Physical Education: Learning The Chess Board

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PHYSICAL EDUCATION

(INDOOR RECREATIONAL ACTIVITIES)


CHESS, DOMINO, and SCRABBLE

CHESS

Chess is a two-
player board game played on
a chessboard, a square-
checkered board with
64 squares arranged in an eight-by-eight grid. It is one of the
world's most popular games, played by millions of people
worldwide at home, in clubs, online, by correspondence, and
intournaments.
Each player begins the game with sixteen pieces: one king, one queen,
two rooks, two knights, two bishops, and eight pawns, each of these types of pieces moving differently. Pieces are used to attack
and capture the opponent's pieces. The object of the game is tocheckmate the opponent's king by placing it under threat of
capture ("check") which cannot be avoided. In addition to checkmate, the game can be won by the voluntary resignation of
one's opponent, which may occur when too much material is lost, or if checkmate appears unavoidable. A game may result in
a draw in several ways, and neither player wins. The course of the game is divided in three phases. The beginning of the game is
called theopening (with the development of pieces). The opening yields to the phase called themiddlegame. The last phase is
the endgame, generally characterized by the disappearance of queens

Brief History of Chess


The history of chess spans some 1500 years. The earliest predecessors of the game originated in India, before the 6th
century AD. From India, the game spread to Persia. When the Arabs conquered Persia, chess was taken up by the Muslim world
and subsequently spread to Southern Europe. In Europe, chess evolved into roughly its current form in the 15th century. In the
second half of the 19th century, modern chess tournament play began, and the first world Chess Championship was held in
1886. The 20th century saw great leaps forward in chess theory and the establishment of the World Chess Federation (FIDE).
Developments in the 21st century include use of computers for analysis, which originated in the 1970s with the first
programmed chess games on the market. Online gaming appeared in the mid 1990's.

Learning the Chess board


Let's begin with the chess board. There are sixty-four squares on the chess board. Thirty-two light.Thirty-two dark. When
we talk about the game, the lines that run vertically up and down the board are called files, the lines that run horizontally across
the board are called ranks, and the lines that cut diagonally through the board are called diagonals. So these are you're files,
these are your ranks, and these are your diagonals.
Now remember, when you set up a chess board, you always want to have a light square in the lower right-hand corner
of the board. In the beginning of the game, white always goes first. We'll get to that later.

Algebraic Notation in Chess


Now we're going to learn the language of chess, what's called Algebraic Notation. The vertical columns on the chess
board, the files, are lettered A through H. This is the A file, the B file, the C, D, E, F file, G file, H file. The horizontal ranks are
numbered 1 through 8. This is the 1st rank, 2nd rank, 3rd rank, 4th, 5th, 6th, 7th, 8th rank.

So if we're talking about this square, we line up the letter, which we see is the D, and the number, 5. This is the D5
square. This is the F6 square. This square over here, if you line up the letter and the number, is the C7 square. Why don't you try
a few.
Ex. D5, B1, E7, H4, A8,
Getting to know the pieces - Now let's learn the values of all the pieces.

 The king doesn’t really have a value that can be measured with pawns,
because the king, though not so powerful, cannot be lost. The aim of the game is to
capture the enemy king. So your king has infinite value, although not that much
power.

The Pawn

The pawn is the weakest piece in the chess board. It's also known
as "the unit of value" in chess. So the strengths of the other pieces are measured by the number of pawns that they're
worth.

THE KNIGHTS
The knight is worth around three pawns. The knight is the only chess piece that can jump over other
pieces, but it can't go very far in one leap. It moves in an L pattern, two squares in one directions and one square
in another, or step-step-side, as my mother puts it. So if the knight is here on D5, it can move to these squares,
step-step-side, or step-step-side. It's also interesting to note that the knight always moves from a light square to
a dark square, or vice versa. Because of its counter-intuitive style, sometimes the knight can be confusing. So
let's look at a graphic that might help you out. A knight is very good in a closed game, because it can jump over
other pieces.

THE BISHOPS

The bishop is also worth around three pawns. We'll talk more about this later. The knight and the bishop are both worth
around three pawns, but they move very, very differently. In some positions, knights are stronger. In other positions,
bishops are stronger; and you'll learn about these nuances in a little bit. For now, knight, three pawns; bishop, three
pawns. Bishops can move as far as their path is unblocked along the diagonal. So in this position, the bishop can move to
any of these squares. The major drawback of a bishop is that it can only touch the squares in the color in which it travels.
So a bishop that begins on dark squares can only touch the thirty-two dark squares on the chess board.

THE ROOK

The rook is a powerful piece. It's worth five pawns. In this position, the rook on E5 can touch any of these
squares. The rook can move as far as it wants to, horizontally or vertically, until a piece stands in its way. So, in this
position, this rook can move to any of these squares. Now if there were a pawn, say on C6, the rook could only move to
these squares, and it would also have the option of capturing the black pawn on C6. Rook on C3 takes C6.

THE QUEEN

The queen is the most powerful piece on the chess board. It's worth nine pawns. She is the most powerful piece on
the chess board. The queen combines the powers of the rook and the bishop and is worth nine pawns; or two bishops
and a knight; two knights and a bishop; a rook, bishop, and pawn; or any other combination of pieces. Of course, these
valuations vary with the position, and we have to learn how to make the judgments.

THE KING
Now let's learn about the king. The king is the most valuable piece in the game, because if we lose him,
it's all over. The goal in chess is to capture the enemy king while providing sufficient protection to your own king;
but despite its precious nature, the king is not terribly mobile.
In this position, the white king on E5 can move to all of these squares. It's easy to remember how the
king moves. It can move one square in any direction, as long as that square isn't defended by an enemy piece. So
here the white king can move to any of these squares. In this position, with a king on C2, the king can move to
these squares. So remember, a king can move diagonally, horizontally, or vertically, one square whenever it
wants to.
Movement
White always moves first. After the initial move, the players alternately move one piece at a time (with the exception
of castling, when two pieces are moved). Pieces are moved to either an unoccupied square or one occupied by an opponent's
piece, which is captured and removed from play. With the sole exception of en passant, all pieces capture opponent's pieces by
moving to the square that the opponent's piece occupies. A player may not make any move that would put or leave his king under
attack. If the player to move has no legal moves, the game is over; it is either a checkmate—if the king is under attack—or
a stalemate—if the king is not.

Each chess piece has its own style of moving. In the diagrams, the dots mark the squares where the piece can move if no
other pieces (including one's own piece) are on the squares between the piece's initial position and its destination.

 The king moves one square in any direction. The king has also a special move which is called castling and involves also
moving a rook.
 The rook can move any number of squares along any rank or file, but may not leap over other pieces. Along with the king,
the rook is involved during the king's castling move.
 The bishop can move any number of squares diagonally, but may not leap over other pieces.
 The queen combines the power of the rook and bishop and can move any number of squares along rank, file, or diagonal,
but it may not leap over other pieces.
 The knight moves to any of the closest squares that are not on the same rank, file, or diagonal, thus the move forms an
"L"-shape: two squares vertically and one square horizontally, or two squares horizontally and one square vertically. The
knight is the only piece that can leap over other pieces.
 The pawn may move forward to the unoccupied square immediately in front of it on the same file; or on its first move it
may advance two squares along the same file provided both squares are unoccupied; or it may move to a square occupied by
an opponent's piece which is diagonally in front of it on an adjacent file, capturing that piece. The pawn has two special
moves: the en passant capture and pawn promotion.

DOMINOES
Nature of the game Domino
Dominoes (or dominos) generally refer to the collective gaming pieces making up
a domino set (sometimes coaled a deck or pack) or to the subcategory of tile games
played with domino pieces. In the area of mathematical tilings and polyominoes, the
word domino often refers to any rectangle formed from joining two congruent squares
edge to edge. A domino set may consist of different number of tiles and dots. The
traditional Sino-European domino set consists of 28 dominoes. The totals for all common
domino sets is presented in the following table:
Domino Set Number of Tiles Number of Dots
Double Six (6-6) 28 168
Double Nine (9-9) 55 495
Double Twelve (12-12) 91 1092
Double Fifteen (15-15) 136 2040

HISTORY OF DOMINOES
Dominoes are called “bones” because the earliest domino tiles were
made from animal bones or ivory. In addition to “bone”, dominoes are also
called “tiles” , “stones”, “men”, “ticket”, or “spinners”. Each domino is a
rectangular tile with line dividing its face into two square ends. Each end is
marked with a number of spots (also called pips) or is blank. The word “pips”
commonly means a “spot” or a “speck”, and perhaps that’s why a domino’s
spots are called “pips”. The backs of the dominoes in a set are indistinguishable,
either blank or having some common design. A domino set is a generic gaming
device, similar to playing cards or dice, in that a variety of games can be played
with a set.
Evidences shows that tile games have been found in China as early as 1120CE. Some historians credit Keung T’ai Kung, in
the twelfth century BCE for creating them. Other historians stated that dominoes were invented b a statesman named Chu sz
yam in 1120 CE. This person is said to have presented them to the Emperor Hui Tsung, and that they were circulated abroad by
imperial order during the reign of Hui’s son, Kao Tsung (1127-1163 CE).
You might have noticed that there has been no exact data on the origins of domino. However, one is clear enough, it has
existed so long ago that documentation of which is scarce. Although domino tiles are clearly of Chinese inheritance, there is a
debate over whether the European tile set came from China to Europe in the fourteenth century or was invented independently.
Have you seen European dominoes? They are rectangular shaped that are twice as long as they are wide. There is a
single tile for each combination of the faces of a pair of dice; the blank suit is the throws of a single die, for a total of twenty-
eight tiles in the standard Double Six set. Other sets with larger numbers of tiles were invented later, with the double nine and
double twelve sets being the most common extensions.
Where did the word domino came from? The word “domino” is most likely to be derived from the Latin, dominus (ie.
The master of the house). The vocative, domine, became the Scottish and English dominie (ie. Schoolmaster). The dative or
ablative, for a black and white hood worn by Christian priests in winter which is probably where the name of the game derives
from. Domino games are played all over the world, but they are most popular in Latin America.
The game domino is very popular in Italy, France and Britain in 18 th century. France was also producing domino puzzles.
The puzzles were of two types. In the first, you were given a pattern and asked to place tiles on it in such a way that the ends
matched. In the second type, you were given a pattern and asked to place tiles based on arithmetic properties of the pips,
usually totals of lines of tiles and tile halves.

HOW TO PLAY DOMINOES


The proceeding sections details the basic rules and regulations in playing dominoes.

1. Shuffling the Dominoes – before you start a game, the dominoes must be shuffled to make a boneyard. You need to shuffle
the tiles all face down moving them in random motion. Make sure that no one knows the location of any given tile.

2. Decide who will make the first move. You can do it in two ways.
 Each of the players choose a domino at random, with first move going to the player holding the “heavier” domino (these
dominoes are returned to the boneyard and reshuffled), or
 The players draw their allotted number of tiles (which varies according to the game being played), and the holder of the
“heaviest” domino goes first.

3. Draw Tiles – once you begin drawing tiles, they are typically placed on-edge so that you and your own tiles, but none can see
the value of other players’ tiles. Every player can thus see how many tiles remain in the other players hands at all times during
gameplay.

4. Placing the First Tile – after you and your opponent have drawn dominoes, the first player places the first tile, usually a
double-six, on the table. If no one holds the double-six, then the double-five is played, and so on

5. Playing Subsequent Tiles – you can only put domino tiles to “open ends”, ie. No other tile is connected to it. A double tile, is
usually places cross-ways in the layout, straddling the end of the tile that it is connected to. All four sides of a double are open
allowing dominoes to be connected in all four directions.

6. Drawing a tile from the boneyard (“draw” games) or you must “pass” if you cannot make a move (“block games”)
As you take turns placing tiles with your opponent, if someone cannot make a move, you can either two things. In “block” games
(or if there are no tiles left in the boneyard), you must “pass” if you cannot make a move. In a “draw” game, you can draw a tile
from the boneyard. Depending on the game, you can then either play it (if it fits, and if the rules allow), pass (if he cannot play
the draw tile), or continue drawing until you can make a move or the boneyard is empty.
Currently, most rules allow the boneyard to be emptied completely. However, some rules do not allow the last two tile
in the boneyard to be removed, and at the end of a game, the winner receives the value of the tiles in the boneyard.
7. Ending a Game – the game ends when you have played all your tiles, or when a game is blocked. When you play your last tile,
tradition requires you to say “domino”! (when this happens, the other players are said to have been dominoed. A game is
blocked when no player is able to add another tile to the layout.
When playing a multi-round game, domino games are typically scored by awarding the number of pips on opposing
player’s tiles to the winner. Doubles may be counted as one or two (if one, a 6-6 counts as 6; if two, a 6-6 counts as 12), and
double-blank may either count as 0 or 14. (These rule variations must be agreed upon before the game begins). The player who
reaches the target score (100, 200 or whatever is a given number of rounds wins the game).
SCRABBLE
Scrabble is a word game in which two to four players score points by placing tiles, bearing a single letter, onto a gameboard which is divided
into a 15×15 grid of squares. The tiles must form words which, in crossword fashion, flow left to right in rows or downwards in columns. The
words must be defined in a standard dictionary
The game is played by two to four players on a square board with a 15×15 grid of cells (individually known as "squares"), each of which
accommodates a single letter tile. In official club and tournament games, play is between two players or, occasionally, between two teams each
of which collaborates on a single rack.[citation needed]

The board is marked with "premium" squares, which multiply the number of points awarded: eight dark red "triple-word" squares, 17 pink
"double-word" squares, of which one, the center square (H8), is marked with a star or other symbol; 12 dark blue "triple-letter" squares, and 24
light blue "double-letter" squares. In 2008, Hasbro changed the colors of the premium squares to orange for TW, red for DW, blue for DL, and
green for TL. Despite this, the original premium square color scheme is still the preferred scheme for Scrabble boards used in tournaments.

HISTORY
In 1938, American architect Alfred Mosher Butts created the game as a variation on an earlier word game he invented called Lexiko. The two
games had the same set of letter tiles, whose distributions and point values Butts worked out by performing a frequency analysis of letters from
various sources including The New York Times. The new game, which he called "Criss-Crosswords," added the 15×15 gameboard and the
crossword-style game play. He manufactured a few sets himself, but was not successful in selling the game to any major game manufacturers of
the day.[6]

In 1948, James Brunot,[7] a resident of Newtown, Connecticut – and one of the few owners of the original Criss-Crosswords game – bought the
rights to manufacture the game in exchange for granting Butts a royalty on every unit sold. Though he left most of the game (including the
distribution of letters) unchanged, Brunot slightly rearranged the "premium" squares of the board and simplified the rules;[citation needed] he also
changed the name of the game to "Scrabble", a real word which means "to scratch frantically". In 1949, Brunot and his family made sets in a
converted former schoolhouse in Dodgingtown, a section of Newtown. They made 2,400 sets that year, but lost money.[8]According to
legend, Scrabble's big break came in 1952 when Jack Straus, president of Macy's, played the game on vacation. Upon returning from vacation,
he was surprised to find that his store did not carry the game. He placed a large order and within a year, "everyone had to have one."[citation needed]

In 1952, unable to meet demand himself, Brunot sold manufacturing rights to Long Island-based Selchow and Righter, one of the manufacturers
who, like Parker Brothers and Milton Bradley Company, had previously rejected the game. In its second year as a Selchow and Righter-built
product, nearly four million sets were sold.[9]

Selchow and Righter bought the trademark to the game in 1972.[10] JW Spears began selling the game in Australia and the UK on January 19,
1955. The company is now a subsidiary ofMattel.[6] In 1986, Selchow and Righter was sold to Coleco, who soon after went bankrupt. The
company's assets, including Scrabble and Parcheesi, were purchased by Hasbro.[10]

In 1984, Scrabble was turned into a daytime game show on NBC. Scrabble ran from July 1984 to March 1990,[11] with a second run from January
to June 1993. The show was hosted by Chuck Woolery. The tagline of the show in promo broadcasts was, "Every man dies; not every man truly
Scrabbles."[12][not in citation given] In 2011, a new TV variation of Scrabble, called Scrabble Showdown, aired on The Hub cable channel, which is a joint
venture of Discovery Communications, Inc. and Hasbro

Sequence of play
Before the game, a resource, either a word list or a dictionary, is selected for the purpose of adjudicating any challenges during the game. The
letter tiles are either put in an opaque bag or placed face down on a flat surface. Opaque cloth bags and customized tiles are staples of clubs
and tournaments, where games are rarely played without both.

Next, players decide the order in which they play. The normal approach is for players to each draw one tile: The player who picks the letter
closest to the beginning of the alphabet goes first, with the blank tiles taking precedence over A's. In North American tournaments, the rules of
the US-based North American Scrabble Players Association (NASPA) stipulate instead that players who have gone first in the fewest number of
previous games in the tournament go first, and when that rule yields a tie, those who have gone second the most go first. If there is still a tie,
tiles are drawn as in the standard rules.

At the beginning of the game, and after each turn until the bag is empty (or until there are no more face-down tiles), players draw tiles to fill their
"racks", or tile holders, with seven tiles, from which they will make plays. Each rack is concealed from the other players.

During a turn, a player will have seven tiles on his or her rack (with the exception of the endgame). On each turn, the player has three options:

1. Pass, forfeiting the turn and scoring nothing


2. Exchange one or more tiles for an equal number from the bag, scoring nothing, an option available only if at least seven tiles remain in
the bag
3. Play at least one tile on the board, adding the value of all words formed to the player's cumulative score

A proper play uses one or more of the player's tiles to form a contiguous string of letters that make a word (the play's "main word") on the board,
reading either left-to-right or top-to-bottom. The main word must either use the letters of one or more previously played words or else have at
least one of its tiles horizontally or vertically adjacent to an already played word. If any words other than the main word are formed by the play,
they are scored as well, and are subject to the same criteria of acceptability.

The first word played must cover H8, the center square. The word must consist of at least two letters, extending horizontally or vertically. H8 is a
premium square; the first player to play a word receives a double word score.

A blank tile may take the place of any letter. It then remains that letter for the rest of the game. It scores no points regardless of what letter it is
designated or its placement on a premium square. But its placement on a double-word or triple-word square does cause the corresponding
premium to be scored for the word in which it is used.

After playing a word, the player announces the score for that play, then draws tiles from the bag to replenish his or her rack to seven tiles. If
there are not enough tiles in the bag to do so, the player takes all the remaining tiles.

After a player plays a word, his or her opponent may choose to challenge any or all the words formed by the play. The player challenged must
then look up the words in question, and if any one of them is found to be unacceptable, the play is removed from the board, the player returns
the newly played tiles to his or her rack and the turn is forfeited. In tournament play, a challenge is to the entire play rather than any one word,
and judges (human or computer) are used, so players are not entitled to know which word or words made a challenge succeed. Penalties for
unsuccessfully challenging an acceptable play vary in club and tournament play, and are described in greater detail below.

Scoring

Premium square colors

Original and Current Hasbro


Square
Mattel version version

Double letter Light blue Blue

Triple letter Dark blue Green

Double word Pink Red

Triple word Red Orange

The score for any play is determined this way:

Each new word formed in a play is scored separately, and then those scores are added up. The value of each tile is indicated on the tile, and
blank tiles are worth 0 points.

 The main word (defined as the word containing every played letter) is scored. The letter values of the tiles are added up, and tiles
placed on DLS and TLS are doubled and tripled in value, respectively. Tiles placed on DWS or TWS squares double or triple the value of
the word(s) that include those tiles.
 If any "hook" words are played (e.g. playing ANEROID while "hooking" the A to BETTING to make ABETTING), the scores for each
word are added separately. This is common for "parallel" plays that make
up to eight words in one turn.
 Premium squares apply only when newly placed tiles cover them. Any
subsequent plays do not count those premium squares.
 If a player makes a play where the main word covers two DWS squares,
the value of that word is doubled, then redoubled (i.e. 4× the word value).
Similarly, if the main word covers two TWS squares, the value of that
word is tripled, then retripled (9× the word value). Such plays are often
referred to as "double-doubles" and "triple-triples" respectively. It is
theoretically possible to achieve a play covering three TWS squares (a
27× word score), although this is extremely improbable without
constructive setup and collaboration. Plays covering a DWS and a TWS
simultaneously (6× the word value, or 18× if a DWS and two TWS
squares are covered) are only possible if a player misses the center star
on the first turn, and the play goes unchallenged (this is valid under North
American tournament rules).
 Finally, if seven tiles have been laid on the board in one turn (known as a
"bingo" in North America, a "scrabble" in Spain and France, and a
"bonus" elsewhere), after all of the words formed have been scored, 50
bonus points are added.
When the letters to be drawn have run out, the final play can often determine the winner. This is particularly the case in close games with more
than two players.
( 4TH GRADING PERIOD )

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