Chess Club
Next meeting
kids: Oct 15
adults: Oct 22
Two sessions of eight Wednesdays in the fall and winter time | for 2nd to 6th grade | Program Room
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Introduction
Level 1
Level 2
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Level 6
Knight jump
Merit Badge
Merit Badge #3
Merit Badge #4
Merit Badge #5
Chess Merit Badge, requirement #4
4a. Scorekeeping
Scorekeeping is write down your moves on a
scoresheet
. English symbols are:
K = king
Q = queen
R = rook
B = bishop
N = knight (K is already used for King)
piece symbol missing = pawn
0-0 = short castle (king side castle)
0-0-0 = long castle (queen side castle)
+ = check
1-0 = white wins game
0-1 = black wins game
½-½ = draw
You or your coach might add some symbols later:
! = good move
!! = very good move
? = bad move
?? = very bad move
!? = interesting move
?! = dubious move
Example:
1.e4,e5 = first move white pawn to e4, black pawn to e5
2.Qh5?!,Nc6 = second move white queen to h5, black knight to c6
3.Bc4,Nf6?? = third move white bishop to c4, black knight to f6
4.Qf7: 1-0 = queen takes f7 mate, white wins
4b. Phases of the game
Rules:
Opening: occupy center, develop pieces, castle
Middle game: manouvering
End game: few pieces left, usually queens are gone.
4c. Opening principles
Objectives in the opening are
Occupy center
Develop pieces, usually knights first
Castle, usually short (king side)
Choose a pawn structure and connect rooks
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
Good opening, in the first nine moves no piece played twice.
4d. Castling
Rules:
King and Rook have not moved in the game so far (and, therefore, are in starting position)
King is not in check
King would be in check after castling
King moves through a square attacked by an opposing piece
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
Short castling (king moves to f1 and rook from h1 to f1): allowed
Long castling (king moves to c1 and rook from a1 to d1): not allowed (#4 from above list)
4e. Scholar's Mate and Fools Mate
Scholar's Mate
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
1.e4,e5 2.Qh5,Nc6 3.Bc4,Nf6 4.Qf7: mate 1-0.
Fool's Mate
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
1.f4,e6 2.g4,Qh4 mate 0-1.
4f. Draw
Your opponent accepts your draw offer.
You accept a draw offer from your opponent.
Stalemate
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
With white to move, white cannot make a legal more => stalemate!
Perpetual check
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
White's move: white is far behind and in trouble.
However, white can give checks on h5 and g5 forever. Draw!
Threefold repetition
When the same position occurs three time the game ends in a draw.
Insufficient mating material
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
Draws are: K vs K, K+N vs K, K+N vs K+N, K+B vs K, K+N+N vs K.
Both players have ran out of time
Fifty moves without any capture or pawn moves
a
b
c
d
e
f
g
h
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
a
b
c
d
e
f
g
h
The win is difficult. Black has 50 moves to try.
At the 2012 Fairfield Chess Championship the number 6 ranked player in CT could not win this against your coach.