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Introduction
Chess is one of the most popular
intelligence games. People who play chess know better that there is not only one way to win a game and how to evaluate alternatives. Chess improves fast decision-making mechanism. Trying to act fast and right provides strategic thinking, concentration and attention development. Chess is a powerful alternative among the choices of brain teaser puzzles for adults and children.
is one of the oldest and most popular board
games, played by two opponents on a checkered board with specially designed pieces of contrasting colours, commonly white and black. White moves first, after which the players alternate turns in accordance with fixed rules, each player attempting to force the opponent’s principal piece, the King, into checkmate—a position where it is unable to avoid capture. White moves first, after which the players alternate turns in accordance with fixed rules, each player attempting to force the opponent’s principal piece, the King, into checkmate—a position where it is unable to avoid capture. Chess first appeared in India about the 6th century AD and by the 10th century had spread from Asia to the Middle East and Europe. Since at least the 15th century, chess has been known as the “royal game” because of its popularity among the nobility. Rules and set design slowly evolved until both reached today’s standard in the early 19th century. Chess was once an intellectual diversion favoured by the upper classes, chess went through an explosive growth in interest during the 20th century as professional and state-sponsored players competed for an officially recognized world championship title and increasingly lucrative tournament prizes. CHARACTERISTICS OF THE GAME Chess is played on a board of 64 squares arranged in eight vertical rows called files and eight horizontal rows called ranks. These squares alternate between two colours: one light, such as white, beige, or yellow; and the other dark, such as black or green. The board is set between the two opponents so that each player has a light- coloured square at the right-hand corner. ALGEBRAIC NOTATION
Individual moves and entire games
can be recorded using one of several forms of notation. By far the most widely used form, algebraic (or coordinate) notation, identifies each square from the point of view of the player with the light-coloured pieces, called White. The eight ranks are numbered 1 through 8 beginning with the rank closest to White. The files are labeled a through h beginning with the file at White’s left hand. Each square has a name consisting of its letter and number, such as b3 or g8. Additionally, files a through d are referred to as the queenside, and files e through h as the kingside. Position of chessmen at the beginning of a game. They are queen's rook (QR), queen's knight (QN), queen's bishop (QB), queen (Q), king (K), king's bishop (KB), king's knight (KN), king's rook (KR); the chessmen in front of these pieces are the pawns. Position of chessmen at the beginning of a game. They are queen's rook (QR), queen's knight (QN), queen's bishop (QB), queen (Q), king (K), king's bishop (KB), king's knight (KN), king's rook (KR); the chessmen in front of these pieces are the pawns. • MOVES The board represents a battlefield in which two armies fight to capture each other’s king. A player’s army consists of 16 pieces that begin play on the two ranks closest to that player. There are six different types of pieces: king, rook, bishop, queen, knight, and pawn; the pieces are distinguished by appearance and by how they move. The players alternate moves, White going/moving first. King
White’s king begins the game on e1.
Black’s king is opposite at e8. Each king can move one square in any direction; e.g., White’s king can move from e1 to d1, d2, e2, f2, or f1. Bishop Each player has two bishops, and they begin the game at c1 and f1 for White, c8 and f8 for Black. A bishop can move to any unobstructed square on the diagonal on which it is placed. Therefore, each player has one bishop that travels only on light- coloured squares and one bishop that travels only on dark-coloured squares. Queen
Each player has one queen, which
combines the powers of the rook and bishop and is thus the most mobile and powerful piece. The White queen begins at d1, the Black queen at d8. Knight Each player has two knights, and they begin the game on the squares between their rooks and bishops—i.e., at b1 and g1 for White and b8 and g8 for Black. The knight has the trickiest move, an L-shape of two steps: first one square like a rook, then one square like a bishop, but always in a direction away from the starting square. A knight at e4 could move to f2, g3, g5, f6, d6, c5, c3, or d2. The knight has the unique ability to jump over any other piece to reach its destination. It always moves to a square of a different colour. Pawns Each player has eight pawns, which begin the game on the second rank closest to each player; i.e., White’s pawns start at a2, b2, c2, and so on, while Black’s pawns start at a7, b7, c7, and so on. The pawns are unique in several ways. Pawns A pawn can move only forward; it can never retreat. It moves differently than it captures. A pawn moves to the square directly ahead of it but captures on the squares diagonally in front of it; e.g., a White pawn at f5 can move to f6 but can capture only on g6 or e6. An unmoved pawn has the option of moving one or two squares forward. This is the reason for another peculiar option, called en passant—that is, in passing—available to a pawn when an enemy pawn on an adjoining file advances two squares on its initial move and could have been captured had it moved only one Pawns The first pawn can take the advancing pawn en passant, as if it had advanced only one square. An en passant capture must be made then or not at all. Only pawns can be captured en passant. The last unique feature of the pawn occurs if it reaches the end of a file; it must then be promoted to—that is, exchanged for—a queen, rook, bishop, or knight. Capturing The king, rook, bishop, queen, and knight capture enemy pieces in the same manner that they move. For example, a White queen on d3 can capture a Black rook at h7 by moving to h7 and removing the enemy piece from the board. Pieces can capture only enemy pieces. Castling The one exception to the rule that a player may move only one piece at a time is a compound move of king and rook called castling. A player castles by shifting the king two squares in the direction of a rook, which is then placed on the square the king has crossed. For example, White can castle kingside by moving the king from e1 to g1 and the rook from h1 to f1. Castling The one exception to the rule that a player may move only one piece at a time is a compound move of king and rook called castling. A player castles by shifting the king two squares in the direction of a rook, which is then placed on the square the king has crossed. For example, White can castle kingside by moving the king from e1 to g1 and the rook from h1 to f1. Castling Castling is permitted only once in a game and is prohibited if the king or rook has previously moved or if any of the squares between them is occupied. Also, castling is not legal if the square the king starts on, crosses, or finishes on is attacked by an enemy piece. OBJECT OF THE GAME When a player moves a piece to a square on which it attacks the enemy king—that is, a square from which it could capture the king if the king is not shielded or moved—the king is said to be in check. The game is won when one king is in check and cannot avoid capture on the next move; this is called checkmate. A game also can end when a player, believing the situation to be hopeless, acknowledges defeat by resigning. There are three possible results in chess: a. win, b. lose, or There are six ways a draw can come about: (1) by mutual consent, (2) when neither player has enough pieces to deliver checkmate, (3) when one player can check the enemy king endlessly (perpetual check), (4) when a player who is not in check has no legal move (stalemate), (5) when an identical position occurs three times with the same player having the right to move, and (6) when no piece has been captured and no pawn has been moved within a period of 50 moves. In competitive events, a victory is scored as one point, a THE EDUCATIONAL VALUE OF CHESS Chess is more than just a game: It isn’t just about protecting Kings, capturing Queens and stealing Rooks. The game of Chess is about quadrants and coordinates, lines and angles, weighing the options and making decisions. It is about decoding and analysis, thinking strategically, and foreseeing the consequences. It is about improving comprehension and social interaction. In short, chess may be the perfect vehicle for teaching our children. The game of chess is an excellent educational tool. Task 4
Kid's Guide to Chess: Learn the Game's Rules, Strategies, Gambits, and the Most Popular Moves to Beat Anyone!—100 Tips and Tricks for Kings and Queens!