draw in a unique manner.” Golembek writes, “at its highest level
the study is an art form where strict canons of originality, variety, harmony and beauty may
apply.” The Oxford Companion to Chess by Hooper and Whyld suggests that “study composition
reached a high level during the great days of Islamic chess in the 9th and 10th centuries.” And
Beasley and Whitworth write in Endgame Magic, “a study has the cultivated intensity of a short
story.” The World Chess Federation, FIDE, now recognizes skill in study composing by
awarding GM, IM, and FM titles for study composition.

Richard Réti
Deutsch Österreichische Tageszeitung, 1921
XABCDEFGHY
8-+-+-+-mK(
7+-+-+-+-'
6k+P+-+-+&
5+-+-+-+p%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White to move and draw.

This is one of the most famous endgame studies ever published, and should given even seasoned
players a hard time to solve. It was created by Richard Réti and published in 1921. The answer
has even become part of chess lexicon and is known as the "Réti Maneuver" or "Réti's Idea."
Endgame Study composer Abram Gurvich called the theme "The Hunt of Two Hares" and Mark
Dvoretsky refers to it as "chasing two birds at once." Try to solve this as a puzzle, or play out the
position against a friend or computer opponent.

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Corner the King

Marek Mamikon, 1976


XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4PzPPzPP+-+$
3mk-+-zP-+-#
2-+Q+P+-+"
1+-+-zP-+-!
xabcdefghy
The goal of the white queen is to force the black king to step onto the d3-square. Neither piece
can step outside of the box created by the white pawns and both sides must make legal moves.

Only the king and queen are allowed to move. If White can force the black king to the d3-square,
White wins. If White stalemates the black king, Black wins.

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Construction Task

Here is another advanced puzzle that should given even seasoned players a hard time:

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
PPQKk
Grandmaster John Nunn posed this construction task: White has a king, queen, and two pawns
against a lone black king. Create a position in which White to move cannot win and the game is a
draw.

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Pawn Promotion and Checkmate with the Queen Activity Solutions

Is it Checkmate?

Diagram 1: A) checkmate.
Diagram 2: C) just check.
Diagram 3: B) stalemate.
Diagram 4: D) none of the above.

Pawn Puzzle

1.d4 b5 2.d5 b4 3.axb4 a3 4.b5 a2 5.b6 a1Q 6.b7#.

Checkmate with the Queen: Playing Exercises 1

PE1a. Panno, O – Najdorf, M, Argentina, 1968:

18.Kg5 1-0

White has to control the h8 promotion square with the king in order to win. 1.Kf5 and 1.Kh5 also
win. But any pawn move by White allows the black king to access square h8 where it cannot be
evicted.

PE1b. Jimenez Zerquera, Eleazar – Ivkov, Borislav, Havana, 1962:

63.Kc1 ½-½

The white king controls the promotion square and Black cannot win.

Checkmate with the Queen: Playing Exercises 2

PE2a. Maroczy, Geza – Marshall, Frank James, Monte Carlo (11), 24.02.1903:

58...Kg4 59.Kh2 Kf3 60.Kh3 g4+ 61.Kh2 Kf2 62.Kh1 Kg3 63.Kg1 Kh3 0-1

PE2b. Berger, Johann – Mason, James, DSB–06.Kongress Breslau (16), 26.07.1889:

In the game Berger played 67.Ke4? and lost after 67...Kb4 68.Kd3 Kb3 69.Kd2 Kb2 0-1

However 67.Ke3! is a draw: 67...Kb4 68.Kd2 Kb3 69.Kc1 Ka2 (If 69...a5, then 70.Kb1 and the
white king cannot be evicted from the corner square a1.) 70.Kc2 and because the white king has
the opposition, Black cannot win.

Checkmate with the Queen: Puzzles 1

White mates in two: puzzle by Bruce Pandolfini

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White to mate in two moves. Black's king must go either to f8 or d8; thus, White's queen mates
next move by simultaneously attacking the squares h8 and b8. That can be achieved by playing
the queen to any of three squares (e5, h2, or b2).

1.Qe5 [1.Qh2 Kf8 (1...Kd8 2.Qb8#) 2.Qh8#; 1.Qb2 Kd8 (1...Kf8 2.Qh8#) 2.Qb8#.] 1...Kd8
[1...Kf8 2.Qh8#.] 2.Qb8#

White mates in two

1.Kc4 Ka4 2.Qa2#

Checkmate with the Queen: Puzzles 2

White mates in two

1.Qf5

It is helpful to ask whether it is stalemate, because beginners will often agree that it is forgetting
that the black pawn can now move.

1...c5 2.Qg4#

The student has to see that 1.Qf5 is not stalemate because of 1...c5.

White mates in two

1.Qg5

Here it is important to see that 1.Qg3 is stalemate.

1...Ke1 2.Qg1#

Checkmate with the Queen: Puzzles 3

White mates in two

1.a8Q Kb5 2.Qgb7#

White mates in two: puzzle by Susan Polgar

1.Kd1 Kf1 2.Qe1#

Checkmate with the Queen: Puzzles 4

1.Qf1 Ka7 2.Qh1 Ka6 3.Qhg1 Ka5 4.Qgf1 Ka4 5.Qce1 Ka3 6.Qa1+ Kb3 7.Qeb1#

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Checkmate with the Queen: Puzzles 5

1.Qg4 Kh2 2.Qe4 Kg1 3.Qf3 Kh2 4.Qf1 Kg3 5.Qe2 Kf4 6.Qd3 Kg4 7.Qe3 Kh4 8.Qg5+ Kh3
9.Qg1 Kh4 10.Qg2 Kh5 11.Qg5#.

Checkmate with the Queen: Puzzles 6

1.Qc3 Kb1 2.Qd3+ Ka1 3.Qd4 Kb1 4.Qe4+ Ka1 5.Qe5 Kb1 6.Qf5+ Ka1 7.Qf6 Kb1 8.Qg6+ Ka1
9.Qg7 Kb1 10.Qh7+ Ka1 11.Qh8 Kb1 12.Qh1# 1-0

Réti Endgame Study

1.Kg7! [1.Kh7? h4 2.Kh6 h3] 1...h4 [1...Kb6 2.Kf6! h4 3.Ke5! h3 4.Kd6 h2 5.c7 Kb7 6.Kd7]
2.Kf6! Kb6 [2...h3 3.Ke6 h2 4.c7] 3.Ke5! h3 [3...Kxc6 4.Kf4 h3 5.Kg3 h2 6.Kxh2] 4.Kd6 h2
5.c7 Kb7 6.Kd7 ½-½

Corner the King

1.Qc3 Ka2 2.Qc1 Kb3 3.Qa1 Kc2 4.Qa2 Kc3 5.Qb1 Kd2 6.Qb2 Kd1 7.Qa2 Kc1 8.Qb3 Kd2
9.Qb1 Kc3 10.Qa2 Kd3

Construction Task

XABCDEFGHY
8-+-+-+-mk(
7+-+-+-+P'
6-+-+-zPK+&
5+-+-+-+Q%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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The Rook: Lecture Material

In the starting position, the white rooks stand on the a1- and h1-squares and the black rooks stand
of the a8- and h8-squares. In algebraic notation the rook is designated by the letter "R." Each
rook has a numeric value of five points, making it the second most valuable piece after the
queen. Because the queen and rook are considered such strong units, they are often referred to as
the "major pieces."

XABCDEFGHY
8r+-+-+-tr(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1tR-+-+-+R!
xabcdefghy
The origin of the word "rook" has been a topic of debate amongst chess historians as some
sources suggest it represented the chariot in the Indian army and others say it represented a boat.
According to Duncan Forbes (History of Chess, 1860) it is the latter because in Sanskrit "roka"
means ship. He states the plains of the Punjab and Ganges would be flooded for about a third of
the year, which would make boats an important component of the army. However, as the game
spread to Persia, where ships had no major role, "roka" was adapted to "rukh." He points out that
the Italian word for rook is "rocco," which means tower, and the rest of the world followed the
example set by the Italians, adapting words that sounded similar to "rukh" and "rocco." Thus, we
get the English term "rook," which also resembles a tower. Nevertheless, the Russians refer to
the rook as "lodya," which means boat. The Bengalese, Javanese, and Siamese languages each
also refer to it as a boat.

Conversely, H.J.R. Murray, in A History of Chess, contends that ships could never have been a
major component of the Indian army, and that there was no piece in chaturanga called a "roka."
The corner piece was "ratha," Sanskrit for chariot, which was translated into the Old Persian
word for chariot, "rukh." While Davidson, in A Short History of Chess, claims "rukh" means
"soldier" or "hero," and suggests that it could even refer to the mythical two-headed bird, as in a
definition given by the Encyclopedia of Islam (London 1934). In some quarters the rook was also
called "duke," as in Famous Game of Chesse-Play in 1614 by A. Saul.

According to Davidson, in other languages the rook goes by the following names: in Czech it is
"hroch," which means hippopotamus, or "vez," which means tower; in Dutch it is "tooren,"

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which means tower; in French it is "roc" or "tour," which means tower; in German it is "turm,"
which means tower; in Greek it is "pergos"; in Italian it is "rocco" or "torre," which means tower;
in Spanish it is "roque" or "torre," which means tower; and in Turkish it is "kale" or "rukh."

XABCDEFGHY
8-+-J-+-+(
7+-+j+-+-'
6-+-J-+-+&
5JjJRJjJj%
4-+-J-+-+$
3+-+j+-+-#
2-+-J-+-+"
1+-+j+-+-!
xabcdefghy
Given its resemblance to a tower, the rook is sometimes incorrectly referred to by beginners as a
castle. Yet, whatever the nomenclature, the way the rook moves has remained unchanged
throughout the history of the game. The rook moves and captures in a straight line. It can move
forward, backward, or sideways along the ranks and files as long as it is not blocked by another
unit. From any square on an empty chessboard a rook can attack fourteen other squares; thus, its
mobility is not affected by its location on the chessboard. At one time the rooks were the most
powerful piece in play; it was only about the fifteenth century that the queen took on new powers
of movement to surpass the rook. The rook was so respected that players would often declare
"check to the rook," alerting opponents that their rook was being attacked. Now, check is only
announced when the king is attacked.

Since rooks need a long stretch of road to race along, they are often well-placed on open lines
where their full powers can be utilized. A rank or file is said to be open when there are few
chessmen standing upon it. It is said to be closed when there are many chessmen cluttering the
paths of travel. A rook standing behind many units from its own army will be restricted in its
movements by friendly forces. Having two powerful rooks standing on the enemy seventh rank
is sometimes called "pigs on the seventh," because of their ability to gobble up the enemy pawns
along that rank.

Regarding chess notation, if two pieces from the same army can both land on the same square,
then we write the move from the square the piece is on to the square the piece is going. For
example, if you place the white rooks on squares c1 and f1, so that they both can move to square
d1, these would be written as Rcd1 or Rfd1. If the rooks both occupy the same file, say, on
squares b3 and b5, and they both can move to square b4, these would be written as R3b4 or
R5b4.

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The Rook: Talking Points

* In the starting position, the white rooks stand on the a1- and h1-squares.

* In the starting position, the black rooks stand of the a8- and h8-squares.

* In algebraic notation the rook is designated by the letter "R."

* Each rook has a numeric value of five points.

* The queen and rook are referred to as the "major pieces."

* The rook represented the chariot in the Indian army.

* In some cultures the rook is represented as a boat.

* The way the rook moves has remained unchanged throughout the history of the game.

* The rook moves and captures in a straight line.

* The rook can move forward, backward, or sideways along the ranks and files as long as it is not
blocked by another unit.

* From any square on an empty chessboard a rook can attack fourteen other squares.

* At one time the rooks were the most powerful piece in play.

* A rank or file is said to be open when there are few chessmen standing upon it.

* It is said to be closed when there are many chessmen cluttering the paths of travel.

* The rook was so respected that players would often declare "check to the rook."

* Two powerful rooks on the enemy seventh rank are sometimes called "pigs on the seventh."

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Checkmate with King and Rook vs. King

Have the student place the white king and rook on the board at e1 and h1, as in the starting
position. The black player can then place their king on any legal square on the board. Have
White try to checkmate the black king. In general, no matter where the king is placed, White
should be able to force checkmate in about fifteen moves. The simplest method is to box off the
black king.
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+k+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-mK-+R!
xabcdefghy
1.Rh5

The rook creates a box along the fifth rank and the h-file.

1...Kf6

The king moves over to attack the rook.

2.Ke2

Move the king whenever the rook has no way to make the box smaller.

2...Kg6

The king attacks the rook. Since the white king is too far away to protect it, the rook has to
move.

3.Rd5

The rook creates a new box along the fifth rank and the d-file, while moving out of range of the
black king.

3...Kf6

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The king again moves to attack the rook.

4.Ke3

Again, move the king whenever the rook has no way to make the box smaller.

4...Ke6

The king attacks the rook, but now the white king is close enough to protect it.

5.Ke4 Kf6

The black king tries to stay as close as possible to the center, and not get trapped in the corner.

6.Re5
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-mk-+&
5+-+-tR-+-%
4-+-+K+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Move the rook when you can make the box smaller. The white rook makes the box smaller: this
time along the fifth rank and the e-file.

6...Kg6 7.Rf5

Both sides follow the same principles outlined in the last notes.

7...Kg7

This is as close to the center as the black king can stay.

8.Ke5

Again, move the king whenever the rook has no way to make the box smaller.

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8...Kg6 9.Ke6

Both sides follow the same principles outlined in the last notes.

9...Kg7 10.Rf6

XABCDEFGHY
8-+-+-+-+(
7+-+-+-mk-'
6-+-+KtR-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Move the rook when you can make the box smaller.

10...Kg8

The king must move to the h-file or the eighth rank.

10...Kh8 11.Rg6 Kh7 12.Kf7 Kh8 13.Rh6#; 10...Kh7 11.Kf7 Kh8 12.Rh6#

11.Rf7

Move the rook when you can make the box smaller.

11...Kh8

The black king has only this one legal move. Make sure to leave the king one legal move;
otherwise, it is stalemate!

12.Kf6

Move the king whenever the rook has no way to make the box smaller.

12...Kg8

Again, the only legal move.

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13.Kg6 Kh8

XABCDEFGHY
8-+-+-+-mk(
7+-+-+R+-'
6-+-+-+K+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
What is the best move here? What is the worst move?

14.Rf8#

Note that the rook never gave check until the final move! Simply putting the king in check over
and over with the rook will not accomplish the goal.

Not 14.Rg7 which is stalemate!

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Is it Checkmate?

It is Black to move in each diagram. Is it checkmate, stalemate, just check, or none of the above.

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8-tR-+-+k+( 8-+-+R+k+(
7tR-+-+-+-' 7+-+-+-+R'
6-+-+-+-+& 6-+-+-mK-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-mK-! 1+-+-+-+-!
xabcdefghy xabcdefghy
A) checkmate. A) checkmate.
B) stalemate. B) stalemate.
C) just check. C) just check.
D) none of the above. D) none of the above.

Diagram 3 Diagram 4
XABCDEFGHY XABCDEFGHY
8-+-+-+-mk( 8-+-+-+-mk(
7+-+-tR-tR-' 7+-+-tRR+-'
6-+-+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-mK-! 1+-+-+-mK-!
xabcdefghy xabcdefghy
A) checkmate. A) checkmate.
B) stalemate. B) stalemate.
C) just check. C) just check.
D) none of the above. D) none of the above.

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Construction Task: Rooks

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
How many rooks can be placed on an empty board so that no rook can capture any other?

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Rook to h1

XABCDEFGHY
8-tR-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
In this game players take turns moving the rook. The rook can only move towards the h-file or
the first rank. The player who can play the rook to the h1-square wins. Thus, you do not want to
make a move that would allow the rook to reach h1 on its next move. (Variations: try the game
with the rook starting on a4, a7, or c8.) The black side gets to move first. Five points to
whichever side wins.

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Rook Battle

XABCDEFGHY
8-+-+-+-tr(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1tR-+-+-+-!
xabcdefghy
This is an exercise that dates back to the time of Muslim chess, from a 1257 manuscript. That is
more than 750 years ago! Place a white rook on a1 and a black rook on h8. Neither may cross a
line commanded by the other; whichever one does loses. White moves first. Five points to
whichever side wins.

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Rook Mower

Maurice Ashley, the first and only African-American to attain the grandmaster chess title, coined
the term "Pawn Mower" for this type of puzzle.

Mark Donlan, 2012


ChessCafe.com
XABCDEFGHY
8-+-+-+-+(
7zp-+-+p+-'
6-+-zp-+-+&
5+-+p+R+p%
4-+-+-+-+$
3+-+-+-+-#
2-zp-zp-zp-+"
1+-+-+-+-!
xabcdefghy

In this puzzle the black pawns do not move. White must capture all the black pawns in eight
consecutive moves. Thus, every move must be a capture.

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Rook vs. Two Pawns 1

Ilya Rabinovich, 1927


XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3zp-+-+K+-#
2-zp-+R+-+"
1+-+-+-mk-!
xabcdefghy
One player takes the white side and one takes the black side. Try to solve for White to move and
win. Switch sides after each game.

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Rook vs. Two Pawns 2

Bruce Pandolfini
Pandolfini's Endgame Course, 1988

XABCDEFGHY
8-+-+-mk-+(
7+-+-+-+-'
6-+-+-mK-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-tR-#
2-+-+-+pzp"
1+-+-+-+-!
xabcdefghy
One player takes the white side and one takes the black side. Try to solve for White to move and
draw. Switch sides after each game.

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Rook vs. Six White Pawns

XABCDEFGHY
8r+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+PzPPzPPzP"
1+-+-+-+-!
xabcdefghy

One player takes the white side and one takes the black side. White to play. If White can safely
get a pawn to the last rank, White wins. If Black can capture all the pawns, Black wins. Switch
sides after each game. Five points to whichever side that wins.

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Rook Tour 1

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1tR-+-+-+-!
xabcdefghy

Move the white rook from a1 to h8, moving one square at a time, so that it moves onto every
square once and only once.

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Rook's Tour 2

Henry E. Dudeney
Amusements in Mathematics, 1917
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+R+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Move the rook across the board so that it visits every square only once. The tour must begin and
end on square d5. You do not have to stop at each square; the rook merely has to pass over it.
You have sixteen moves to accomplish the task.

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Rook's Journey

Henry E. Dudeney
Amusements in Mathematics, 1917
XABCDEFGHY
8-+-+-+-tR(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Similar to the rook's tour, move the rook across the board so that it visits every square only once.
You do not have to stop at each square; the rook merely has to pass over it. You have twenty-one
moves to accomplish the task. However, on the tenth move, you must reach square d1 and on the
twenty-first you must reach square b1. Also, two consecutive moves cannot be made in the same
direction; meaning you must move in a different direction after each move.

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Black Mates in Two

XABCDEFGHY
8-+-+-+-+(
7+-+k+-+-'
6-+-+-+-+&
5mK-+-+-+-%
4-+-+r+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Solve for Black to move and checkmate on the second move.

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Black Mates in Two

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+k+-#
2-+-+-zp-mK"
1+-+-+-+-!
xabcdefghy
Solve for Black to move and checkmate on the second move. This position is from the game
Alapin-Rubinstein, Vienna 1908.

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White Mates in Three

Bruce Pandolfini
ChessCafe.com, 2012
XABCDEFGHY
8-+-+k+-+(
7+-+-+-+-'
6-+-+K+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+R+-+"
1+-+-+-+-!
xabcdefghy
Solve for White to move and checkmate on the third move.

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White Mates in Four

Bruce Pandolfini
Circle Game, 2013

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+R+$
3+-+-mk-+-#
2-+-+P+-+"
1+-+-mK-+-!
Xabcdefghy
Solve for White to move and checkmate on the fourth move.

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Checkmate with the Rook 1

Here is an advanced puzzle that should given even seasoned players a hard time:

Josef Kling
The Illustrated London News, 1845
XABCDEFGHY
8-+-+-+-mk(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+K+P%
4-+-+-+-+$
3+-+-+-tR-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White to play and checkmate the black king, without ever moving the white king from the f5-
square.

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Checkmate with the Rook 2

Here is another advanced puzzle that should given even seasoned players a hard time:

Irving Chernev
XABCDEFGHY
8k+-+-+-+(
7+RmKR+-+-'
6-zP-zp-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White cannot move the king and must checkmate the black king with the b-pawn.

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The Rook Activity Solutions

Is it Checkmate?

Diagram 1: A) checkmate.
Diagram 2: C) just check.
Diagram 3: B) stalemate.
Diagram 4: D) none of the above.

Construction Task: Rooks

Eight, along the a1-h8 diagonal or h1-a8 diagonal.

Rook to h1

The side that can move onto the h1-a8 diagonal should always win.

Rook Battle

Black should always win by placing his rook on the diagonal of the white rook; i.e. a bishop’s
move away. For example, 1.Ra4 Re8.

Rook Mower

1.Rxh5 2.Rxd5 3.Rxd6 4.Rxd2 5.Rxb2 6.Rxf2 7.Rxf7 8.Rxa7

Rook vs. Two Pawns 1

1.Re1+ Kh2 2.Rb1 [and Black is in zugzwang] 2...a2 [This is why White had to drive the king
to the second rank, so that Rxb2 is with check. 2...Kh3 3.Rh1#] 3.Rxb2+ Kh1 4.Rxa2

Rook vs. Two Pawns 2

1.Ra3 Kg8 2.Rg3+ Kh7 3.Rh3+ Kg8 4.Rg3+ Kf8 5.Ra3 Ke8 6.Ke6 Kd8 7.Kd6 Kc8 8.Kc6 Kb8
9.Rb3+ Ka7 10.Ra3+ Kb8 11.Rb3+ Kc8 12.Ra3 Kd8 13.Kd6 Ke8 14.Ke6 Kf8 15.Kf6 ½-½

Rook vs. Six Pawns

No set solution.

Rook Tour 1

The key maneuver is 1.Ra2 2.Ra1.

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Rook Tour 2

1.Re5 2.Re1 3.Rh1 4.Rh8 5.Ra8 6.Ra1 7.Rb1 8.Rb7 9.Rg7 10.Rg2 11.Rf2 12.Rf6 13.Rc6 14.Rc1
15.Rd1 16.Rd5

Rook’s Journey

1.Ra8 2.Ra7 3.Rh7 4.Rh1 5.Re1 6.Re4 7.Rc4 8.Rc3 9.Rd3 10.Rd1 11.Rc1 12.Rc2 13.Rb2
14.Rb5 15.Rf5 16.Rf2 17.Rg2 18.Rg6 19.Ra6 20.Ra1 21.Rb1

Black Mates in Two

1.Kc6 Ka6 2.Ra4#

Black Mates in Two

1.f1=R Kh3 2.Rh1# 1.f1=Q is stalemate.

White Mates in Three

Any rook move mates in three moves; i.e, 1.Rc2 [1.Rd2 Kf8 2.Rg2 Ke8 3.Rg8#] 1...Kd8 2.Rc4
Ke8 3.Rc8#

White Mates in Four

1.Kd1 Kf2 2.Kd2 Kf1 3.Ke3 Ke1 4.Rg1#.

Checkmate with the Rook 1

1.Rg6 Kh7 2.h6 Kh8 3.Re6 Kg8 [3...Kh7 4.Re8 Kxh6 5.Re7 Kh5 6.Rh7#] 4.Rf6 Kh8 [4...Kh7
5.Rf8 Kxh6 6.Rf7 Kh5 7.Rh7#] 5.Rf8+ Kh7 6.Re8 Kxh6 7.Re7 Kh5 8.Rh7#.

Checkmate with the Rook 2

1.Re7 d5 2.Rd7 d4 3.Rd6 d3 4.Rd5 d2 5.Rd3 d1Q 6.Ra3+ Qa4 7.Ra7+ Qxa7+ 8.b7#.

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The Bishop: Lecture Material

In the starting position, the white bishops stand on the c1- and f1-squares, and the black bishops
stand of the c8- and f8-squares. In algebraic notation the bishop is designated by the capital letter
"B." Each bishop has a numeric value of three points. The bishops, along with the knights, are
referred to as "minor pieces." The white light-squared bishop on f1 is called the king's bishop,
and the white dark-squared bishop on c1 is called the queen's bishop. For black, the colors are
reversed and the dark-squared bishop is the king's bishop, and the light-squared bishop is the
queen's bishop.

XABCDEFGHY
8-+l+-vl-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-vL-+L+-!
xabcdefghy
The bishops represented the elephants in the Indian army. The cut of the bishop is symbolic of
the tusks of an elephant. However, as chess adapted to different cultures the piece was thought to
resemble a cleric's mitre (a tall cap); hence the name bishop. This conformed with the European
notion of chess as a replica of the king's court, rather than a battlefield association.

According to Davidson in A Short History of Chess the bishop goes by the following names in
other languages: in Arabic it is "fil," which means elephant; in Czech it is "behoun," which
means runner or courier; in Dutch it is "looper," which means runner or courier; in French it is
"fou," which means jester or fool; in German it is "laufer," which means runner or courier; in
Greek it is "trellos," which means "worthy one"; in Italian it is "alfiere," which means ensign; in
Russian it is "slon," which means elephant; in Spanish it is "alfil," which means "worthy one";
and in Turkish it is "fil," which means elephant.

Yet according to Purdy in Chess Bits and Obits, the Spanish "alfil" is a meaningless word that is
an amalgam of the Arabic "Al Fil" (the elephant). He writes that the French changed this to
"Aufin"; the Welsh into "Elphyn"; the Italians into "Alfino"; and the English into "Aufin." All of
which meant nothing, but "there was a natural tendency to change them still further into words
with meanings." Thus, the bishop likely has a greater variety of names than any other chess
piece.

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Both sides have two bishops, each of which stands on a different color square: one on a light
square and one on a dark square. It is along these color squares that each bishop is able to move.
The modern move of the bishop was introduced in the sixteenth century. In an earlier incarnation
the bishop could move either one square forward or one square diagonally; this fivefold move
was said to represent the four feet and trunk of the elephant. In Persian chess the bishop lost its
forward movement and leapt one square diagonally, similar to how a checker piece makes a
jump. An odd consequence of this is that none of the bishops could then move onto a corner
square or even combat its counterpart from the opposing side.

XABCDEFGHY
8-+l+-+-+(
7+j+j+-+-'
6j+-+j+-J&
5+-+-+jJ-%
4-+-+-Jj+$
3J-+-J-+j#
2-J-J-+-+"
1+-vL-+-+-!
xabcdefghy
Nowadays, the bishop can cross the board in a single move. It can move forward or backward,
and attack, capture, and defend along any unobstructed diagonal of the same color. Thus, the
light-square bishop can never move along the dark squares; nor can the dark-square bishop move
along the light-colored squares. This limits each bishop to only thirty-two squares and makes
enemy units on a square of opposite color invulnerable to attack. However, both bishops can
reach all sixty-four squares of the chessboard, and together the bishop-pair is a powerful weapon.

Note that the queen incorporates both the sideways movement of the rook and the diagonal
movement of the bishop. As with most of the pieces, a bishop controls more squares when it is
placed in the center of the board. A dark-squared bishop placed on square d4 or e5 controls
thirteen squares; while a bishop at the edge of the board, say, at squares a1 or h8 only controls
seven.

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The Bishop: Talking Points

* In the starting position, the white bishops stand on the c1- and f1-squares.

* In the starting position, the black bishops stand of the c8- and f8-squares.

* In algebraic notation the bishop is designated by the capital letter "B."

* Each bishop has a numeric value of three points.

* The bishops, along with the knights, are referred to as "minor pieces."

* The bishops only move on the diagonals of its own color.

* The white light-squared bishop on f1 is called the king's bishop.

* The white dark-squared bishop on c1 is called the queen's bishop.

* The black light-squared bishop on c8 is called the queen's bishop.

* The black dark-squared bishop on f8 is called the king's bishop.

* The bishops represented the elephants in the Indian army.

* The bishop has a greater variety of names in other languages than any other piece.

* The modern move of the bishop was introduced in the sixteenth century.

* In Persian chess the bishop leapt one square diagonally.

* The queen incorporates both the sideways movement of the rook and the diagonal movement
of the bishop.

* A bishop controls more squares when it is placed in the center of the board.

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Construction Task: Bishops 1

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
How many bishops can be placed on an empty board so that no bishop can capture any other?

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Construction Task: Bishops 2

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place as many bishops as needed on an empty chessboard so that all unoccupied squares are
attacked one time. How many bishops are needed?

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Dark-squared Bishop Mower

Maurice Ashley, the first and only African-American to attain the grandmaster chess title, coined
the term "Pawn Mower" for this type of puzzle.

Mark Donlan, 2012


ChessCafe.com
XABCDEFGHY
8-+-zp-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-zp-zp-%
4-+-+-+-zp$
3zp-zp-+-+-#
2-zp-vL-+-+"
1+-+-zp-+-!
xabcdefghy
In this puzzle the black pawns do not move. White must capture all the black pawns in eight
consecutive moves. Thus, every move must be a capture.

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Light-squared Bishop Mower

Maurice Ashley, the first and only African-American to attain the grandmaster chess title, coined
the term "Pawn Mower" for this type of puzzle.

Mark Donlan, 2012


ChessCafe.com
XABCDEFGHY
8-+-+-+-+(
7+p+-+p+-'
6-+L+-+p+&
5+-+p+-+-%
4p+-+p+-+$
3+p+-+-+-#
2-+-+-+p+"
1+-+-+-+-!
xabcdefghy
In this puzzle the black pawns do not move. White must capture all the black pawns in eight
consecutive moves. Thus, every move must be a capture.

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Bishop vs. Pawns

XABCDEFGHY
8-+-+-+-+(
7zppzp-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+L+-+-+-!
xabcdefghy
In this mini-game if White can capture all the black pawns before one can safely reach the first
rank, White wins. If Black can safely get a pawn to the first rank, Black wins. The white side
moves first. Play the position once as white and once as black. Five points for whichever side
wins.

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Two Bishops vs. Queen

XABCDEFGHY
8-+-wq-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-vL-+L+-!
xabcdefghy
Play the bishops in the diagram and try to last ten moves without either one be captured by the
queen. The white side moves first. Play the game once as white and once as black. Five points to
whichever side wins.

Grandmaster Maurice Ashley noted that both World Champion Garry Kasparov and three-time
U.S. Women's Champion Irina Krush had a hard time with this challenge. Though to match
Kasparov's task, you would have to put forty-five seconds on a chess clock.

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Bishop to a7

XABCDEFGHY
8-+-+-+-+(
7+-+-+k+K'
6-+-+-+-+&
5+-+-+-+-%
4-+-zP-+-+$
3+-+-+-+-#
2-+-+-+-+"
1vL-+-+-+-!
xabcdefghy
What is the shortest number of moves for White to play the bishop to a7?

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Bishop Switch

Using a twenty-square grid and eight bishops: Interchange the positions of the black and white
bishops. There is no move limit, but the bishops cannot be placed en prise to each other.

5vllvll
4-+-+
3+-+-
2-+-+
1vLLvLL
xabcd
The final position will look like this:

5vLLvLL
4-+-+
3+-+-
2-+-+
1vvllvll
xabcd

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Vancura Endgame Study 1

Golembek’s Encyclopedia of Chess defines an Endgame Study as “a composed position where


the play shows a forced win or draw in a unique manner.” Golembek writes, “at its highest level
the study is an art form where strict canons of originality, variety, harmony and beauty may
apply.” The Oxford Companion to Chess by Hooper and Whyld suggests that “study composition
reached a high level during the great days of Islamic chess in the 9th and 10th centuries.” And
Beasley and Whitworth write in Endgame Magic, “a study has the cultivated intensity of a short
story.” The World Chess Federation, FIDE, now recognizes skill in study composing by
awarding GM, IM, and FM titles for study composition.

J. Vancura
Ceské Slovo 1922
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-mK-+-+L#
2-+-+-mk-zP"
1+-+-+-+-!
xabcdefghy
White to move and win. Only one move wins, why? Try to solve this as a puzzle, or play out the
position against a friend or computer opponent. Even experienced players will have a hard time
with this one.

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Vancura Endgame Study 2

Golembek’s Encyclopedia of Chess defines an Endgame Study as “a composed position where


the play shows a forced win or draw in a unique manner.” Golembek writes, “at its highest level
the study is an art form where strict canons of originality, variety, harmony and beauty may
apply.” The Oxford Companion to Chess by Hooper and Whyld suggests that “study composition
reached a high level during the great days of Islamic chess in the 9th and 10th centuries.” And
Beasley and Whitworth write in Endgame Magic, “a study has the cultivated intensity of a short
story.” The World Chess Federation, FIDE, now recognizes skill in study composing by
awarding GM, IM, and FM titles for study composition.

J. Vancura
Ceské Slovo 1922
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+L+-+-+&
5+-+-+-+-%
4-+-+-mk-zP$
3+-+-+-+K#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White to move and win. Only one move wins, why? Try to solve this as a puzzle, or play out the
position against a friend or computer opponent. Even experienced players will have a hard time
with this one.

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Beasley Endgame Study

Golembek’s Encyclopedia of Chess defines an Endgame Study as “a composed position where


the play shows a forced win or draw in a unique manner.” Golembek writes, “at its highest level
the study is an art form where strict canons of originality, variety, harmony and beauty may
apply.” The Oxford Companion to Chess by Hooper and Whyld suggests that “study composition
reached a high level during the great days of Islamic chess in the 9th and 10th centuries.” And
Beasley and Whitworth write in Endgame Magic, “a study has the cultivated intensity of a short
story.” The World Chess Federation, FIDE, now recognizes skill in study composing by
awarding GM, IM, and FM titles for study composition.

J. Beasley
Killer Endgames 2011
XABCDEFGHY
8-+-+-+-+(
7zp-+-+-+-'
6Pzp-+-+-+&
5+Pzp-+-+-%
4-+Pvlk+-+$
3+K+-+-+-#
2-+-vL-+-+"
1+-+-+-+-!
xabcdefghy
White to move and win. Try to solve this as a puzzle, or play out the position against a friend or
computer opponent.

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The Bishop Activity Solutions

Construction Task: Bishops 1

Fourteen.
XABCDEFGHY
8L+-+-+-+(
7vL-+-+-+L'
6L+-+-+-vL&
5vL-+-+-+L%
4L+-+-+-vL$
3vL-+-+-+L#
2L+-+-+-vL"
1vL-+-+-+-!
xabcdefghy
Construction Task: Bishops 2

Eight.
XABCDEFGHY
8-+-+L+-+(
7+-+-vL-+-'
6-+-+L+-+&
5+-+-vL-+-%
4-+-+L+-+$
3+-+-vL-+-#
2-+-+L+-+"
1+-+-vL-+-!
xabcdefghy
Dark-squared Bishop Mower

1.Bxg5 2.Bxd8 3.Bxh4 4.Bxe1 5.Bxc3 6.Bxe5 7.Bxb2 8.Bxa3.

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Light-squared Bishop Mower

1.Bxa4 2.Bxb3 3.Bxd5 4.Bxf7 5.Bxg6 6.Bxe4 7.Bxb7 8.Bxg2.

Bishop vs. Pawns

No set solution.

Two Bishops vs. Queen

No set solution.

Bishop Switch

No set solution, but we did it in nineteen moves. Can you do it in less?

Bishop to a7

Three. 1.d5 2.Bd4 3.Ba7. Did the student think to move the pawn?

Vancura Endgame Study 1

1.Bd7! Ke3! [1...Kf3 2.h4 Ke4 (2...Kf4 3.Kd4+–) 3.h5 Ke5 4.h6 Kf6 5.Be8+–; 2.Kd4 Kf4 3.h4]
2.h4 Ke4 3.h5 Ke5 4.h6 [Or 4.Be8 Kf6 5.h6] 4...Kf6 5.Be8 1-0 [White has to be able to cover
the g6-square.]

Vancura Endgame Study 2

1.Be4 Kxe4 [An interesting try is 1...Ke5 when the only win is 2.h5 Kf6 3.h6 Kf7 4.Bh7!! And
now White can bring his king up the board.] 2.Kg4 Ke5 3.Kg5 1-0 [White has to force the black
king on to the e-file in order to make progress for his own king.]

Beasley Endgame Study

1.Ba5 bxa5 2.b6 axb6 3.a7.

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The Knight

In the starting position the white knights stand on the b1- and g1-squares and the black knights
stand of the b8- and g8-squares. In algebraic notation the knight is designated by the letter "N,"
because the letter "K" is already used for the king. Each knight has a numeric value of three
points. The knights, along with the bishops, are referred to as "minor pieces."

XABCDEFGHY
8-sn-+-+n+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+N+-+-sN-!
xabcdefghy
According to Davidson in A Short History of Chess the knight goes by the following names in
other languages: in Arabic it is "faras," which means horse; in Czech it is "kun," which means
horse; in Dutch it is "paard," which means horse; in French it is "cavalier," which means knight;
in German it is "springer," which means jumper; in Greek it is "ippos," which means horse; in
Italian it is "cavallo," which means horse; in Russian it is "kon," which means horse; in Spanish
it is "caballo," which means horse; and in Turkish it is "suvari," which means horse.

The knights represented the cavalry in the Indian army, and its movement reflects the leaping
abilities of a horse. According to Murray in A History of Chess, the name of the piece as knight,
rather than horse, is likely derived from the feudal knight who rode on horseback. The move of
the chess knight has remained unchanged since the game was invented. The knight moves and
captures in an "L"-shaped pattern. Thus, the knight moves two squares sideways (along a rank),
then one square up or down (on a file); or, two squares up or down (on a file), then one square
sideways (along a rank).

The knight is the only chess piece that can jump over other pieces, but it does not capture a piece
that it jumps. The knight only captures enemy units that are standing on the square that the
knight wishes to occupy. If a square is occupied by a friendly unit, then the knight cannot move
there. A knight changes the color of its square every time it moves. A knight on a dark square
moves to a light square; and a knight on a light square moves to a dark square. A knight in the
center of the board can move to eight different squares (almost in the shape of a circle).

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XABCDEFGHY
8-+-+-+-+(
7+-J-J-+-'
6-J-+-J-+&
5+-+n+-+-%
4-J-+-J-+$
3+-J-J-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
It is easy to see that a knight in the center of the board has more mobility (squares to which it can
move) than a knight at the edge of the board. This often makes a knight in the center stronger
than a knight at the edge. A knight in the corner has only two potential moves. This is even an
adage that "a knight on the rim is grim." For this reason players often try to place their knights in
the center of the chessboard where they have more freedom of movement and will attack more
enemy squares.

From the starting position the white knight on square b1 can potentially move to three squares:
a3, c3, and d2. These moves would be written as Na3, Nc3, and Nd2. Similarly, the black knight
on starting square b8 can also move to three squares: Na6, Nc6, and Nd7. Can you find the
squares to which the knights on g1 and g8 can potentially move to in the starting position?

Regarding chess notation, if two pieces from the same army can both land on the same square,
then we write the move from the square the piece is on to the square the piece is going. For
example, if you place the white knights on squares c3 and g1, they both can move to square e2.
These would be written as Nce2 or Nge2. If the knights both occupy the same file, say, on
squares b3 and b5, they both can move to square d4. These would be written as N3d4 or N5d4.

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The Knight: Talking Points

* In the starting position the white knights stand on the b1- and g1-squares.

* In the starting position the black knights stand of the b8- and g8-squares.

* In algebraic notation the knight is designated by the capital letter "N."

* Each knight has a numeric value of three points.

* The knights, along with the bishops, are referred to as "minor pieces."

* The knights represented the cavalry in the Indian army.

* The move of the chess knight has remained unchanged since the game was invented.

* The knight moves and captures in an "L"-shaped pattern.

* The knight is the only chess piece that can jump over other pieces.

* A knight on a dark square moves to a light square.

* A knight on a light square moves to a dark square.

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Construction Task: Knights 1

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
How many knights can be placed on an empty board so that no knight can capture any other?

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Construction Task: Knights 2

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Place as many knights as needed on an empty chessboard so that all unoccupied squares are
attacked one time. How many knights are needed?

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Knight Exercise 1

The following exercise dates back to the time of Muslim chess, from a 1257 manuscript. That is
more than 750 years ago!

XABCDEFGHY
8-+-+-+-zp(
7+-+-+-zp-'
6-+-+-zpN+&
5+-+-zp-+-%
4-+-zp-+-+$
3+-zp-+-+-#
2-zp-+-+-+"
1zp-+-+-+-!
xabcdefghy
Capture all the black pawns, which do not move, in only 15 moves.

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Knight Exercise 2

The following exercise dates back to the time of Muslim chess, from a 1257 manuscript. That is
more than 750 years ago!

XABCDEFGHY
8p+-+-+-zp(
7+p+-+-zp-'
6-+p+-zpN+&
5+-+pzp-+-%
4-+-zpp+-+$
3+-zp-+p+-#
2-zp-+-+p+"
1zp-+-+-+p!
xabcdefghy
Capture all the black pawns, which do not move, in 30 moves.

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Knight Exercise 3

The following exercise dates back to the time of Muslim chess, from a 1446 manuscript!

Place eight pawns on the first rank. Using only four knight moves per pawn, move them to the
eighth rank.

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1zPPzPPzPPzPP!
xabcdefghy
Each pawn moves like a knight until all the pawns are on the eighth rank. You only have four
moves per pawn.

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Knight Exercise 4

The following exercise dates back to the time of Muslim chess, from a 1446 manuscript!

Interchange the positions of the black and white knights without going outside the nine-square
grid. Try to do it in only sixteen moves:

3sn-sn
2-+-
1sN-sN
xabc
The final position will look like this:

3ssN-sN
2-+-
1ssn-sn
xabc

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Knight Exercise 5

Using a twelve-square grid and six knights: Interchange the positions of the black and white
knights. There is no move limit.

4nsnn
3+-+
2-+-
1sNNsN
xabc
The final position will look like this:

4NssNN
3+-+
2-+-
1ssnnssn
xabc

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Knight Exercise 6

Place a knight on any corner square of the grid below and move the knight to every square in the
grid once and only once. The starting square is #1; the final square is #12. If you cannot land on
all twelve squares, try again! This is known as a knight's tour puzzle.

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Knight Exercise 7

Sam Loyd
Cleveland Voice, 1877
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5snnsnn+NsNN%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Switch the knights from the kingside to the queenside, so that the white knights occupy the a-, b-,
and c-files, without moving onto the first four ranks or placing two knights on the same file.

The final position will look like this:

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5ssNNsN-snnsnn%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy

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Knight Mower

Mark Donlan
ChessCafe.com, 2014
XABCDEFGHY
8-+-+-+-+(
7+-zp-zp-+-'
6-+p+N+-+&
5+p+p+-+-%
4-+pzp-+-+$
3+-+-zp-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Capture all the black pawns, which do not move, every move must be a capture.

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Knight's Tour: First Rank

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-zp-+p+-#
2-+-+-+-+"
1sN-+-+-+-!
xabcdefghy
Move the white knight to each square from a1 to h1; i.e., to b1, c1, d1, etc. The knight cannot
move to any squares guarded by the black pawns (b2, d2, e2, and g2) and cannot capture the
black pawns. The black pawns do not move.

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Knight's Tour: Black Queen

XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-wq-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+N+-+-+-!
xabcdefghy
Move the white knight from b1 to squares c1, e1, f1, and h1 without putting it en prise to the
black queen. The black queen does not move and cannot be captured.

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The Forbidden City

XABCDEFGHY
8-+-+-+-sn(
7+-+-+-+-'
6-+pzppzp-+&
5+-zp-+p+-%
4-+P+-zP-+$
3+-zPPzPP+-#
2-+-+-+-+"
1sN-+-+-+-!
xabcdefghy
White's goal is to reach a8 with the knight; Black's goal is to reach h1 with the knight. Neither
player can capture a pawn or put his knight en prise to a pawn or the opposing knight. Entering
the center zone is forbidden.

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Hochberg Problem

A problem differs from an Endgame Study in that the position looks composed (something that
would not arise naturally from a game situation) and is often accompanied by a specific
stipulation such as to checkmate in a certain number of moves.

Morris & Isidor Hochberg


Chess Review, 1941
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+L+-+&
5+-+PmkN+-%
4-+-+N+-+$
3+-+P+P+-#
2-+-+K+-+"
1+-+-+-+-!
xabcdefghy
White to play and mate in two.

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Galitzky Problem

A problem differs from an Endgame Study in that the position looks composed (something that
would not arise naturally from a game situation) and is often accompanied by a specific
stipulation such as to checkmate in a certain number of moves.

A. Galitzky
La Stratégie, 1900
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-mK-sN-%
4-+-+-+-+$
3+-+pmkp+-#
2-sN-zp-zp-+"
1+-+-vl-+-!
xabcdefghy
White to play and mate in two.

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The Knight Activity Solutions

Add Construction Task: Knights 1

Thirty-two. Place a knight on every dark or light square.

Construction Task: Knights 2

Twelve.
XABCDEFGHY
8-+-+-+-+(
7+-+-+N+-'
6-sNN+NsN-+&
5+-sN-+-+-%
4-+-+-sN-+$
3+-sNN+NsN-#
2-+N+-+-+"
1+-+-+-+-!
xabcdefghy
Knight Exercise 1

1.Nxh8 2.Nf7 3.Nxe5 4.Nd3 5.Nxb2 6.Na4 7.Nxc3 8.Ne4 9.Nxf6 10.Nh5 11.Nxg7 12.Nf5
13.Nxd4 14.Nc2 15.Nxa1

Knight Exercise 2

1.Nxh1 2.Nf2 3.Nd1 4.Nxb2 5.Na4 6.Nb6 7.Nxa8 8.Nc7 9.Ne8 10.Nxg7 11.Nh5 12.Nxf6
13.Nxd5 14.Nxc3 15.Nxe4 16.Nd6 17.Nxb7 18.Na5 19.Nxc6 20.Nxe5 21.Nf7 22.Nxh8 23.Ng6
24.Nf4 25.Nxg2 26.Ne1 27.Nxf3 28.Nxd4 29.Nb3 30.Nxa1

Knight Exercise 3

One answer is h1-g3-f5-g7-e8, etc.

Knight Exercise 4

Each knight plays four moves in a clockwise or counterclockwise direction.

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Knight Exercise 5

No set solution.

Knight Exercise 6

No set solution. Technically, the knight can begin on any square in the grid, but it is easier to
begin from a corner square.

Knight Exercise 7

Irrespective of color, play to the vacant file from the files given as follows: f, d, c, e, g, h, f, d, b,
a, c, e, g, f, d, b, c, e, d.

Knight Mower

1.Nxc7 2.Nxb5 3.Nxd4 4.Nxc6 5.Nxe7 6.Nxd5 7.Nxe3 8.Nxc4.

Knight's Tour: First Rank

1.Nc2 Na3 2.Nb1 Na3 3.Nb5 Nd4 4.Nb3 Nc1 5.Na2 Nb4 6.Nd5 Ne3 7.Nc1, etc.

Knight's Tour: Black Queen

Example path to square c1: Na3-c2-e1-f3-h2-f1-g3-e2-c1, etc.

The Forbidden City

No set solution.

Hochberg Problem

1.Ne7 Kd4 [1...Kf4 2.Ng6#] 2.Nc6# 1-0

Galitzky Problem

1.Ne4 f1Q [1...d1Q 2.Nc4+ Ke2 3.Ng3#] 2.Nd1+ Ke2 3.Nec3# 1-0

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Practicing Check

In the diagrams below draw an arrow to the squares that the white piece must move to put the
black king in check. There are two squares for each piece, except the queen which has six
squares.

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8-+-+k+-+( 8-+-+k+-+(
7+-+-+-+-' 7+-+-+-+-'
6-+-+-+-+& 6-+-+-+-+&
5+N+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+L+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
Diagram 3 Diagram 4
XABCDEFGHY XABCDEFGHY
8-+-+-+k+( 8-+-+k+-+(
7+-+-+-+-' 7+-+-+-+-'
6-+-+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+R+-+-! 1+-+Q+-+-!
xabcdefghy xabcdefghy
* Circle the squares on which the queen could get captured.

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Getting Out of Check

If a king is placed in check, there are three ways to respond:

* Capture the piece that is attacking the king, either with the king or another unit.
* Block the check by placing a unit in the way of the checking piece.
* Move the king to a square that is not under attack.

In the diagrams below determine which is the best method to get out of check.

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8-+-wqk+-+( 8-+-+k+-+(
7+-sN-+-+-' 7+-+-+-+-'
6-+-+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+L+-+-+-%
4-+-+-vL-+$ 4q+-+-+-+$
3+-+-+-+-# 3+-+-+-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-+-+-!
xabcdefghy xabcdefghy
Diagram 3 Diagram 4
XABCDEFGHY XABCDEFGHY
8-+-tR-+k+( 8-+-+k+-+(
7+-+-+pzpp' 7tr-+-+-+-'
6-+-+-+-+& 6-+-+-+-+&
5+-+-+-+-% 5+-+-+-+-%
4-+-+-+-+$ 4-+-+-+-+$
3+-+-+-+-# 3+-+-wQ-+-#
2-+-+-+-+" 2-+-+-+-+"
1+-+-+-+-! 1+-+-mK-+-!
xabcdefghy xabcdefghy

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Castling

In the early days of Sanskrit chess, the king had the privilege, once per game, of leaping like a
knight, usually to escape checkmate. This maneuver was called The King's Leap. Later this move
was applied only to the first move of the king, and, according to Davidson in A Short History of
Chess, in France in 1200 and in Germany as late as 1400 the king was allowed an initial two-
move leap, like that of the bishop at that time.

XABCDEFGHY
8r+jJk+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-mKjJR!
xabcdefghy
In modern chess, the king can still make a leaping move, but it is done in conjunction with one of
the rooks. This maneuver is called "castling." Castling is a special move that lets you move your
king and one of your rooks at the same time. The king moves two squares toward the rook, and
the rook is brought over the king to the square beside it. Castling is the only instance when you
can move two pieces at once.

The maneuver is said to have made its first appearance in Italy near the end of the fifteenth
century, was found in Spain in the sixteenth century, and had become a fixed rule of chess by the
end of the seventeenth century.

Davidson writes that "the use of mobile towers as war machines furnished the conceptual basis
for the move" and likens the castling maneuver to the king taking shelter in a fortified tower
during the heat of battle. However, this imagery is less evocative for cultures where the rook is
depicted as a boat.

Murray, in A History of Chess, references the practice of "free castling," which permitted the
rook to be played to any square up to and including the king's square, and the king to be placed
on any square up to and including the rook's square. He also notes that in some areas of Italy a
check would deprive the king of the power to castle at all.

In the North African variety of Arabic chess, the king would move onto the second rank, the rook
would be brought to the king's square, and then the king would be placed on the rook's square.

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This procedure required two moves. In Venice in 1665 players were playing Kh1, Re1, and g3 or
h3 as one move.

Murray also notes that the verb castle first occurs in 1656, whereas earlier writers used exchange,
change, leap, or shift.

XABCDEFGHY
8-+ktr-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+RmK-!
xabcdefghy
Here are the rules for castling:

* The king must be on its starting square and has not yet moved.
* The rook must be on its starting square and has not yet moved.
* All the squares between the king and the rook must be empty.
* The king cannot castle into check, out of check, or through check.

Each side can only castle one time during the game. It is customary to move the king first and the
rook second. When the king castles to the kingside, it is called castling short and is written in
algebraic notation as 0-0. When the king castles queenside it is called castling long and is written
as 0-0-0. Early forms of chess notation would spell out the word castling. It was only in the
nineteenth century that the modern form of notation came into practice. Notice that when you
castle short, to the kingside, the rook only moves two squares. When you castle long, to the
queenside, the rook moves three squares. In each case, the king only moves two squares.

FIDE Master Robert Timmer even wrote an entire book devoted to castling. It is called Castling
to Win; in Britian the title was Startling Castling.

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Exercises 1

Answer each of the following questions below the diagrams:

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8r+-wqk+ntr( 8r+-mk-+-tr(
7zpp+n+pzp-' 7zppzp-vlpzpp'
6-+p+p+-zp& 6-+p+-+-+&
5+-+-sN-+-% 5+l+-zPn+-%
4-vl-zP-zP-zP$ 4-+-+-+-+$
3+-+Q+-sN-# 3+-+-+N+P#
2PzPP+-+P+" 2PzPP+-zPP+"
1tR-vL-mK-+R! 1tRNvL-mK-+R!
xabcdefghy Xabcdefghy
Diagram One depicts a position reached in Game Diagram Two shows a modified position from
Two of the 2013 World Championship match Game Four of the 2013 World Championship
between Viswanathan Anand (playing white) and match between Viswanathan Anand (playing white)
Magnus Carlsen (playing black). and Magnus Carlsen (playing black).

Why can't white castle to either side? Why can't white castle to either side?

Why can't black castle to either side? Why can't black castle to either side?

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Exercises 2

The position below was reached in the game Seuss-Hurme, Dresden 1969.

XABCDEFGHY
8r+-wqrsn-wQ(
7zpp+-zpk+-'
6-+n+lzpp+&
5+-+-zP-+-%
4-+L+-+-+$
3+-sN-+N+-#
2PzPP+-+P+"
1tR-+-mK-+R!
xabcdefghy
How did White checkmate in two moves?

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Exercises 3

Before playing out the following game, remove the white a1-rook from the board. This is called
an Odds Game. Play out the game moves on your board. What did White play at move eighteen
to checkmate the black king?

DATE
CHESS SCORE SHEET 1854
EVENT TIME CONTROL

New Orleans
ROUND BOARD SECTION OPENING

Two Knights [C57]


WHITE PAIRING NO. RATING

Paul Morphy
BLACK PAIRING NO. RATING

Alonzo Morphy
WHITE BLACK WHITE BLACK

1 e4 e5 26

2 Nf3 Nc6 27

3 Bc4 Nf6 28

4 Ng5 d5 29

5 exd5 Nxd5 30

6 Nxf7 Kxf7 31

7 Qf3+ Ke6 32

8 Nc3 Nd4 33

9 Bxd5+ Kd6 34

10 Qf7 Be6 35

11 Bxe6 Nxe6 36

12 Ne4+ Kd5 37

13 c4+ Kxe4 38

14 Qxe6+ Qd4 39

15 Qg4+ Kd3 40

16 Qe2+ Kc2 41

17 d3+ Kxc1 42

18 43

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En Passant

The last special move that we are going to look at is a pawn capture known as en passant. The
name derives from the French language and means "in passing." En passant (the "t" is silent) is
probably one of the most confusing chess moves for beginners.

It was not until about 1550 that the pawn's two-square move on the first turn was instituted, prior
to this the pawn initially only moved one square at a time. Davidson, in A Short History of Chess,
speculates that the reason for the adoption of the two-square move "was simply that openings
became highly conventionalized." Thus, rather than have players open the game with 1.e3 e6
2.e4 e5, the practice became to play 1.e4 e5 in one move. The en passant rule was then instituted
to make it impossible to abuse the pawn's double-move privilege by allowing a pawn to escape
capture.

According to Murray, in A History of Chess, in some variations of the game the pawn's double-
move was revoked as soon as a capture was made, and in Germany the pawn's double-move was
restricted to specific pawns. In Malay chess, a pawn was prohibited from the double-move if it
meant passing an adversary's pawn. And in some versions of chess, an en passant capture was
only allowed if the capturing pawn was blocked from moving forward.

XABCDEFGHY
8-+-+k+-+(
7+-zp-zp-+-'
6-+-+-+-+&
5+-+P+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-mK-+-!
xabcdefghy
In any case, the modern en passant capture occurs only when a pawn has advanced three ranks
and an opponent's pawn on an adjacent file moves forward two squares from its starting square.
Thus, a white pawn captures en passant only when it is standing on the fifth rank, and a black
pawn captures en passant only when it is standing on the fourth rank. The capture is executed as
if the advancing pawn moved one square.

The formula is similar to a count down: three, two, one. The capturing side has to be three ranks
advanced, the enemy pawn advances two ranks to pass by, you capture as if the enemy pawn
only moved one square.

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XABCDEFGHY
8-+-+k+-+(
7+-zp-z--+-'
6-+-+-+-+&
5+-+Pzp-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-mK-+-!
xabcdefghy
Thus, if the white pawn has advanced to square d5 (three ranks from its starting square), and if a
black pawn on e7 (or c7) were to advance two squares forward, thereby passing by the d5-pawn,
the en passant rule let's you capture "in passing" as if it only moved one square. The enemy
pawn comes off the board and your pawn advances one square diagonally.

XABCDEFGHY
8-+-+k+-+(
7+-zp-+-+-'
6-+-+P+-+&
5+-+-z--+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-mK-+-!
xabcdefghy
After all, if the e7-pawn had only moved one square forward to e6, you would have the option to
capture it. Well, with en passant you still do! Capturing en passant is only possible immediately
after the opponent's pawn has moved. If you choose to play another move, you lose the option to
capture en passant. This special move involves only pawns. You cannot capture an opponent's
piece (king, queen, rook, bishop, or knight) using en passant.

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To record an en passant pawn capture in algebraic notation, you simply write the destination
square as normal. So the moves above would be written as 1...e5 2.dxe6 – even though you
captured the pawn on e5.

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Exercises 1

The position below occurred in the pawn game Freeman-Oppedisano, Wixon School Dennis
2013, with White to move.

XABCDEFGHY
8-+-+-+-+(
7+-+-mk-+-'
6-+pzppzppzp&
5+-+-+-+-%
4-zp-zPPzPPzP$
3+P+K+-+-#
2P+-+-+-+"
1+-+-+-+-!
xabcdefghy
Demonstrate how Black could capture en passant if White were to move the pawn from a2 to a4.

Draw an arrow to the square to which the white pawn advances.

Draw a circle around the square to which the black pawn moves to capture en passant.

Place an "x" on the pawn that comes off the board?

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Exercises 2

In the position below White played 29.Be4+ and Black responded with 29...f5. How did White
then deliver checkmate?

XABCDEFGHY
8-+-tR-+-+(
7+-+-+pvlk'
6-+-+p+-zp&
5+N+-zP-zp-%
4-+n+-zP-+$
3+-+-+L+P#
2r+-+-+P+"
1+-+-+-+K!
xabcdefghy

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Exercises 3

Play out the game moves on your board. What did White play at move fifteen to checkmate the
black king?

DATE
CHESS SCORE SHEET 1928
EVENT TIME CONTROL

Melbourne
ROUND BOARD SECTION OPENING

French Defense [C02]


WHITE PAIRING NO. RATING

Gaudersen
BLACK PAIRING NO. RATING

Faul
WHITE BLACK WHITE BLACK

1 e4 e6 26

2 d4 d5 27

3 e5 c5 28

4 c3 cxd4 29

5 cxd4 Bb4+ 30

6 Nc3 Nc6 31

7 Nf3 Nge7 32

8 Bd3 0-0 33

9 Bxh7+ Kxh7 34

10 Ng5+ Kg6 35

11 h4 Nxd4 36

12 Qg4 f5 37

13 h5+ Kh6 38

14 Nxe6+ g5 39

15 40

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Piece Value

Each chess unit is assigned a point value based on its relative battle strength and mobility. The
standard valuation of the pieces is as follows:

Piece Symbol Point Value Maximum Squares it Controls*


Pawn p 1 2

Knight n 3 8

Bishop l 3 13

Rook r 5 14

Queen q 9 27

King k Priceless 8

The value of the pieces allows us to gauge which side has an advantage or disadvantage by
calculating who is ahead or behind in material. The king is not given a point value because it can
never be captured or traded for other units. Its value can be described as priceless since once the
king is checkmated the game is over. Piece value also allows us to judge whether a particular
trade (an exchange of one unit for another) is good, bad, or equal based on the material count left
on the board. In general the player with a higher point value of units has an advantage.

Add up the point values for each row and then draw a line to match them to the equivalent value
in the opposite column.

_____ NL _____ ppp


_____ R _____ qp
_____ Q _____ lpp
_____ RR _____ rp
_____ N _____ rnp
During play before you exchange one unit for another calculate whether it is a beneficial trade.
Are you trading equal material? Are you gaining material? The more you can gain an advantage
based on the point value of the pieces, the easier it becomes to win the game. If you are
sacrificing material, is there some form of compensation? For instance, if you can sacrifice a
queen for a pawn, but it allows you to checkmate the opponent, then it is to your benefit.

*Note that a unit does not control the square upon which it stands.

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Piece Value Exercise 1

Each chess unit is assigned a point value based on its relative battle strength and mobility. The
standard valuation of the pieces is as follows:

Piece Symbol Point Value Maximum Squares it Controls*


Pawn p 1 2

Knight n 3 8

Bishop l 3 13

Rook r 5 14

Queen q 9 27

King k Priceless 8

The value of the pieces allows us to gauge which side has an advantage or disadvantage by
calculating who is ahead or behind in material. The king is not given a point value because it can
never be captured or traded for other units. Its value can be described as priceless since once the
king is checkmated the game is over. Piece value also allows us to judge whether a particular
trade (an exchange of one unit for another) is good, bad, or equal based on the material count left
on the board. In general the player with a higher point value of units has an advantage.

In the diagram below, from the game Berger-Nimzowitsch, Karlsbad 1907, add up the point
values for each side to determine which side, if either, has an advantage.
XABCDEFGHY
8-+-+-+k+(
7+-zp-+pzp-'
6p+-+-+-+&
5+-+-tr-+p%
4-+-+-+P+$
3+P+-+-+P#
2P+-sNlvLK+"
1+-+-+-sN-!
xabcdefghy
Play out the position over-the-board with White to move to see what could happen.

*Note that a unit does not control the square upon which it stands.

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Piece Value Exercise 2

Each chess unit is assigned a point value based on its relative battle strength and mobility. The
standard valuation of the pieces is as follows:

Piece Symbol Point Value Maximum Squares it Controls*


Pawn p 1 2

Knight n 3 8

Bishop l 3 13

Rook r 5 14

Queen q 9 27

King k Priceless 8

The value of the pieces allows us to gauge which side has an advantage or disadvantage by
calculating who is ahead or behind in material. The king is not given a point value because it can
never be captured or traded for other units. Its value can be described as priceless since once the
king is checkmated the game is over. Piece value also allows us to judge whether a particular
trade (an exchange of one unit for another) is good, bad, or equal based on the material count left
on the board. In general the player with a higher point value of units has an advantage.

In the diagram below, from the game DeFirmian-Speelman, Mexico 1977, add up the point
values for each side to determine which side, if either, has an advantage.
XABCDEFGHY
8-+r+-+k+(
7+-+-+p+p'
6pzp-wqp+p+&
5+-+-+-+-%
4P+-sN-zP-+$
3+-vLP+-+-#
2-zP-sN-+PzP"
1tR-+-+K+-!
xabcdefghy
Play out the position over-the-board with Black to move to see what could happen.

*Note that a unit does not control the square upon which it stands.

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Piece Value Exercise 3

Each chess unit is assigned a point value based on its relative battle strength and mobility. The
standard valuation of the pieces is as follows:

Piece Symbol Point Value Maximum Squares it Controls*


Pawn p 1 2

Knight n 3 8

Bishop l 3 13

Rook r 5 14

Queen q 9 27

King k Priceless 8

The value of the pieces allows us to gauge which side has an advantage or disadvantage by
calculating who is ahead or behind in material. The king is not given a point value because it can
never be captured or traded for other units. Its value can be described as priceless since once the
king is checkmated the game is over. Piece value also allows us to judge whether a particular
trade (an exchange of one unit for another) is good, bad, or equal based on the material count left
on the board. In general the player with a higher point value of units has an advantage.

In the diagram below, from the game Norwood-Pein, London 1985, add up the point values for
each side to determine which side, if either, has an advantage.
XABCDEFGHY
8-+rsnQ+k+(
7+l+-+rzp-'
6p+-+-+-zp&
5+p+-+-+-%
4-zP-+L+-zP$
3zP-+-zP-+-#
2-vl-+-zPP+"
1+-+-+RmK-!
xabcdefghy
Play out the position to see what could happen. Can you tell which side is to move first?

*Note that a unit does not control the square upon which it stands.

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En Prise

En prise is a French term that means "in take." It refers to a unit that is unprotected or exposed to
capture. This can occur when a player places a unit on a square where it can be captured, or
leaves an undefended unit on a square where it can be captured for free or by a unit of lesser
value. En Prise is the simplest of chess tactics, but it even occurs in the games of the best
players. A tactic is the threat to win material by capturing an enemy unit, or the execution of that
threat. When you win material during play it is often because of a tactic.

Diagram 1 Diagram 2
XABCDEFGHY XABCDEFGHY
8-trl+-tr-mk( 8R+-+-+-+(
7+p+n+-wq-' 7zp-+-+pzpk'
6p+-wQ-+p+& 6-sn-+-+-zp&
5zP-+NzpnsNp% 5+-+-zp-sn-%
4-+P+-+-zP$ 4-+p+-+-+$
3+-+-+-zP-# 3zP-vL-sNP+P#
2-tR-+-zPL+" 2-+-+K+P+"
1+R+-+-+K! 1+-+-+-+r!
xabcdefghy xabcdefghy
In the game Petrosian - Bronstein, Amsterdam In the blitz game Karpov - Ivanchuk, Moscow
1956, White has just played the move 36.Ne4- 2007, White has just played the move 36.Nd5-
g5. Circle the piece that Petrosian left en prise. e3. Circle the piece that Karpov left en prise.

The white player in this game was Tigran The white player in this game was Anatoly
Petrosian. He was world chess champion from Karpov. He was world chess champion from
1963 to 1969. The black player was David 1975 to 1985. The black player was Vassily
Bronstein, who challenged for the world Ivanchuk, who has been one of the top players
championship in 1951. in the world since 1988.

Leaving a unit en prise is known as a blunder. A blunder is a mistake that loses material or the
game.

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Solutions for Practicing Check through En Prise

Practicing Check

Diagram 1: Nd6+ or Nc7+


Diagram 2: Bb5+ or Bh5+
Diagram 3: Rg1+ or Rd8+
Diagram 4: Qe1+, Qe2+, Qh5+, Qa4+, Qg7+, Qd8+

Getting Out of Check

Diagram 1: Move the king.


Diagram 2: Capture the piece.
Diagram 3: It is checkmate.
Diagram 4: Block the check.

Castling Exercises 1

Diagram 1:
Why can't white castle to either side? The white king is in check.
Why can't black castle to either side? There are pieces in the way.

Diagram 2:
Why can't white castle to either side? There are pieces on the queenside, and the king
would pass through check.
Why can't black castle to either side? The black king has already moved.

Castling Exercises 2

White checkmated Black with 18.Ng5+! fxg5 19.0-0#. 19.Rf1# is also mate.

Castling Exercises 3

White checkmated Black with 18.0-0#.

En Passant Exercises 1

Draw an arrow from a2 to a4.


Draw a circle around a3.
Place an "x" on the a2-pawn.

En Passant Exercises 2

30.exf6#. An en passant capture with checkmate!

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En Passant Exercises 3

15.hxg6#. An en passant capture with checkmate!

Piece Value Exercise 1

Both sides have thirteen points of material. Point out that while material value is equal; the
material is unequal!

Piece Value Exercise 2

Both sides have twenty points of material. Point out that while material value is equal; the
material is unequal!

Piece Value Exercise 3

Both sides have twenty-three points of material. Point out that while material value is equal; the
material is unequal!

En Prise

Diagram 1: White left the queen on d6 en prise to the black knight on f5 and resigned the game
upon 36...Nxd6.

Diagram 2: White left the rook on a8 en prise to the black knight on b6 and resigned the game
upon 36...Nxa8.

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Triple Loyd: Le Sphinx, 1866

Sam Loyd was born in Philadelphia in 1841, and is best known as a composer of problems and
puzzles. In fact, Loyd's nickname was “The Puzzle King.” Here is a puzzle published in the
French chess magazine Le Sphinx in October 1866. The term “triple loyd” was coined by Jeff
Coakley because there are three stipulations:

Sam Loyd
Le Sphinx, 1866
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+Q+$
3+-mK-+-+-#
2-+-+-+-+"
1+-+-+-vL-!
xabcdefghy

1) Place the black king on the board so it is in stalemate.


2) Place the black king on the board so it is in checkmate.
3) Place the black king on the board so White, to move, can checkmate in one move.

Source: Le Sphinx, October 1866. For more triple loyds, see The Puzzling Side of Chess column
by Jeff Coakley at ChessCafe.com.

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Hannemann Puzzle

Knud Hannemann
Dagens Nyheter, 1933
XABCDEFGHY
8-+-vL-+-+(
7+K+-zPN+-'
6-+-zpk+P+&
5+-+-+-+-%
4-+-+P+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
How does White to play checkmate by promoting the e-pawn to a queen (mate in one), rook
(mate in two), bishop (mate in three), or knight (mate in four)?

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Lucarelli & Zezza Puzzle

Livio Lucarelli & Isidoro Zezza


L'Echiquier de France, 1956
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+P+-+&
5+-+-+-mK-%
4-+-+kzP-+$
3+-+p+-+-#
2-+-zPp+P+"
1+-+-+-+-!
xabcdefghy
Black moves first: Find a sequence in which Black is mated on White's fourth move with both
sides promoting to first a queen, then a bishop, and then a knight.

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Shire Puzzle

David Shire
British Chess Magazine, 1974
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+P+-+&
5+-+-+-+-%
4-+KzPk+-+$
3+-+p+p+-#
2-+-+pzP-+"
1+-+-+-+-!
xabcdefghy
Black moves first: Find a sequence in which Black is mated on White's fourth move with both
sides promoting to first a queen, then a bishop, and then a knight.

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Moore Game Exercise

Play out the game moves on your board. What did White play at move eight to checkmate the
black king?

DATE
CHESS SCORE SHEET 1989
EVENT TIME CONTROL

Wisconsin
ROUND BOARD SECTION OPENING

King’s Gambit [C30]


WHITE PAIRING NO. RATING

T. Moore
BLACK PAIRING NO. RATING

NN
WHITE BLACK WHITE BLACK

1 e4 e5 26

2 f4 f5 27

3 exf5 b6 28

4 Qh5+ g6 29

5 fxg6 Ba6 30

6 g7+ Ke7 31

7 Qxe5+ Kf7 32

8 33

9 34

10 35

11 36

12 37

13 38

14 39

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Wolf Puzzle

W. Wolf
Deutsches Wochenschach, 1911
XABCDEFGHY
8-+-+L+R+(
7+-+NzP-zPp'
6-wQ-zp-zPrtr&
5tRPzpKzpNzPk%
4-+-+-+p+$
3+-+-+-zP-#
2P+-vL-+-+"
1+-+-+-+-!
xabcdefghy
White mates in three moves.

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Alltag Puzzle

Fern vom Alltag, 1925


XABCDEFGHY
8-+-+L+R+(
7+-+NzP-zPp'
6-wQ-zp-zPrtr&
5tRPzpKzpNzPk%
4-+-+-+p+$
3+-+-+-zP-#
2-+-vLP+-+"
1+-+-+-+-!
xabcdefghy
White mates in three moves with the rook on a5, without moving the rook.

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Loyd Puzzle: Musical World

Sam Loyd
Musical World, 1859
XABCDEFGHY
8r+-+k+-+(
7zp-zp-+-+-'
6Q+-+K+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Consider that the position is from a real game: how does to move White mate in two moves?

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Shinkman 1885

William Anthony Shinkman


St. Louis Globe-Democrat, 1885
XABCDEFGHY
8k+-+-+-+(
7zP-+-+-+-'
6P+-+-+-+&
5zP-+-+-+-%
4P+-+-+-+$
3zP-+-+-+-#
2P+-+-+-+"
1tR-+-mK-+-!
xabcdefghy
How does White mate in eight moves?

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Pandolfini Puzzle

Bruce Pandolfini, 2013


XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-mK-+-+&
5zp-+-+-+-%
4P+-mk-+-+$
3wQ-+-+-+-#
2-+-+-+-+"
1+-tR-+-+-!
xabcdefghy
How can White mate in two moves?

(a) By first moving the king?


(b) By first moving the rook?
(c) By first moving the queen?

American master Bruce Pandolfini has been teaching chess for more than forty years. With his
column at ChessCafe.com, Pando's Ten-Pack, he presents a block of ten problems that were
given to classes and private students (yes, even some who became GMs).

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Switcheroo #01: The Puzzling Side of Chess

A switcheroo is a chess puzzle in which no actual chess moves are made. The goal is to put the
black king in checkmate by switching the position of two pieces. The pieces simply trade
squares.

One important rule is that the position after the switch must be legal. A position is legal if it
could occur in an actual game. This rule implies several things:

a) A pawn cannot be put on the first or eighth rank.


b) Both kings cannot be in check.
c) There must be a way to reach the resulting position with a legal white move. Illegal checks are
a frequent “violation” in switcheroos.
d) A black king cannot be placed on the first rank inside the white pawn formation, unless there
was a legal way for it to get there.

J. Coakley 2006
Winning Chess Puzzles For Kids
XABCDEFGHY
8r+-wqk+-tr(
7+-zp-+pzpp'
6p+nzp-sn-+&
5+pvl-+-vL-%
4-+-+PzPl+$
3+L+-+N+-#
2PzPP+-+PzP"
1tRN+QtR-+K!
xabcdefghy
Switch two pieces so that Black is in checkmate. Any two pieces may trade places. Colours do
not matter. The resulting position must be legal. No fair placing both kings in check or putting
pawns on the first or eighth rank.

Source: From Jeff Coakley’s The Puzzling Side of Chess column at ChessCafe.com. His column
features a wide range of material, with original compositions and classic puzzles from the past.

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Chess Mazes #02: A Rook Maze

The goal is to check the black king. The rules are as follows:

1. Only the maze piece (white) may move.


2. The black pieces never move.
3. The maze piece may never move to a square where it is en prise to enemy forces.
4. The maze piece can only capture undefended enemy forces.
5. We look for the shortest solution.

Bruce Alberston,
ChessCafe.com 2005
XABCDEFGHY
8-+-sn-+-+(
7+-+-+-+-'
6-+-+-vlp+&
5+-mk-+l+-%
4-+-+-wq-+$
3+-+-+-+-#
2-+-+-+-+"
1tr-+-tR-+-!
xabcdefghy
Hint: When solving such a puzzle it helps to visualize the end result. What square does the rook
need to be on to give check? What is the shortest route to that square without putting the rook en
prise? Does the rook need to capture any enemy units to reach its desired destination?

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Chess Mazes #03: A Knight Maze

The goal is to check the black king. The rules are as follows:

1. Only the maze piece (white) may move.


2. The black pieces never move.
3. The maze piece may never move to a square where it is en prise to enemy forces.
4. The maze piece can only capture undefended enemy forces.
5. We look for the shortest solution.

Bruce Alberston,
ChessCafe.com 2005
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-mk-+-+-+&
5+-+q+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+Ntr-+-+"
1+-+-+-+-!
xabcdefghy
Hint: When solving such a puzzle it helps to visualize the end result. What square does the
knight need to be on to give check? What is the shortest route to that square without putting the
knight en prise? Does the knight need to capture any enemy units to reach its desired
destination?

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Chess Mazes #37: A Bishop Maze

The goal is to check the black king. The rules are as follows:

1. Only the maze piece (white) may move.


2. The black pieces never move.
3. The maze piece may never move to a square where it is en prise to enemy forces.
4. The maze piece can only capture undefended enemy forces.
5. We look for the shortest solution.

Bruce Alberston,
ChessCafe.com 2006
XABCDEFGHY
8-+-+-+-+(
7+-tr-+-+-'
6-+-+-+-+&
5snL+-+-+p%
4-+-+k+-sn$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Hint: When solving such a puzzle it helps to visualize the end result. What square does the
bishop need to be on to give check? What is the shortest route to that square without putting the
bishop en prise? Does the bishop need to capture any enemy units to reach its desired
destination?

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Chess Mazes #21: A Queen Maze

There are two types of chess mazes: checking and mating. For bishop, rook, and knight mazes
the play is to check the black king. For queen, pawn, and king mazes the object is to checkmate
the enemy king; here checks are not allowed.

The rules in common for each type of maze are as follows:

* Black never moves.


* Only the maze piece (in the case of pawns – the maze units) may move.
* A maze piece may never move to a square where it can be captured by enemy forces.
* A maze piece may capture undefended enemy forces.
* Plus we look for the shortest solution.

Helpers in queen and king mazes are frozen to the diagram position, unable to move or be
removed. In pawn mazes promoted pawns are unable to move off their promotion squares. Also
move order may be juggled without harm to the solution. Often, when running up the board to
promote, pawns can advance in different sequences.

Bruce Alberston,
ChessCafe.com 2006
XABCDEFGHY
8rvl-+r+-+(
7+Q+-+-+p'
6-zp-+-sn-+&
5sN-mk-+-+-%
4-zp-+-+p+$
3+-+-zp-+-#
2rsn-+-+-+"
1+-+r+-+l!
xabcdefghy

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Chess Mazes #11: A King Maze

There are two types of chess mazes: checking and mating. For bishop, rook, and knight mazes
the play is to check the black king. For queen, pawn, and king mazes the object is to checkmate
the enemy king; here checks are not allowed.

The rules in common for each type of maze are as follows:

* Black never moves.


* Only the maze piece (in the case of pawns – the maze units) may move.
* A maze piece may never move to a square where it can be captured by enemy forces.
* A maze piece may capture undefended enemy forces.
* Plus we look for the shortest solution.

Helpers in queen and king mazes are frozen to the diagram position, unable to move or be
removed. In pawn mazes promoted pawns are unable to move off their promotion squares. Also
move order may be juggled without harm to the solution. Often, when running up the board to
promote, pawns can advance in different sequences.

Bruce Alberston,
ChessCafe.com 2006
XABCDEFGHY
8RtrK+-+-mk(
7+-+-+-+-'
6-+-+-+-+&
5+-+-snp+-%
4-+-zp-vl-+$
3+-+p+-+-#
2-vL-+-+-tr"
1+L+-+-+R!
xabcdefghy

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Chess Mazes #10: A Pawn Maze

There are two types of chess mazes: checking and mating. For bishop, rook, and knight mazes
the play is to check the black king. For queen, pawn, and king mazes the object is to checkmate
the enemy king; here checks are not allowed.

The rules in common for each type of maze are as follows:

* Black never moves.


* Only the maze piece (in the case of pawns – the maze units) may move.
* A maze piece may never move to a square where it can be captured by enemy forces.
* A maze piece may capture undefended enemy forces.
* Plus we look for the shortest solution.

Helpers in queen and king mazes are frozen to the diagram position, unable to move or be
removed. In pawn mazes promoted pawns are unable to move off their promotion squares. Also
move order may be juggled without harm to the solution. Often, when running up the board to
promote, pawns can advance in different sequences.

Bruce Alberston,
ChessCafe.com 2006
XABCDEFGHY
8-vlq+-+-+(
7+PmkP+-+-'
6-+-+-+-+&
5+-+-tr-+-%
4-+r+-+-+$
3+n+-+-+-#
2PzP-+-zP-+"
1+-+-+-+-!
xabcdefghy

Source: From Bruce Alberston’s Chess Mazes column at ChessCafe.com, where you can find
almost four hundred Chess Mazes.

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Shinkman Puzzle 1899

William Anthony Shinkman


Singapore Free Press, 30.03.1899
XABCDEFGHY
8k+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-zPPzP$
3+-+-+PtRP#
2-+-+PzPLmK"
1+-+-sn-vLR!
xabcdefghy
White to move and capture the black knight with the king in 27 moves. The pawns and the knight
are not to be moved; the king must not pass over the square commanded by the knight; and the
pieces are to be played according to the laws of chess governing their movements.

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Suetin: Construction Task 1

This is an advanced puzzle that should given even seasoned players a hard time:

Alexey Suetin
Soviet Chess Strategy, 2013
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
K Pkrln
Place a white king and pawn on the board, along with a black king, rook, bishop, and knight so
that White to move wins.

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Suetin: Construction Task 2

This is an advanced puzzle that should given even seasoned players a hard time:

Alexey Suetin
Soviet Chess Strategy, 2013
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
K Pkqln
Place a white king and pawn on the board, along with a black king, queen, bishop, and knight so
that White to move draws.

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Fabel Puzzle

Karl Fabel
Weltspiegel, 1946
XABCDEFGHY
8-+-+-+-+(
7+-+-+L+-'
6-+-+-+p+&
5+-+-+N+k%
4-+-+-+p+$
3+-+-+-tR-#
2-+-+K+-+"
1+-+-+-+-!
xabcdefghy
Place a white pawn on the board, where, White to play, can mate in two moves.

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Retrograde Analysis Puzzle 1

Raymond Smullyan
Chess Mysteries of Sherlock Holmes, .2012
XABCDEFGHY
8k+K+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-zP"
1+-+-+-vL-!
xabcdefghy
Black moved last; what was his move? What was White's last move?

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Retrograde Analysis Puzzle 2

Raymond Smullyan
Chess Mysteries of Sherlock Holmes, 2012
XABCDEFGHY
8-+-+k+-+(
7+-+-+p+-'
6-+q+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-vL-#
2-zP-zP-mK-+"
1+-+-+-+-!
xabcdefghy
Can you tell from looking at the diagram whether or not a white pawn has been promoted?

a) No, a pawn has not been promoted.


b) Yes, a pawn has been promoted.
c) It is impossible to tell.

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Various Puzzle Solutions

Triple Loyd: Le Sphinx, 1866

Stalemate (h1). Checkmate (e3). White to move can checkmate in one move (a8).

Hannemann Puzzle

1.e8Q# [1.e8R+ Kd7 2.Re7#; 1.e8B d5 2.Kc6 dxe4 3.Bd7#; 1.e8N Kd7 (1...d5 2.Kc6 dxe4
3.Ng7#) 2.Ng7 (2.Nc7) 2...d5 3.e5 d4 4.e6#]

Lucarelli & Zezza Puzzle

1...e1Q [1...e1B 2.e7 Bf2 3.e8B Bd4 4.Bc6#; 1...e1N 2.e7 Nc2 3.e8N Nd4 4.Nf6#] 2.e7 Qa1
3.e8Q+ Qe5+ 4.Qxe5#

Shire Puzzle

1...e1Q [1...e1B 2.e7 Bd2 3.e8B Bf4 4.Bg6#; 1...e1N 2.e7 Ng2 3.e8N Nf4 4.Nd6#] 2.e7 Qa5
3.e8Q+ Qe5 4.Qxe5#

Moore Game Exercise

8.gxh8=N#.

Wolf Puzzle

1.bxc6 [Black's last move could only have been 1...c5.] 1...e4 2.Ne3 Kxg5 3.Kxd6#

Alltag Puzzle

The same answer as the Wolf puzzle: 1.bxc6 [Black's last move could only have been 1...c5.]
1...e4 2.Ne3 Kxg5 3.Kxd6#

Loyd Puzzle: Musical World

1.Qa1 [1.Qa3 c5] 1...Kd8 [1...Kf8 2.Qh8#] 2.Qh8# [Why can't Black castle after 1.Qa1? The
key to solving the position is that from the starting position Black's last move must have been
with the king or rook. Thus, castling is illegal.]

Shinkman 1885

1.0-0-0 Kxa7 2.Rd8 Kxa6 3.Rd7 Kxa5 4.Rd6 Kxa4 5.Rd5 Kxa3 6.Rd4 Kxa2 7.Rd3 Ka1 8.Ra3#

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Pandolfini Puzzle

1.Qh3 [1.Re1 Kc4 2.Re4#; 1.Ke6 Ke4 2.Rc4#] 1...Ke4 2.Rc4#

Switcheroo #01

Qd1-Ke8.

Chess Mazes #02: A Rook Maze

The rook needs access to c3 which means you have to get rid of the dark squared bishop. 1.Re8
2.Rf8 3.Rxf6. The next step is to get to the b-file. 4.Rf8 5.Re8 6.Re2 7.Rb2. Now just cross the
finish line. 8.Rb3 9.Rc3+.

Chess Mazes #03: A Knight Maze

The checking squares are a4 and c8. You can get to a4 via c3 but the problem is that you can’t get
to c3. So the knight heads off to the kingside, looking to reach c8. 1.Ne3 2.Ng4 3.Nf6 4.Nh7
5.Nf8 6.Ng6 7.Ne7 8.Nc8+.

Chess Mazes #37: A Bishop Maze

The checking squares are a4 and c8. You can get to a4 via c3 but the problem is that you can’t get
to c3. So the knight heads off to the kingside, looking to reach c8. 1.Ne3 2.Ng4 3.Nf6 4.Nh7
5.Nf8 6.Ng6 7.Ne7 8.Nc8+.

Chess Mazes #21: A Queen Maze

A demonstration of how the queen beats four rooks. Which rook do you remove first? 1.Qf7
2.Qxa2 3.Qxb2 4.Qxf6 5Qf7 6.Qxe8 7.Qa4 8.Qxd1 9.Qxh1 10.Qxa8 The rooks are all gone.
11.Qxb8 12.Qe5#.

Chess Mazes #11: A King Maze

Mate on the long diagonal after clearing the obstacles. 1.Kc7 2.Kd6 3.Ke6 4.Kxf5 5.Kxf4
6.Kxe5 7.Ke4 8.Kxd3 9.Kxd4 The obstacles are gone and the king cannot leave the diagonal
unless it’s mate. 10.Ke5 11.Kf6 12.Kf7# Rook pins help.

Chess Mazes #10: A Pawn Maze

The first move is forced, capture with underpromotion. 1.dxc8/B Why the d-pawn and not the b-
pawn? For that you have to envision how to control c6. The rest falls into place. 2.axb3 3.bxc4
4.f4 5.fxe5 6.e6 7.e7 8.e8/Q 9.c5 10.b4 11.b5 12.b6# You have leeway with move order but the
moves shown have to be played.

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Shinkman Puzzle 1899

1.Bf1 2.Rg2 3.Kg3 4.Bh2 5.Rgg1 6.Bg2 7.Rf1 8.Rhg1 9.Bh1 10.Rg2 11.Bg1 12.Kh2 13.Rg3
14.Bg2 15.Kh1 16.Bh2 17.Rg1 18.Bf1 19.R3g2 20.Bg3 21.Kh2 22.Rh1 23.Kg1 24.Rgh2 25.Bg2
26.Kf1 27.Kxe1.

Suetin: Construction Task 1


XABCDEFGHY
8-+-+-+ltr(
7+-+-+-+n'
6-+-+-+PmK&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1mk-+-+-+-!
xabcdefghy
White wins with 1.g7.

Suetin: Construction Task 2


XABCDEFGHY
8k+-+-+lwq(
7+-+-+-+n'
6-+-+-+PmK&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
White draws with 1.g7.

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Fabel Puzzle

Place a white pawn on h2; 1.h4 gxh3 2.Bxg6#.

Retrograde Analysis Puzzle 1

Black’s last move had to have been Ka7-a8. But if the king were on a7, how could the bishop be
on g1 with White to move. White’s last move had to be Nb6-a8.

Retrograde Analysis Puzzle 2

The bishop on g3 must be a promoted pawn, because otherwise the white dark-squared bishop
could never have been played from its starting square on c1.

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Create Your Own Mower Puzzle

Maurice Ashley, the first and only African-American to attain the grandmaster chess title, coined
the term "Pawn Mower" for this type of puzzle.

Your Name Here!


ChessEdu.org
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Use any white piece and as many as sixteen pawns to create you own chess mower puzzle. If it is
a challenging puzzle, send it in for publication in our curriculum.

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Create Your Own Chess Maze Puzzle

There are two types of chess mazes: checking and mating. For bishop, rook, and knight mazes
the play is to check the black king. For queen, pawn, and king mazes the object is to checkmate
the enemy king; here checks are not allowed.

The rules in common for each type of maze are as follows:

* Black never moves.


* Only the maze piece (in the case of pawns – the maze units) may move.
* A maze piece may never move to a square where it can be captured by enemy forces.
* A maze piece may capture undefended enemy forces.
* Plus we look for the shortest solution.

Helpers in queen and king mazes are frozen to the diagram position, unable to move or be
removed. In pawn mazes promoted pawns are unable to move off their promotion squares. Also
move order may be juggled without harm to the solution. Often, when running up the board to
promote, pawns can advance in different sequences.

Your Name Here!


ChessEdu.org
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Create a challenging puzzle and send it in for publication in our curriculum.

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Create Your Own Triple Loyd Puzzle

There are three stipulations in a triple loyd:

1) Place the black king on the board so it is in stalemate.


2) Place the black king on the board so it is in checkmate.
3) Place the black king on the board so White, to move, can checkmate in one move.

Your Name Here!


ChessEdu.org
XABCDEFGHY
8-+-+-+-+(
7+-+-+-+-'
6-+-+-+-+&
5+-+-+-+-%
4-+-+-+-+$
3+-+-+-+-#
2-+-+-+-+"
1+-+-+-+-!
xabcdefghy
Create a challenging puzzle and send it in for publication in our curriculum.

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DATE
Chess Score Sheet
EVENT TIME CONTROL

ROUND BOARD SECTION OPENING

WHITE PAIRING NO. RATING

BLACK PAIRING NO. RATING

WHITE BLACK WHITE BLACK

1 26

2 27

3 28

4 29

5 30

6 31

7 32

8 33

9 34

10 35

11 36

12 37

13 38

14 39

15 40

16 41

17 42

18 43

19 44

20 45

21 46

22 47

23 48

24 49

25 50

CIRCLE RESULT WHITE WON, 1-0 DRAW, 1/2 BLACK WON, 0-1

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Chess by the Numbers

The goal of a chess game is simple: to checkmate the opponent. The tools to accomplish this goal
are the sixteen chessmen. In the initial array the units are all situated uniformly, so each player
begins from an equal position. However, the task soon becomes complicated. There are 400
possible positions after each side has played just one move and 72,084 legal positions after both
sides have played two moves. There are nine million legal positions after three moves and the
number of possibilities for a forty-move chess game is said to be greater than the number of
electrons in the physical universe. In his book Chess Metaphors, Diego Rasskin-Gutman
indicates that a player looking eight moves ahead is presented with as many possible games as
there are stars in the galaxy. The number of legal chess positions is said to be 1040. The game-tree
complexity of chess was calculated in 1950 by Claude Shannon as 1×10^120. This is known as the
Shannon number. The longest theoretically possible chess game is greater than 5,850 moves.
Otto Blathy (1860-1939) is credited for creating the longest chess problem, with the stipulation
mate in 290 moves. There are more than 26 trillion ways to make a "closed tour" of the full
sixty-four square chessboard with a knight. A closed tour is when you end at the same square
from which you began. The number for "open tours," where you end on any square, is too large
to be calculated! According to statistics from YouGov, 605 million adults play chess regularly,
and chess is played across the socioeconomic spectrum. In the U.S. 78% of regular chess players
are university graduates and among households with incomes over $120,000, 21% are regular
chess players.

About the Author

Mark Donlan has been teaching chess to middle and elementary school students since 1997. He
was the longest serving editor for Chess Horizons, the magazine of the Massachusetts Chess
Association, and an editor at ChessCafe.com. He has worked for various chess publishers and
worked or consulted on projects with Lev Alburt, Mark Dvoretsky, Dan Heisman, Karsten
Müller, Bruce Pandolfini, Susan Polgar, and others. He has won numerous prizes from the Chess
Journalist of America, had chess games published in Chess Informant and New In Chess
magazine, and achieved the Correspondence Candidate Master title in 1988.

ChessEdu.org Blue Belt Chess Curriculum

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