Teaching Chess With MiniGames
Teaching Chess With MiniGames
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may be reproduced or transmitted in any form by any means, electronic,
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written permission of the publisher, except for the reproducible student
pages. The pdf version may be printed once for single classroom use.
Thank you for observing this copyright.
ISBN-10 0983734917
ISBN-13 9780983734918
Table of Contents
Introduction......................................................................................4
Basic Chess Information................................................................5
Rules to Remember.........................................................................10
How to Win........................................................................................11
Class/Club Management.................................................................14
Mini Game Lesson Plans 1-14.........................................................16
Intermediate Chess Information................................................33
Strategic Tips...35
Mini Power Games 1-3.....................................................................36
Powerful Pins...46
Three Piece Problems.48
Assessment Puzzles........................................................................50
Resources..........................................................................................53
Did You Know?
Game Variations
Curriculum Connections & Activity Sheets
Sample Letter to Parents
Correlations to the Common Core State Math
Standards
Increase Your Knowledge
Glossary..............................................................................................73
Reproducible Student Pages.........................................................75
3
Introduction
The value of teaching chess to elementary age children is well researched.
Occasionally we see schools that offer optional chess clubs or after school
programs but rarely we see it instituted in a whole classroom. Why? It is because
most teachers do not know how to play or more importantly dont have an effective
system to teach chess to 24 or more active elementary students at once. This
book is for that teacher!
You do not need to know how to play, you will learn along with your students
while at the same time providing an effective multidisciplinary lesson that tie into
your educational standards and objectives.
The methods and lessons describe in this book deviate from other
prescribed chess teaching methods for one major reason. They can be taught by
a non-player, and they work! Liberties are taken that may make chess purists
cringe. When working with a class of students you must realize virtually none of
them will pursue a career in chess, therefore what is of most importance is that by
teaching them a recreational game they can play for life you are instilling other
skills that will positively influence their other educational endeavors.
Chess provides students an approach to learn and use reasoning skills. These
skills then carry over to other educational and life endeavors. The mini-games and
activities in this book are designed to correlate with many of the Common Core
State Standards for Mathematics, thus making wise choices with precious
classroom time.
1
a
Queen (Q black, q
white)
The queen may not be the most
important piece on the board, but she is the
most powerful piece. The queen can move any
number of spaces in any direction.
For our mini-games her value is $.90.
Position of all the pieces on the board at the beginning of a Full game.
Kn
Kn
kn
kn
Rules to Remember
! The white Queen goes on a light square (sometimes red), the Black
Queen on a dark square ("Queen on her own color").
! The square in the lower right hand corner is a red one, i.e. "red on
right" or the white one: light on right.
! The opposing Kings and Queens go directly opposite of each other.
! White moves first, and then each player takes a turn moving.
! If you take your hand off a piece your move is over, UNLESS you
made an illegal move.
! During each players turn, only one piece may be moved.
! The Knight is the only piece that can jump over other pieces.
! All other pieces can only move along unblocked lines.
! You may not move a piece to a square already occupied by one of your
own pieces, but you can capture an enemy piece that stands on a
square where one of your pieces can move. Simply remove the enemy
piece from the board and put your own piece in its place.
! You may not detract or annoy your opponent in any manner
whatsoever.
! Many beginning games end in a draw or stalemate. This happens when
a King is forced to move and cannot do so without putting himself in
check. See other examples below.
10
How to Win
When the King is attacked the player should say, Check. There are then
three things that could happen:
1. The King moves to safety.
2. Another piece moves in to block and protect the King.
3. Another piece captures the piece that was attacking the King.
If none of these can happen the King is trapped, which is called
Checkmate, and the game is over! The King is the ONLY piece that can
never be taken off the chess board during a game.
Necessary Conditions for a Checkmate:
Is the King in check?
o Answer must be Yes.
Wherever the King moves, is it check?
o Answer must be Yes.
Can any other chess piece block the check?
o Answer must be No.
Can the King capture the checking piece?
o Answer must be No.
Necessary Conditions for a Stalemate:
Is the King in check?
o Answer must be No.
Can the King move to a square that its Not in Check?
o Answer must be No.
Does the Kings army have another chess piece it can move?
o Answer must be No.
Does it have to be the Kings side move?
o Answer must be Yes.
11
What is a draw?
Unlike a stalemate, a draw or tie can occur when neither side has sufficient
chess material to checkmate. The players can also agree upon a draw. Also,
a repetition of moves can end in a draw. In classrooms an easy to remember
rule is "Ten to Tie", thus allowing players to agree to count 10 moves before
declaring a stalemate.
Capturing
Each chess piece has a specific movement. When a piece moves into the
movement path of an enemy piece it can be captured and removed from the
chess board. However, the Knight captures only on its destination square.
Protection
When a chess piece is captured, other chess pieces may be able to capture it
back. This is called protection. In this first example the White Queen
captures the Black Rook. The Black King protects the Black Rook. This
means the King can capture the Queen.
12
8
7
4
3
2
1
a
K
Q
k
k
q
K
The White King CAN capture the Black
Queen
13
Classroom/Club Management
One reason many teachers give for not incorporating more hands-on
activities in their classroom deals with management issues. Don't even think
about trying to store many chess games in individual boxes. Storage and
space is always an issue for most classrooms/clubs. You don't need to invest
in high dollar materials.
The most effective way to store large amounts of chess kits is to put
each game set of pieces in a re-closeable sandwich size plastic bag and
stack all the board together in a cardboard box the size for reams of
copying paper. The bags can also fit in along with printed materials
making storage easy.
Keep a butter tub to put the missing pieces that are found and when
time to play empty into the inverted top of the storage box for easy
picking.
During mini-games have students return the pieces they are not using
back into the plastic bag.
If you are working with large groups or several classes, rectangular
cafeteria tables are usually good playing areas. Having some helpers
put out the boards and bags of pieces allows players to quickly find a
seat. Designate others as "Brave Knights" to help gather boards and
bags when finished.
Using an interactive white board or a document camera to project a
large chessboard can help students follow instructions. The
Resources section has such a board.
Start some routines, rituals, and repetitions during your chess time.
These anchor students' learning and are often an emotional hook or
reinforcement of a positive classroom or club culture. For example:
End a session by gathering students in a circle, quickly review what
happened during the lesson, have them place their hands over their
14
head like the cross on the King's crown, count down from ten and
slowly lower their bodies and on zero "blast off" by jumping in the air
chanting "Chess is the Best!"
Playing music during transition times is a good strategy. Both calming
songs and upbeat music can refocus attention. Appropriate songs that
have "chess themes" can be downloaded from iTunes including those
from the soundtrack of "Searching for Bobby Fischer".
Using effective questioning techniques with students can make the
difference in student learning. The questions need to be asked with
genuine curiosity and the discussions these questions raise need to be held in
an emotionally safe environment. The goal here is to notice and recognize.
Model and encourage students to ask one another clarifying questions and
avoid judgments and comparisons.
Core Questions:
"
"
"
"
When you first heard the instructions for this activity what did
you think? (i.e., I dont know how to do that., That sounds
fun!, What did she/he say?, I have never done that before,
etc.)
How did you feel? (i.e., confused, curious, scared, eager,
happy, and mad, etc.).
What did you do? (Started doing what I was told to do., looked
at the teacher, watched and did what my friends were doing,
sat still, waited, etc.)
What part of the activity surprised you? Confused you? Made you
curious? etc
15
17
P P P P P P P P
p p p p p p p p
The pawns move only one space forward, except to capture when they can
move one space diagonally forward. Two pawns that meet "head on" are
stuck and cannot move. Have students practice these moves with their
bodies. It's especially easy if the flooring is tile! The second exception is
their first move, when they can move two spaces forward.
Wrap up: Hae students talk to one another about what they will tell their
family about chess when they go home.
18
B
P
B
P
p
b
b
Lesson Notes
19
Play
Wrap up Orally summarize what has
taken place. Have students write one
or two summarizing sentences in their
journal.
Lesson Notes
20
Kn
Kn
P P P P P P P P
p p p p p p p p
kn
kn
Lesson Notes:
21
R Kn B
P
B Kn R
After playing for a while stop and
discuss the concept of a fork (when a
piece has two options for capturing)
If you have time go back and play one
of the previous mini-games.
p
r kn b
p
b kn r
Lesson Notes:
22
R
P
p
r
R
P
p
r
Lesson Notes
23
Q K
P P
p p
q k
Lesson Notes
24
25
26
27
R Kn B Q K B Kn R
R Kn B Q K B Kn R
28
Kn B
P P
B Kn
P P
p p
Kn B
p p
B Kn
Lesson Notes
29
R Kn B Q K B Kn R
P P P P P P P P
p p p p p p p p
r kn b q k b kn r
Lesson Notes
30
31
Wrap up: Choose various partners to teach their game to the whole class.
Lesson Notes
32
a8
b8
c8
d8
e8
f8
g8
h8
7
6
a7
b7
c7
d7
e7
f7
g7
a6
b6
c6
d6
e6
f6
g6
h7
h6
5
4
a5
b5
c5
d5
e5
f5
g5
a4
b4
c4
d4
e4
f4
g4
3
2
a3
b3
c3
d3
e3
f3
g3
a2
b2
c2
d2
e2
f2
g2
h3
h2
a1
b1
c1
d1
e1
f1
g1
h1
h5
h4
33
!
!
!
!
!
!
Isolated and double pawns - As a single unit, the Pawn is the weakest chess
piece. But in concert with other Pawns, they can become a powerful winning
force. The following board shows good and bad Pawn position. The black
Pawns (capital) are weak since they are doubled and isolated. The white
(lower case) Pawns are stronger.
K
P
P
P
p
p
Notes:
34
Strategic Tips:
If you have control of the center of the board then your opponent will
have to move along the sides of the board. This will not only cost your
opponent extra moves but it will also result in your enemy's pieces
getting in the way of each other.
If the opponent's piece is not protected then Take it... Make them
prove that they didn't make a mistake.
You might also Block the attacking piece. i.e. Put one of your pieces in
front of the piece you want to protect.
If you are really scared of the attacker then... when all else fails...Run
away! (Move your piece to a safer square)
Remember...Take it!, Block it!, or Run away!
At the end of the game your King is best in the center of the board.
4 Principles to remember:
1.
2.
3.
4.
35
Kc7
Kd6
Kc8
Kd8
Kc8
Kb9
Ka8
Blacks Move
1 Qf5
3 Qe6
5 Qf7
7 Kd4
9 Kd5
11 Kd6
13 Kc6
15 Qb7 Checkmate!
Blacks Move
1 e5
3 d4
5 Kd5
7 Re6
9 Ke5
11 Rd6
13 K d5
15 Kc5
17 d7
19 c6
21 d8 Checkmate
Starting Position
8
7
6
5
4
3
2
1
k
R
K
a
37
Blacks Move
1 Pd4
3 Pe4
5 Ke2
7 Kf3
9 Kg4
11 Kf5
13 Pe5
15 Pd5
17 Pe6
19 Kf6
21 Pe7
23 Pe8=Queen
Starting position
8
7
6
5
4
3
2
1
P P
K
a b c d e f g h
38
39
40
Move 13
Move 14
Q
K
1
a b c d e
Move 15
8
7
6
g h
g h
Q
K
1
a b c
d e
g h
a b
c d e
g h
k
Q
K
5
4
3
2
1
a b c d e
41
Move 1
8
7
6
5
4
3
2
1
k
R
K
a
c d e
Move 3
Move 2
8
7
6
5
4
3
2
1
K
a
c d e
Move 4
7
6
5
4
k
R
5
4
3
2
3
2
1
b
c d e
Move 6
c d e
Move 7
R
K
3
2
1
b
c d e
Move 9
5
4
c d e
Move 10
K R
c d e
Move 8
7
6
5
4
c d e
Move 11
k
R
K
5
4
3
2
1
a
5
4
7
6
R
K
3
2
5
4
3
2
7
6
R
K
1
a
7
6
3
2
1
a
c d e
Move 5
7
6
5
4
3
2
7
6
K R
5
4
1
a
7
6
3
2
1
a
7
6
1
a
42
Move 13
k
R
k
R
K
6
5
c d e
Move 15
1
a
c d e
Move 18
1
a
c d e
Move 19
1
d
c d e
Move 20
k
R
K
c d e
Move 21
c d e
Move 17
c d e
Move 16
R
K
5
4
Move 14
43
d4
8
7
6
5
4
3
2
1
P P
K
a b c d e f g h
k
P P
K
P
P
K
k
P P
K
a b c d e f g h
k
P P
K
k
P P
8
7
6
5
4
3
2
1
k
P P
K
a b c d e f g h
P P
K
k
P P
K
a b c d e f g h
f5
k
P P
e6
d6
8
7
6
5
4
3
2
1
P
K
a b c d e f g h
a b c d e f g h
g4
e2
8
7
6
5
4
3
2
1
f3
8
7
6
5
4
3
2
1
a b c d e f g h
a b c d e f g h
d6
8
7
6
5
4
3
2
1
8
7
6
5
4
3
2
1
e6
8
7
6
5
4
3
2
1
a b c d e f g h
8
7
6
5
4
3
2
1
a b c d e f g h
e4
8
7
6
5
4
3
2
1
e7
a b c d e f g h
8
7
6
5
4
3
2
1
k
K
P P
a b c d e f g h
44
Pe5
k
K
P P
8
7
6
5
4
3
2
1
a b c d e f g h
k
P P K
8
7
6
5
4
3
2
1
k P
P
K
a b c d e f g h
k
P P K
8
7
6
5
4
3
2
1
P
K
k
k P K
P
a b c d e f g h
8
7
6
5
4
3
2
1
P K
k
a b c d e f g h
e8=Q
P
k
KxP
d6
8
7
6
5
4
3
2
1
k
P
a b c d e f g h
a b c d e f g h
e7
P K
P
Pe6
f6
8
7
6
5
4
3
2
1
a b c d e f g h
a b c d e f g h
d6
8
7
6
5
4
3
2
1
P K
P
e7
a b c d e f g h
8
7
6
5
4
3
2
1
a b c d e f g h
d5
8
7
6
5
4
3
2
1
d7
8
7
6
5
4
3
2
1
a b c d e f g h
8
7
6
5
4
3
2
1
a b c d e f g h
45
Powerful Pins
K
P
B
b
p
A pin is when one chess piece moves, it exposes another chess piece to
attack. There are two types:
1) Absolute Pin In this pin, the pinned chess piece cannot move because
it would expose the King to a Check.
In the example above the Black Bishop pins the White (red) Queen in an
Absolute Pin. This trade, Bishop for Queen gives Black a sure win. Set it up
and try!
2) Non-Absolute Pin In this pin, the chess piece can move, but may
expose a greater value Chess piece.
R
P
Q
P
B
B
kn
q
k
p
r
p
r
46
The Black Bishop pins the White (lower case) Knight in a Non-Absolute in. If
the White Knight moves, the Black Bishop can capture the Black Rook. This
trade, Bishop for Rook, gives Black a winning advantage, but not a sure win.
A general rule when pinned is to get rid of the pin by either attacking
the pinning piece or by moving the pinned piece.
Set up the board with the Non-Absolute Pin and try these moves:
1) Pawn to h2 OR
2) R to e1
Either of these moves gets rid of the pin.
One fun thing to do is to keep a running tally of how many Pins you can have
in a game. Keeping track on a chart can help you anticipate moves and remind
you to look at all possibilities!
Name
Absolute
Non-Absolute
47
Checkmate in 1 move.
Checkmate in 1 move.
8q
2q
Checkmate in 2 moves.
D
8
q
K
c
q
K
3
2
48
Problem A
Qg2 OR Qa1
Problem B
Qa1 OR Qb1 OR Qg2 OR Qh2
Problem C
White
Kg3
Qg2 Mate
Black
Kh1
Problem D
White
Kf4
Qd2
Kg3
Qe1 Mate
Black
Kf2
Kf1
Kg1
49
8
7
Kn
3
2
r
a
p
q
r
e
Kn
r
r
p
a
50
Kn
Kn
Q
a
P
P
k
e
R
B
P
Kn
kn
kn
b
p
r
d
51
Puzzle B
Black
Qg1
Nf2 Mate
Puzzle C
White
--PxP
Black
Pg5
PxP Mate
White
--Bd1
Black
Ra1
RxB Mate
Puzzle F
Black
Ne3
NxQ
Puzzle G
White
QxN
RxR Mate
Black
RxR
Puzzle D
Puzzle E
White
-e2
White
Re8
RxR Mate
White
--Qb8
Black
Qa8
QxQ Mate
Puzzle H
Black
RxQ
White
Ng6
NxN Mate
Black
NxN
52
Resources
53
54
Game Variations
Pocket Knight Start the game with your Queen side Knight in you pocket
and once during the game a player may take and place it anywhere on the
board in place of a move.
Double Move each player moves two times in a row, except you cannot give
check with the 1st move and if you are in check you must deal with it in the
first of your moves.
Rooks 8 This is a puzzle where you must position 8 rooks on the board so
that no one can be captured.
Body Chess - This is using large squares and people as chess pieces. For
students a painted chessboard on an outside surface can yield a lot of fun.
Names of the pieces can be placed on tag board or painted on pillowcases cut
to slip on students. One student can be designated the Chess Master for
each color to control the moves, or players can move to match a famous
match in history.
Dunsany's Chess (or Horde chess) - One side has standard chess pieces, and
the other side has 32 pawns
Peasant's Revolt: By R.L. Frey (1947). White has a king and eight pawns (the
peasants) against king, pawn and four knights by Black (the nobles).
Weak!: White has usual pieces, Black has one king, seven knights and sixteen
pawns. This game was played at Columbia University chess club in the 1960s.
Checkless Chess: Players are forbidden from giving check except to
checkmate.
Stationary King: Both players' kings are not allowed to move.
Three-check Chess: A player wins if he checks the opponent three times.
55
Curriculum Connections
Language Arts Ideas for the Classroom
Throughout the year choose from the following quotes and sayings and write
on the board for students to discuss or use for journaling prompts. You may
also have them research the person that the statement is credited.
56
Have students identify countries with top competition sites are homes
of the worlds greatest players.
Have students research the top players in the world and create
graphs showing the countries represented.
Have students research the lives of present or past famous players
such as Bobby Fischer, Mikhail Botvinnik, Jose Capablanca, Alexander
Alekhine, Anatoly Karpov, Gary Kasparov, Vishy Anand, or other grand
masters.
Have students research the history of chess and variations such as
Chattering, Blindfold chess and Blitz chess
57
King
Queen
Bishop
e
en
Chess
ess
Knight
Rook
Pawn
58
strategy
capture
king
vertical
pawn
castle
bishop
queen
horizontal
anticipate
rook
diagonal
knight
exchange
pin
stalemate
check
59
Chess Math
Queen = ____ Rook = ____ Bishop = ____
Knight = ____ Pawn = ____
Kn + B + P = ______
R + R = ____
P + P + Q = ____
B + B + Kn + Kn = ____
60
61
62
63
First Grade
Operations and Algebraic Thinking 1.OA
Represent and solve problems involving addition and subtraction.
1. Use addition and subtraction within 20 to solve word problems involving
situations of adding to, taking from, putting together, taking apart, and
comparing, with unknowns in all positions, e.g., by using objects, drawings, and
equations with a symbol for the unknown number to represent the problem.
2. Solve word problems that call for addition of three whole numbers whose
sum is less than or equal to 20, e.g., by using objects, drawings, and equations
with a symbol for the unknown number to represent the problem.
Add and subtract within 20.
5. Relate counting to addition and subtraction (e.g., by counting on 2 to add
2).
6. Add and subtract within 20, demonstrating fluency for addition and
subtraction within 10.
Number and Operations in Base Ten 1.NBT
5. Given a two-digit number, mentally find 10 more or 10 less than the
number, without having to count; explain the reasoning used.
Second Grade
Operations and Algebraic Thinking 2.OA
65
Third Grade
Operations and Algebraic Thinking 3.OA
Represent and solve problems involving multiplication and division.
1. Interpret products of whole numbers, e.g., interpret 5 " 7 as the total
number of objects in 5 groups of 7 objects each. For example, describe a
context in which a total number of objects can be expressed as 5 ! 7.
2. Interpret whole-number quotients of whole numbers, e.g., interpret 56 8
as the number of objects in each share when 56 objects are partitioned
equally into 8 shares, or as a number of shares when 56 objects are
partitioned into equal shares of 8 objects each. For example, describe a
context in which a number of shares or a number of groups can be expressed
as 56 8.
3. Use multiplication and division within 100 to solve word problems in
situations involving equal groups, arrays, and measurement quantities, e.g., by
using drawings and equations with a symbol for the unknown
number to represent the problem.
66
67
Fourth Grade
Operations and Algebraic Thinking 4.OA
Use the four operations with whole numbers to solve problems.
1. Interpret a multiplication equation as a comparison, e.g., interpret 35 = 5 "
7 as a statement that 35 is 5 times as many as 7 and 7 times as many as 5.
Represent verbal statements of multiplicative comparisons
as multiplication equations.
2. Multiply or divide to solve word problems involving multiplicative
comparison, e.g., by using drawings and equations with a symbol for the
68
69
Fifth Grade
Operations and Algebraic Thinking 5.OA
Write and interpret numerical expressions.
1. Use parentheses, brackets, or braces in numerical expressions, and
evaluate expressions with these symbols.
Number and OperationsFractions 5.NF
Use equivalent fractions as a strategy to add and subtract fractions.
1. Add and subtract fractions with unlike denominators (including mixed
numbers) by replacing given fractions with equivalent fractions in such a way
as to produce an equivalent sum or difference of fractions with like
denominators. For example, 2/3 + 5/4 = 8/12 + 15/12 = 23/12. (In general,
a/b + c/d = (ad + bc)/bd.)
2. Solve word problems involving addition and subtraction of fractions
referring to the same whole, including cases of unlike denominators, e.g., by
using visual fraction models or equations to represent the problem. Use
70
Sixth Grade
Ratios and Proportional Relationships 6.RP
Understand ratio concepts and use ratio reasoning to solve problems.
1. Understand the concept of a ratio and use ratio language to describe a
ratio relationship between two quantities
71
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Glossary
Advantage having more value of pieces or better board position than your
opponent.
Capture - to attack a piece, remove it from the board and your piece in
placed in that square.
Castling If the King and Rook have not been moved, you may move the King
two squares toward the Rook, which then jumps over the King into the next
square. You cannot castle into or through check.
Draw - Unlike a stalemate, a draw or tie can occur when neither side has
sufficient materials to checkmate. A draw can be agreed upon by the
players. Also, a repetition of moves can end in a draw.
Doubled pawn two pawns in adjacent squares in the same column and usually
something you want to avoid.
En passant If your pawn is one your fifth row and your opponent moves a
Pawn two spaces to end up alongside it, you can on your next move capture it
as if it moved one square.
Exchange to lose one piece of equal value to one that is captured.
Fork- when a piece is attacking two men at the same timeusually easiest to
do with the Knight.
Jadoube a French saying meaning I adjust, you say before you want to
center a piece but not play it.
Major chess pieces the King, Queen, Rook
Minor pieces - Bishop, Knight and Pawns.
Pin when a piece cannot move without sacrificing another piece besides the
King!
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Mini-Game Chess
Reproducible Student
Sheets
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How to use
Copy the Mini-Games, cut them
apart and store in 6x9 envelops for
easy access when needed.
Give one sheet to each pair of
students to encourage
collaboration.
If students keep a chess
journal you can also copy one for
them to paste into their journal
for future reference.
The sheets can also be placed
on a document camera for whole
group discussions.
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P P P P P P P P
Mini Game # 1
Pawn Parade
Win by getting more pawns to your
opponent's back row!
p p p p p p p p
B
B
P P P P P P P P
Mini Game # 2
Bishops Beware
Be the first to get a Bishop to your
opponents back CORNER to win.
Your Bishop only moves diagonally!
p p p p p p p p
b
b
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R
P
Q K
P P
R
P
Mini Game # 3
Queen Rook Checkmate
Win if you get a checkmate or tie if
you end in a stalemate.
p
r
p p
q k
p
r
Kn
Kn
P P P P P P P P
Mini Game # 4
Horse Race
Be the first to get a knight to your
opponents back row to win.
p p p p p p p p
kn
kn
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R Kn B
P
B Kn R
P
Mini Game # 5
Last Man Standing
R
P
R
P
Mini Game # 6
The King's Nightmare
Use your two Rooks to trap the King in
a checkmate!
Your Rook moves horizontally or
vertically.
p
r
p
r
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Q K
P P
Mini Game # 7
Queen's Kiss of Death
p p
q k
R Kn B Q K B Kn R
P P P P P P P P
Mini Game # 8
Show Me the Money
Decide with your opponent on an
amount you want to play for: $1.00?
$1.50? $2.00?
p p p p p p p p
r kn b q k b kn r
Queen = $.90 Rooks = $.50 Bishops & Knights = $.30 Pawns = $.10
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Mini Game # 9
Half the Battle
The Kind and Queen must cut their budget. Therefore they can only send
half the value of their army into battle.
5.
Decide what pieces you will use. Be ready to defend your budget.
6. Place the pieces (along with the King and Queen) in their starting positions.
7. Play until you have EITHER a checkmate OR have captured over half the
value of your opponents army.
8. Be ready to defend either orally or by journaling how you won, lost, or had a
draw.
R Kn B Q K B Kn R
each, Rooks = 50
each, Queen
Mini Game # 10
Major Players
Win this game by a checkmate OR
reducing your opponent to only their
king left on the board. Take turns being
white.
r kn b q k b kn r
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Kn B
P P
p p
kn b
B Kn
P P
p p
b kn
R Kn B Q K B Kn R
P P P P P P P P
p p p p p p p p
r kn b q k b kn r
Mini Game # 11
Medieval Minors
Cut two narrow strips of paper to
create a fence on the two middle ranks
(rows 4 & 5) to create a corral.
The player with the most pieces in the
middle corral after 10 moves per player
wins a point. Tie games are worth !
point ! point. First player to reach 5
points wins.
Mini Game # 12
Seconds for Sixes
Set up a full game. If the pieces you
have captured have a value that is a
multiple of six then you get two turns
in a row! (30, 60, 90, etc). The first
player with three double turns win.
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Mini Game # 13
Build an Army
Each player chooses any 6 pieces and
places them in their regular starting
position. Win by being the first to
capture any 4 pieces.
Mini Game # 14
Create Your Own Game
Pieces to use:
How to win:
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