Category Archives: Children’s Chess

The Butterfly Effect: Pawn Promotion

In my last article, I mentioned a trait that distinguishes experienced chess players from beginners; an understanding of the pawn’s importance. At the game’s start, pawns are often considered the least valuable member of our army but as the game progresses their value increases. This increase in value can also be applied to the Bishops, Rooks and Queen, because at the start of the game, these pieces are trapped behind a wall of pawns which must be moved in order for them (the pieces) to gain access to the board. Knights are excluded because they can jump over pawns and pieces allowing immediate board access. Pawns can grow greatly in value as the path to their promotion square becomes less cluttered with opposing pawns and pieces. We’re now going to continue our exploration of the pawn by looking at simple pawn promotion.

We’ll start with some basic terminology necessary to understanding how to effectively promote pawns. All pawns have the ability to promote to a Queen, Rook, Knight or Bishop upon reaching their final rank (the eighth rank for white or the first rank for black). Upon reaching the end of its journey, the pawn must promote. A pawn may not remain a pawn nor can it promote to a King. You can think of pawn promotion as a metamorphosis of a caterpillar into a butterfly.

One type of pawn stands out from the others, the passed pawn. A passed pawn is a pawn that faces no opposition on the same file or adjacent files. A passed pawn has a clear path to its promotion square. The only way to stop a passed pawn is by using a piece (if one is available) to either capture or block the pawn. If you’re in the endgame phase and have only your King, you may not be able to stop it (depending on where the King is in relation to the pawn). If you have a piece able to block or capture a passed pawn, that piece loses its effectiveness because it has to deal with the passed pawn. Therefore, if a player has many pieces remaining on the board, dealing with a passed pawn is less of a problem. However, a player with fewer pieces on the board will find it more difficult to corral the passed pawn. The closer a passed pawn comes to its promotion square and the fewer opposing pieces there are to stop it, the greater the pawn’s value.

As mentioned in my last article, beginners will often try to promote pawns early in the game. Because there are so many opposing pawns and pieces on the board during the game’s early stages, the poor pawn marching towards its promotion square is typically captured which can greatly discourage the novice player. The beginner often asks “when should I attempt to promote a pawn?” An experienced player will know the answer to this question immediately, “during the endgame of course!” Here’s why:

A passed pawn does a player no good if it cannot get to its promotion square. Unlike other members of our chess army who can move in any direction to get out of harm’s way, the pawn can only move forward. Therefore, once you move a pawn, it’s committed since that pawn cannot retreat if a position becomes dangerous. The pawn is also slow moving. After a pawn’s first move, where it has the option of moving one or two squares forward, the pawn lumbers along one square at a time. This makes the pawn an easy target. However, if you worked through the pawn positions from my last article, you’ll know that pawns can protect one another using pawn chains as a support system. If you put all this together, you’ll realize that you must choose the right time to start a pawn’s journey towards promotion.

Pawns tend to be pushed towards their promotion square during the endgame when there are fewer pieces on the board. In our example, a student game, we’re going to use a single pawn with our King in the role of the pawn’s escort. Trying to stop our pawn from promotion will be the opposition’s King. Let’s take a look at a new term, opposition. An understanding of opposition is critical to successful endgame promotion.

Endgame “King” opposition occurs when the two Kings face each other on a rank or file with only one square between them. Kings can never be on squares directly adjacent to one another. If we have the white King on e4, that King controls d5, e5 and f5. If black’s King is on e6, the black King also controls the d5, e5 and f5 squares. However, unlike the other members of your chess army, neither King can move to a square controlled by the opposing King. King opposition plays a decisive role in endgame pawn promotion. White’s goal is to use the King to escort the pawn to its promotion square while black’s job is to stop the promotion. Kings must be used in the endgame!

In the example below (a student game so you can see how my beginning students tackle this type of promotion), white starts by moving the King in front of his pawn rather than pushing the pawn first. The white King needs to be in front of its pawn to successfully promote. After 1.Kd2…Ke7, 2.Ke3…Ke6, 3.Ke4, it’s black’s turn. White controls the critical squares d5, e5 and f5 which means the black King cannot occupy any of these three squares. Black also controls those squares but, since its black’s turn, the black King must abandon its position and counter control of the critical squares, moving to either d6 or f6. Let’s say that the black King moves to f6 (4…Kf6). White plays 4.Kd5, controlling the critical squares, e5 and e6. Notice that the white pawn remains on its starting square until the black King is driven back. Black plays 4…Ke7, trying to stay in front of the pawn. On move five, white brings the King to an opposition square with 5.Ke5. Black moves the King to f7 on move five (5…Kf7). White then plays 6.Kd6. Black tries to lodge his King on e8 (6…Ke8). Black’s King must not be allowed to remain on e8 or the game will end in stalemate. White smartly places his King in opposition to black’s King with 7.Ke6. Now the Black King has to move off of e8 (7…Kd8). White now pushes the pawn up the e file as the black King tries to reoccupy the e8 square. However, we reach an important moment on move ten. On move ten, white‘s pawn can advance no further. White needs to keep the black King off of e8 so he moves his King to f7 which cuts the black King off from e8. This move allows white’s e pawn to march to its promotion square. Play through the remaining moves. One point to note is that white must keep the black King off of the promotion square because this can lead to stalemate. We’ll look at stalemate in my next article. For now, play through this endgame and then try placing the two Kings and pawn on different squares and attempt pawn promotions.

Hugh Patterson

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Profitable Exchange Or Problem Of Exchanging

This issue has already been nicely dealt with by Mikhail Shereshevsky in his book Endgame Strategy, but here I would like to focus the same thing for kids or beginners. While teaching profitable exchanges to children most teachers prefer to teach them by the value of the material; for example if you are getting rook against bishop, exchange it because the rook is more valuable than a bishop.

However, I am not at all in agreement with this teaching method. The reason is that whatever is taught to kids provides a foundation where we are not focusing on the relative value of the material.

So what am I doing that is different? While teaching exchanges I always ask my student the following question for a given position. Should White take rook and pawn for bishop and knight?

a1

Most students replied with ‘yes’ because they got 6 points against 6 points. We all know this is not correct, so the question comes how to teach relative value of the material to kid effectively and simply? I give 100% credit to the head coach of the organization who found the technique that is given in the steps manual (a manual for chess trainers, officially sanctioned by the Dutch Chess Federation). In the book examples are given for a different purpose but here we will use it for teaching child relative value of material.

With following exercises we make them understand the relative value of pieces, for example in last diagram children will play against 3 pawns with bishop and vice versa so they will realize that pawns are having more value than bishop in certain situations. Our focus is to teach kid to consider relative aspect of material rather than absolute while exchanging materials.

a2

a3

These kind of exercises which are fairly simple but serve an important purpose; determining the true value of material and understanding how it can be used.

Ashvin Chauhan

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Simple Questions

In the week before the Easter holidays I decided to ask my pupils some very simple questions. I presented them with six positions, five after Black’s 2nd move and one after Black’s 3rd move, and invited them to find the best move for White, giving their reasons. What was interesting was that none of the children in Years 3 and 4 (aged 7 to 9) at the private school where I recently started teaching managed to get every question right, whereas in the state school a mile away where I’ve been teaching for some time many of the children scored 100%.


The first question came from a Facebook discussion with Paul Swaney, an award winning chess teacher from Arlington, Virginia. He had given this position to his pupils, most of whom selected f3 as their answer, refusing to capture the bishop because they didn’t want to bring their queen out too soon. I guess he’d probably advised them not to bring their queen out too soon the previous week. Most of my students solved this correctly. I did get a few f3s from the Year 3s who hadn’t realised they could capture the queen.


By and large, children were much more confident about winning material than getting checkmate, possibly because I’d been repeating over the last few weeks the idea that they should take a piece for free or capture a higher value piece with a lower value piece. Most of them had seen Scholar’s Mate before but would they recognise it? Some did, some didn’t. Several children saw the attack on their queen and moved it to a safe square. Others played Bxf7+ “because it’s checkmate”, “because it’s check” or “because it captures a pawn and is safe”. Some also played Qxe5+ “because it’s safe” or “because it’s checkmate”.


This was one of the other starting points of this exercise. I wrote a few weeks ago about watching a game in which a boy failed to capture the rook here so I’ve been drilling this position into all my pupils since then. Gratifyingly, most of them did indeed capture the rook in this position, telling me that they’d win 5 points and lose 3 points. I suspect, though, that if I’d given them this question a month or so earlier many of them would have failed.


Most students solved this correctly, telling me that they’d win their opponent’s strongest piece, or that they’d win 9 points. Several chose to capture the pawn on e5 rather than the queen, telling me that it was safe or would win one point. Typically, children will go for the first move they see that looks good rather than considering or comparing alternatives.


Most children had seen Fool’s Mate before but many were unable to recognise it here. One of two of those who selected Qh5 did so “because it’s check”, not realising that it was mate. Instead, Bxg5 was a disturbingly popular move, as was e5. I guess I need to give my pupils more practice at solving checkmate puzzles.


Another exercise in winning points. Many of the students correctly captured the knight but some chose exd6 instead, making the first capture they saw rather than looking for the best capture. A popular answer was Bb5+ which several thought was mate, forgetting that you can block a check from a bishop, while others played it just “because it’s check”. I guess I also need to remind them that “because it’s check” is not always a good reason for playing a move.

I have another simple question for you. There are three ways I could approach after-school chess clubs of this nature. I could just let them play, while providing individual advice, keeping track of the results and perhaps running league tables with promotion and relegation. I could spend 15 minutes of each lesson standing in front of a demo board or smartboard giving a lesson – which is what I suspect most teachers do. Or I could spend 15 minutes of each lesson getting children to solve simple worksheets. Which do you prefer, and why? In the past I used to choose one of the first two options, depending on the wishes of the school. My experience was that the standard of play tended to be higher at the schools where I just let them play. Perhaps this was partly because I’m not very good at standing in front of a class talking, but perhaps it’s also because, although children might enjoy the lessons, they’ll just be confused because they haven’t mastered the basics. After all, if you’re teaching maths, when you introduce a new concept you’re going to repeat it, reinforce it, test your students to make sure they all understand it, before moving onto the next topic. If you give them a lesson on multiplication one lesson and on division the next lesson I suspect it’s not really going to work. So now I’m giving children worksheets to find out whether or not they really understand the basics of chess: winning material and getting checkmate. Once they all understand this we can move on. The problem is, though, that while some children enjoy doing worksheets, others do not. At my new school, where the children were used to listening to lessons from their previous teacher, some of them have stopped coming, perhaps because they don’t like being expected to work.

So what I need to do is ask the school another simple question: do you want me to run a fun after-school activity where the children will make little progress or do you want me to run a chess class which will perhaps have less appeal but provide more benefits?

Richard James

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The Mighty Pawn: The Soul of Chess

18th Century chess player and musical composer Philidor once said that “pawns are the soul of chess.” Perhaps the most misunderstood participant in a beginner’s chess game is the mighty pawn. For the master, an extra pawn or two can mean victory in the endgame. The master knows the true value of the pawn. For the beginner, the pawn is often considered an expendable member of his or her army. Why do the views of the pawn differ so greatly between beginner and master? We have to look at the beginner’s viewpoint to answer this question. The beginner is taught that the pawn is the piece of lowest relative value (one point) and that each side starts the game with eight pawns. The pawn is also the one unit in chess that only moves forward, plodding along one square at a time (except on its first move where it can advance one or two squares). Low value plus plenty of pawns plus limited movement can equal a skewed view of the mighty pawn. While the pawn is the only unit in chess able to promote to a piece of greater value, many beginners discount this amazing ability. Their attempts at promotion are often dashed because they try to move a pawn to its promotion square early on when there are plenty of opposition pieces to capture it before it gets to promote. The pawn may be the most maligned fellow in beginner’s chess.

Most beginners send their pawns out on the board unsupported which leads to the subsequent capture of those undefended pawns. “No worries,” the beginner will say, “I still have plenty of pawns left.” This kind of thinking can lead to disaster very quickly. To remedy this problem, I devote many lessons early on to pawns, namely pawn structure. There are a few basic terms or concepts that must be understood by the beginner in regards to the mighty pawn. Grab a chessboard and pieces.

We’ll start by looking at the simplest pawn structure, the pawn chain. Place white pawns on a2, b2 and c2. These three pawns, alone on the board, are unprotected. Of course, since there are no opposing pieces on the board to attack our three pawns, we don’t have to worry. Now, let’s introduce an opposing piece into the game. Place a black Rook on b7. The Rook is attacking the pawn on b2. Place a white Rook on h1. Often, when asking the beginner to defend the pawn, he or she will move the white Rook from h1 to b1, which does defend the pawn. However, you greatly restrict the Rook when you assign it the job of babysitting a pawn. There is a better way to defend the b2 pawn. If we simply move our b2 pawn to b3, it is now protected by both the a2 and c2 pawns, leaving white’s Rook free to move elsewhere. Pawns are excellent at protecting other pawns! Let’s say the black Rook moves to c7. The white pawn on c2 is now under attack. Moving the c pawn to c3 does no good since the Rook can still capture it. However, since pawns can move one or two squares forward on their first move, pushing the c pawn to c4 allows the b3 pawn to protect it. We now have a simple pawn chain in which the pawn on a2 (remember pawns capture diagonally) protects the pawn on b3 which in turn protects the pawn on c4. However, there is one weak link in this pawn chain and that’s the a2 pawn. This pawn can be protected by moving the white Rook to a1 should black’s Rook move to a7. Therefore, when creating a pawn chain, make sure to protect the base of the chain and when attacking a pawn chain try to go after the chain’s base.

Sometimes, pawn structures are weak. Remove the pieces from the board. Place a white pawn on c4, d3 and e4. Notice that the single pawn on d3 is protecting both the c4 and e4 pawns. While these two pawns are protected by the d3 pawn, it is considered a weak spawn structure, because should the d3 pawn be captured, the remaining pawns will have no immediate protection. We call the d3 pawn a backwards pawn which is a liability. Should the d3 pawn fall, additional pawn protection will be required. By delegating the job of pawn protection to your pieces, you’re reducing the protecting piece’s power. You want to avoid backwards pawns. A black Rook on d7 will quickly take advantage of the backwards d3 pawn and there is no way to protect it using the c4 or e4 pawns. Remove the white pawns.

Set the three white pawns up on a4, c4 and e4. Now the pawns are separated from one another by an open file. This means that these pawns have no other pawns to protect them making them a target for opposition pawns and pieces. We call these pawns, isolated pawns because they’re isolated from their fellow pawns, leaving them open to attack.

Pawns work best when they work together. Pawns form clusters during the game which we refer to as pawn islands. A pawn island is a pawn or group of pawns separated by at least one file. The more pawn islands you have, the more difficult they are to defend. The fewer pawn islands, the better your position (in most cases). If you place white’s pawns on a2, b3, c4, e5 g4 and h3, you have a total of 3 pawn islands. The lone pawn on e5 is especially weak because it is isolated. Going left to right, we see that the pawns on a2, b3 and c4 protect one another in a pawn chain. The e5 pawn is isolated, requiring some form of protection. Finally the pawn on g4 is protected by the h3 pawn.

One last pawn problem occurs when pawns are doubled (or even tripled) on the same file and unable to protect one another. Often an exchange of Bishop for Knight will lead to doubled pawns during certain openings or as the result of a pin being broken.

To get used to creating pawn chains, play the pawn game. Set up only white and black’s pawns on their starting squares. Try to safely get a pawn across the board to its promotion square. When one of your pawns reaches the promotion square, promote it to a Queen. Use that Queen to eliminate the opposing pawns. The first player to eliminate all of their opponent’s pawns wins the pawn game. You can play the pawn game against other individuals or alone. Here’s a game in which the mighty pawn plays a crucial role in the mating of the opposition’s King. Next week we’ll look at the role of pawns in the endgame.

Hugh Patterson

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Assassins and Bodyguards

The art of attack in chess is truly a fine art! Like any fine art, painting or drawing for example, you have to learn the fundamentals before creating a masterpiece. The same holds true for chess and a strong attack can be a masterpiece in itself. Both beginners and seasoned players love to attack their opponent’s pieces. However, beginner’s attacks often fall apart before they build up any steam which can be discouraging. What starts as a promising assault on the enemy can turn into a disaster in a single move. Why does this happen? It’s caused by L.P.S. or Lone Piece Syndrome.

L.P.S. occurs when a beginner uses a lone piece to attack an opposition piece which leads to an exchange of material with the attacker usually ending up on the losing side of the transaction. Again, beginners love to attack their opponent’s pieces any time the opportunity arises. However, an experienced chess player knows how to set up a successful attack. I say “experienced chess player” rather than strong chess player because what separates a strong chess player from a novice chess player is experience and it’s important for beginners to understand that chess success comes with gaining experience. Using words like bad or weak to describe a chess player can discourage beginners and I never want to do that. What is a successful attack for the beginner?

A successful attack is a coordinated effort involving two or more pieces. In fact, the more pieces involved the better the attack (within reason). For beginners, the first step in learning how to launch a successful attack is to understand the importance of pieces working together. It’s at this point in my lectures that I give the following analogy:

You and three other chess students attempt to leave the classroom but you find that the exit is blocked by a large crate weighing 200 pounds. Trying to push the crate out of the way alone will not suffice since a single youngster doesn’t have the strength to move it. However, if your classmates lend a hand, all working together, then the crate can be moved. The same holds true for attacks in chess. A lone piece might not be able to launch a successful attack but when that lone piece has some co-conspirators (bodyguards), the Attack Success Rate or A.S.R. increases sharply.

A.S.R. is a method we use to keep track of successful and unsuccessful attacks during a game of chess. We take a single sheet of paper and divide it into two columns, one for successful attacks and one for unsuccessful attacks. Every time a student launches an attack, the results are written down on our attack ledger. A “+” equals a successful attack and a “-“ an unsuccessful attack. The results are gone over after the game has finished. By keep track of attacks results, students can see whether or not they’re getting positive results (successful attacks).

While tactics such as forks pins and skewers allow for lone piece attacks that work, beginners still have problems with straight forward attacks or mating attempts because they send their attacking piece in to do the job without any backup or protection. To curb this problem, we start out by going over the relative value of the pieces again, replacing a point value with a monetary value. Therefore, a pawn is worth a $1.00, the Knight and Bishops are worth $3.00, the Rooks are worth $5.00 and the Queen is worth $9.00 (the King is considered priceless). I ask my students if they’d trade $9.00 for $1.00 and even the youngest child will tell me it’s a bad deal. I ask a second question, if given the choice, would you attack a Knight, knowing your attacking piece will be recaptured, with a pawn or a Queen. Knowing the attacking piece will be lost my students conclude it is better to lose a pawn than the Queen! This mindset helps students prepare their attacks.

There is something to be said about strength in numbers in chess. Good attacks will have two or more pieces on the attacking side. The piece that does the attacking is the assassin (a student coined term). The remaining pieces are the bodyguards. There can be more than one bodyguard but there has to be at least one for the attack to be successful. The bodyguard is just as important as the assassin because the bodyguard protects the assassin and without protection, the assassin could simply be captured by the piece under attack. When launching an attack, your pieces must work together in teams made up of two or more pawns and/or pieces. Teamwork is critical in chess and nowhere is this more apparent than in launching successful attacks.

Students now have two pieces of critical information needed for launch their attacks, piece value and the concept of teamwork. Now we can look at the mechanics that underlie a good attack. Too often, students memorize a series of moves that lead up to a successful attack without understanding the underlying mechanics that make the attack successful. Because I primarily work with beginners, I choose very simple examples to demonstrate the underlying mechanics of an attack. Grab a chessboard and pieces and set up the following position:

The white King is on d1, the white Queen is on f3, white’s two Rooks are on b4 and f6, and the white Bishops are on c6 and d4. There are white pawns on a6 and c7. Black’s King is on g7. There is a black Rook on h8 and Black’s Queen is on a8. While this is an overly simplified position, it serves to make a point. Black’s Queen is trapped on a8. When I show this position to my beginning students, many will look at the board and find the assassin, the Bishop on c6. Then I ask them who the bodyguard is and they respond “the Queen of course!” We see that a $3.00 Bishop is attacking a $9.00 Queen who is trapped. Then I ask them to change the pieces around so the white Queen is on c6 and the Bishop on f3. I ask them if the attack still works. The answer is no! Why doesn’t this new attack work? It doesn’t work because you’re trading a $9.00 Queen for a $9.00 Queen rather than a $3.00 Bishop for a $9.00 Queen. The attack is only successful provided you attack the Queen with a piece of lesser value (the $3.00 Bishop) and have a bodyguard to protect the assassin, the Queen.

In this extremely simple example we see that our attack works only because we’ve coordinated our pieces so they work together harmoniously and we’ve chosen the correct piece to lead the attack and defend the attacker. Here’s a game with some great coordinated attacks that lead to victory. Create your own A.R.S. ledger and write down successful and unsuccessful attacks within this game. You’ll find that the player with the more successful attacks goes on to win the game. Try this with your own casual games as well.

Hugh Patterson

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Move Two! Chapter 3

Returning to Move Two!, Chapter 3 is the first of a series concerning Tactics in the Openings.

Games are often decided by tactics at the start of the game. The same tactical motifs happen over and over again, not just in games played at junior level. Pattern recognition is vital: serious competitive players need to be very familiar with all these ideas. I don’t recall seeing any other books for players of this level which look at tactical ideas in this way. One of the major points of Move Two! is that it’s very much based on what actually happens in games played at this level, not at what happens in master games.

This chapter starts off with The Fatal Diagonal – the e1-h4 diagonal for White and the e8-h5 diagonal for Black. All children like to see Fool’s Mate and we present other examples of players who learn the hard way about the dangers of moving your f-, g- and h-pawns injudiciously in the opening. In recent years I’ve won more than one game against children of secondary school age who played for several years at primary school with 1. f4 e5 2. g3 exf4 3. gxf4 Qh4#.

Almost every week, if, as I do, you look at the quick wins on TWIC, you’ll find games decided by queen forks in the opening. Very often this will be Qa4/5+, forking a loose minor piece. It’s very easy to fall for this even if you’re familiar with the idea. We also look at the similar idea of Qh5/4+, again to fork a loose minor piece, and the very important idea of Qd5/4, for instance if White takes on e5 before castling in many Ruy Lopez positions. One correction in this section: in the Marshall-Chigorin game Black played on rather than resigning. I give the complete game below.


Many of us tend to think about development in the opening and only switch on our tactics brain in the middle game. Even the best are not always immune from this, as you’ll see from these games where two of the all-time greats, both renowned for being almost unbeatable at their best, fall for queen forks in the opening.


There then follows a quiz based partly on the Giuoco Pianissimo from the previous chapter and partly on the opening tactics from this chapter. The Activities section then invites the student to consider some positions with king and pawn against king which will be analysed in Chapter 4.

Masters of the Universe introduces the first official world champion, Wilhelm Steinitz and demonstrates two of his games. The first is a fun game to play through but I need to try to check the provenance at some point. My source gives it as played at rook odds while ChessBase gives it as played without odds. I’ve also seen it attributed to Morphy. (You’ll no doubt spot the notation error which will be corrected in future editions.) The second, the famous Hastings 1895 game against von Bardeleben, features an opening which will be studied in a later chapter.

Finally, please note that the individual chapters are html pages, not pdf format (as advertised on the website assuming I haven’t got round to correcting it before this is published) so you’ll need the ChessBase fonts in order to view the diagrams.

Richard James

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Concentration

One of the questions most asked by my student’s parents is “how can my child quickly become a better chess player? Many of the parents asking this specific question are referring to their Kindergarten age children attending my classes. The parents of my students expect results. I had one parent ask me why their Kindergartener didn’t have a better grasp of opening positions! I was speechless. When I was first asked these questions I was new to teaching chess and a bit shocked that the parents of children so young would have such unrealistic expectations. Of course, many of these parents thought that chess would make their child smarter and if their child didn’t take to chess like a duck to water, it was a reflection on the family gene pool.

I decided to do some research into the biggest factors affecting a child’s ability to play real chess (as opposed to simply pushing pawns and pieces around the board) and one problem stood head and shoulders above the rest, concentration. While there are a plethora of small problems that affect a beginner’s ability to play good chess, the biggest overall problem standing in the way of chess success for younger players is concentration. Whether it’s a child or adult, a lack of concentration almost always ensures a lost game. Getting younger players to concentrate can be a daunting task at best. However, I tried a number of methods to increase my student’s concentration levels and found a rather unique way that works quite well, creating a bond between the student and the pieces on the board.

You cannot play good chess unless you are fully concentrating on the game. This means putting everything else out of your thought process except playing chess. Young children’s minds are filled with disjointed or fragmented thoughts as they take in the world around them. Because they’re so young, they haven’t developed the ability to focus on a complicated task such as a game of chess. It is unrealistic to expect a six year old to have the mental discipline to shut out the entire world and focus on their chess game. However, I have found a way to bond children to each game they play while they’re learning the art of focusing on the task at hand. Here’s how it works:

I start with an analogy: “A game of chess is like a movie, a movie that you (the student) are making. This means that you have to create characters and a story. Therefore, I want you to name your characters (the pawns and the pieces).” My students will come up with all sorts of interesting names for the pawns and pieces. The “e” pawn becomes Edward while the Kingside Knight might be named “Mr. Horsey.” The idea is for each student to build up a relationship with the material on the board. Young children (based on my observations) tend to care a bit more whether their pieces are lost during a game if they have even the smallest bond with them.

After the pieces are named, it’s time to get to the interesting part, the story. Because many of my students are so young, I offer them a starting point for their stories. “It was the morning of the great battle between the Kingdoms of Jacob and Bayden (the names of two of my students). King Jacob (playing white) has decided to start this epic drama by sending one of his foot soldiers out onto the battlefield. The white King meets with his trusty “e” pawn and they secretly plan their first move.” The idea is to get my students emotionally invested in their pawns and pieces as well as the moves they make. After a little effort, pawns and pieces are no longer lifeless hunks of plastic, they have identities and my students have a bond with them.

I have a contest for the best chess story as told by the game being played. The stories can have drama, excitement and/or humor, the crazier the better. Many of my students reduce the rate at which they hang pieces because they have developed a relationship with them. Concentration greatly improves because my students are busy creating a story out of the game they’re playing so they are forced to focus. Of course, they don’t see it as being forced to focus. They see it as a chance to create a miniature world on the chessboard, a world in which they control the story.

Focus is the key point of this particular exercise. Children tend to focus on whatever they’re interested (or obsessed) in. Children can also demonstrate a great deal of focus when they love something. Watch a child playing a video game and you’ll see great focus, even at the youngest of ages. Why do children focus so greatly on their video games? Because many of them have a plot and back story that creates an exciting world within the game. Add to this a cast of interesting game characters and you’ll find any child captivated by that game. If you take the idea of plot/back story, add some colorful characters into the mix and apply this to chess, you’ll find younger children paying a lot more attention to their game. As they become older they will start to drop the story line and get on with the business of playing good chess without a back story. However, for young children, the idea of a fantasy world contained within the 64 squares of the chessboard is intoxicating.

Rather than give simple game annotation for the demonstration game below, I’m going to have you create a story around the game. Here are the rules: Each pawn and piece should have a name. Each move made should become part of the story line. Here’s an example: A brave little pawn named Edward (white’s e pawn) raised his hand when the white King asked for volunteers to start the battle. The King bestowed this task to Edward, who promptly marched out to e4. Edward jumped with joy because he alone controlled the board’s center. That is until black’s e pawn, Eugene, appeared on e5. Edward cried out for help. Suddenly, he heard the sound of a horse’s hoofs and the clanking of armor. The white Knight rode onto f3 and announced “I am here to protect you young Edward!” Now it’s your turn!

Hugh Patterson

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Back to School

I’ll return to Move Two! shortly. But first, something else.

Readers of my articles will probably be aware that I stopped most of my chess teaching several years ago because of my frustrations with the whole concept of after-school chess clubs in primary schools.

With a successful book for children published and a new book for parents about to appear, I thought I ought to return, and have just started teaching at an after-school chess club at a local prep school (private school for boys aged up to 13, girls aged up to 11).  This is one of the leading schools in the area, whose pupils regularly win scholarships to top secondary schools. The children there are polite, attentive and enthusiastic, the teachers highly skilled and devoted, the parents always fully supportive.

I had been talking to the pre-prep department (children aged up to 7) about starting a chess course for beginners based on the ‘slow’ methods I recommend, in September, and as the chess teacher at the main school had left at Christmas the pre-prep head put me in touch with them. The children were clearly very fond of my predecessor and, from talking to them, he’d taught them all the right things.

The first week I watched a game where one boy made an excellent move, playing a rook check which his opponent could only block by interposing his queen. However, instead of capturing the queen, the first player moved his rook away. I asked him why he didn’t take the queen. He replied that he didn’t want to lose his rook.

The next week I asked them how much the pieces were worth. They answered in unison that the pawn was worth 1 point, the knights and bishops 3 each, the rooks 5 and the queens 9. But when I asked them whether they’d swap their bishop for their opponent’s rook I was greeted by a sea of blank faces. When I asked why a rook was better than a bishop a girl told me it was because a rook was worth 5 points and a bishop only 3 points.

It’s possible that some of them didn’t understand the concept of swapping, but more likely, in most cases, that they had failed to make the jump in logic between assigning numbers to pieces and understanding that this indicates their relative strength, and therefore they should try to trade off their less valuable pieces for their opponent’s more valuable pieces.

This may be obvious to older learners but my impression since I started to ask children questions is that it’s not at all obvious to younger learners. Children often see things purely in their own terms so only think about the piece they’re losing, not about the piece they’re winning.

Equally, it may be obvious to us, and perhaps to older learners, that, because we want to capture undefended pieces, insuffiently defended pieces or stronger piece in exchange for weaker pieces, that we need to look for captures before deciding on our move. Likewise, we also need to look at our opponent’s possible captures. But when I suggest to children who have been playing for several years that they should look for captures, they look at me in amazement.

I also asked them the best way of starting the game. They all told me their previous teacher had advised them to move their e-pawn, develop their knights and bishops quickly and castle to make their king safe. But were they doing this? I watched one game which started 1. e4 e5 2. Qe2 Qg5 3. Qe3 Bb4 4. Qxg5, at which point Black claimed, incorrectly, as he hadn’t been watching the board, that the white queen was actually on f3. Another game saw White developing well: 1. e4 a5 2. Nf3 Ra6 3. Nc3. Here, I asked him why he didn’t play Bxa6. “I thought I’d leave it till next move” was the reply. Another boy moved all his pawns at the start of the game. Don't forget that these are intelligent, in some cases highly intelligent 7-9 year olds.

I asked them how many of them played at home against their parents. All the hands went up. I then asked how many could beat their parents. Only one hand was lowered. You can see what’s happening – and this matches my observation of parents playing games against their children elsewhere. Parents who know little about chess beyond how the pieces move are trying to support their children by teaching them the moves and playing games against them. The children play the way their parents play rather than the way their teacher tells them to play. I would guess that, in some cases, Dad plays chess but doesn’t get home from work before bedtime, leaving Mum, who doesn’t really play at all, to give the children a game.

There is, it seems to me, little point in teachers standing in front of the class giving young children abstract information which they are unable to put into practice. Nor is there a lot of point in showing children who don’t understand the basic concepts of the game how Morphy defeated the Aristocratic Allies, or indeed any very much else at all. These basic concepts need to be repeated and reinforced over and over again, at home by parents as well as at school by chess teachers. At present it just doesn’t work because not enough parents understand the basic concepts themselves.

This is why the after-school/lunchtime chess club system is not, in my opinion, a good model. Teaching the basics on the curriculum, as CSC are doing in Newham and elsewhere, is great, but in an affluent area like Richmond, schools just won’t buy it. What I’m planning in this school is to run a beginners’ group in the pre-prep teaching the basics (the Head Teacher fully understands where I’m coming from and is totally supportive) and perhaps eventually introducing a test for membership of the main school club. I’d be very interested to hear from any other teachers or schools interested in promoting and developing this method.

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Gambits

One of my favorite periods in chess history is the 19th century. This was a period in which gambits and wild tactical attacks were the order of the day. Players from this period would concoct breathtaking sacrifices and create unusual checkmates. Any student of chess would be remiss not to examine this period of chess history. Any beginner wishing to learn about early positional advantages must examine the gambit. While gambit openings are not played at the highest levels they are highly educational, especially for the beginner. We’ll start by defining some key terms needed to understand the basics of gambits.

By definition, a gambit is the sacrifice of a pawn in the opening game in order to acquire a positional advantage or gain the initiative. While you don’t get any material for your lost pawn you get something better if your gambit is successful, you get a positional advantage early on. By positional advantage, I mean a greater control of the board’s center. When employing a gambit against an opponent, your opponent must decide whether or not to take the pawn you’re offering. If they take the pawn, they accept the gambit. If they decide against taking the pawn, they decline the gambit. Therefore, gambits can be “accepted” or “declined.” If you become a connoisseur of gambits, you’re known as a gambiteer!

I introduce gambits to my students early on because it helps build a foundation for later positional thinking and planning. While playing gambits will in no way make you a master positional player, it will start you thinking outside of the mechanical box many beginning players find themselves in. Many novice players will memorize openings, not understanding the underlying mechanics of each move. They go through the motions and are suddenly in unfamiliar territory when their opponent plays something unexpected. Learning gambits helps students solidify their understanding of opening mechanics and positional thinking. I stick to the most straight forward gambits to start, such as the Evan’s Gambit, the King’s Gambit and the Danish Gambit (a favorite of my students). I hold back on the Queen’s Gambit and Benko Gambits until a student has a decent grasp of the first three gambits.

Let’s take a look at the Evan’s Gambit. This gambit was named after a Welsh sea captain William Davies Evans in the early 1800s. Set up a chess board and play through the moves. The game starts out with 1.e4…e5 2.Nf3…Nc6 3.Bc4…Bc5 4.b4. At this point I discuss the concept of tempo or time with my students. Since the opening phase of the game is a race to gain control of the board’s center before your opponent does, any time you waste will work against you. On move four, white attacks the Bishop on c5 with the b pawn. Black has to make a decision, capture the pawn or retreat the Bishop. If the Bishop moves away, declining the gambit, black loses time (a tempo) having to move the Bishop to safety. This loss of tempo (black would rather be developing additional pawns and pieces towards the center) allows white to further his or her control of the board’s center. Knowing that moving the Bishop a second time will allow white to gain further control of the center, beginner’s will often take the pawn. I’ve asked students why they took the pawn when playing black against the Evan’s gambit and they told me that they might as well get something for having to move the same piece twice in the opening. Let’s say black plays 4…Bxb4. White reveals the gambit’s true intention by playing 5.c3! The poor black Bishop has to move again. However, forcing the Bishop to move around isn’t the real reason for playing 5.c3. The pawn on c3 allows white to push his d pawn to d4, attacking black’s foothold in the center. Now let’s look at the Danish Gambit.

We see a variation of the Danish gambit first played in a famous correspondence game London-Edinburgh in 1824 (1.e4 e5 2.Nf3 Nc6 3.d4 exd4 4.Bc4 Bc5 5.c3 Qe7 6.0-0 dxc3 7.Nxc3) The Danish gambit I teach starts out with 1.e4…e5 2.d4…exd4 3.c3…dxc3 4.Bc4…cxb2 5.Bxb2. White gives up two pawns but has a lethal pair of raking Bishops both aimed at the black Kingside. This gambit provides an excellent way to introduce the idea of central square control from a distance and early positional advantages. If you look at white’s two Bishops you’ll see that white trades two pawns for a superior position. This gambit also helps to reinforce the idea that getting greedy (as black does) can lead to trouble. After the key concepts are learned, we look at a number of variations of this gambit.

Using gambits in classroom lectures really helps reinforce opening principles. It teaches students the art of planning in the opening. If you’re offering the gambit to your opponent, you have to be prepared for both scenarios, the gambit being accepted or declined. This means having a plan “a” and a plan “b.” Often, beginners have only one plan which is often too rigid. Learning how to play gambits helps teach the concept of flexible planning. For the player on the receiving end of a gambit, a great deal can be learned about defense (as well as planning). Gambits are extremely enjoyable for young players and they help beginners learn the art of opening attacks. Here’s a short game in which Paul Morphy plays the King’s gambit. Morphy is playing without his Queenside Rook and Knight to make the game challenging. I would never wish to be on the receiving end of one of Morphy’s viscous attacks. Play through it and pay particular attention to the way in which white attacks and black defends.

Hugh Patterson

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Aristocratic Allies

Last time we looked at Chapter 2 of Move Two!, which concluded with an introduction to Paul Morphy and the famous Opera House game.

Hugh Patterson considered this game in an excellent recent Chess Improver post, but it’s worth another look. Like most chess teachers, I demonstrate this game regularly (most recently last Monday). When teaching young children we try to keep things simple, but we always have to be prepared for difficult questions. About 30 years ago a bright young boy asked me a difficult question. Now, with the aid of computer analysis, I can answer if it comes up again.

1.e4 e5 2.Nf3 d6 3.d4 Bg4 4.dxe5 Bxf3 At this point many children will prefer gxf3 because they’ve been taught not to bring their queen out too early. I recently saw a boy move his queen rather than take back at all in a fairly analogous position because he’d been told not to bring his queen out too early and to avoid doubled pawns. Children need to understand that (other things being equal) Superior Force Wins before they move onto positional play and the tricky concept of Compensation. 5.Qxf3 dxe5 6.Bc4 Nf6 7.Qb3 This is a very difficult move for children to find. I think it’s hard for them to see the threat on f7 because the queen’s backing up the bishop. Not only do we teach children not to bring their queen out too soon: we also teach them not to move pieces twice in the opening, but Morphy does just that. Why? It’s a double threat that wins material (although Morphy chooses not to do so) and also forces Black to make an awkward move in reply. 7.. Qe7.

Now we come to the point where I was asked the difficult question. As it happens, White has an interesting three-way choice here. The obvious move is Qxb7, but Black has prepared Qb4+, forcing the queen trade. With a healthy extra pawn White should win: this is the computer’s first choice and you couldn’t really fault anyone for choosing this option. So, the bright young boy asked me, why doesn’t White play 8.Bxf7+ Qxf7 9. Qxb7 when he’s decoyed the queen so can now win the rook on a8. Had a 9-year-old spotted something the great Morphy missed? We need to take a look.

After 9.Qxb7 Black’s going 9.. Bc5. Now 10.Qxa8 0-0 (10.. Bxf2+ doesn’t work here but it’s now a very big threat. If, for instance, 11.Nc3, Bxf2+ is still winning. So White needs to defend his king: 11.0-0. Now Black has 11.. c6!, cutting off the white queen. The immediate threat is Nxe4 when White has problems defending f2 but there’s also a slow threat of Qc7 followed by Nbd7, trapping the queen. It turns out that White has to give up a piece in order to complete his development.

White can also go for the other rook instead: 10.Qc8+ Ke7 11.Qxh8. This time it’s best for Black to play 11.. Bxf2+ at once. First we have to consider 12.Kxf2 Nxe4+. Although he’s a rook down and with his other rook and knight stuck in the corner Black has a winning attack, with all White’s pieces out of play. Observe how well the queen and knight work together. So White’s best move is 12.Ke2. Now Black has a choice. He can play another check, 12.. Qc4+. After 13.Kxf2 Qd4+ 14.Ke1 Qxe4+ White has to ditch the bishop with 15.Be3 to avoid the perpetual. Alternatively White can try 13.Kd1 when the computer can’t find anything immediate for Black. Instead Black could retreat his bishop on move 12, when White seems to hold onto his extra exchange. The computer has a slight preference for White in all these lines after 10.Qc8+, but they all look seriously scary to me.

I think we can agree that Morphy’s judgement was unerring in rejecting Bxf7+. Next time you are asked why he didn’t play it you can explain that Black has some compensation for the exchange in a highly unclear position.

Moving on: 8.Nc3 c6 9.Bg5 b5 This is the decisive error, although the alternatives were not inspiring. Plausible options were 9.. Qc7, when after 10.0-0-0 b5 11.Bxf6 gxf6 my silicon friend recommends another piece sacrifice: 12.Nd5! and 9.. Na6, threatening to drive White back with Nc5, when White can smash up Black’s pawns by trading his bishops for the enemy knights. The rest of the game is self-explanatory and more or less forced. 10.Nxb5 cxb5 11.Bxb5+ Nbd7 12.0–0–0 Rd8 13.Rxd7 Rxd7 14.Rd1 Qe6 15.Bxd7+ Nxd7 At this point, when I ask my pupils to choose a move for White they immediately go for Qb8+, announcing mate, before noticing that it can (and must) be captured and moving on to consider alternatives. At this level they haven’t yet learnt HOW to think ahead. 16.Qb8+ Nxb8 17.Rd8#

When you ask children what they learnt from the game you hope they’ll tell you about the importance of rapid development, about how, in open positions with unsafe kings, the initiative can often be more important than material, and about the need for accurate calculation and knowledge of checkmate positions. But if you demonstrate the game to children who have yet to grasp the basics they’ll probably tell you that Morphy lost a bishop, then lost a rook, and finally left his queen en prise, but it didn’t matter because he got checkmate with his last two pieces. So they won’t mind if they lose a few pieces in their next game because they may well get checkmate just as Morphy did.

Finally, perhaps you’re wondering what happened to the bright young boy who asked the question about Bxf7. His name was Caspar Bates. He was very strong up to age 11, played rather less after that and dropped out of chess on leaving school. A few years ago he made an unexpected comeback. He played in Gibraltar 2008 and 2009, and in the London Chess Classic 2012, has an ECF grade of 206 and a FIDE rating of 2205. He also has a new chess career as a composer of endgame studies. You can find one here.

Richard James

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