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Mind sports · Basic · b4

Piece values and promotion

At home 10 min 1 to 2 players One room

Ready when: King, check, checkmate, stalemate (b3) done.

What you are learning

What the pieces are worth (queen 9, rook 5, bishop 3, knight 3, pawn 1), so the child can tell whether a trade is good; and promotion, when a pawn reaching the far side becomes another piece.

Words on this card Board, Queen, Rook, Bishop, Knight, Pawn, Check, Promotion, Piece values, Trade, Minor piece
Board
The board has 64 squares, light and dark in turn.
Queen
Moves any number of squares in a straight line or diagonal.
Rook
Moves any number of squares along a file or rank.
Bishop
Moves any number of squares along a diagonal, so it stays on one colour.
Knight
Moves in an L shape (two squares one way, then one square to the side) and jumps over other pieces.
Pawn
Moves one square forward (two from its starting square) and captures one square diagonally forward.
Check
Check is an attack on the king; checkmate is check with no way out.
Promotion
A pawn reaching the far side becomes a queen, rook, bishop or knight.
Piece values
A guide to what pieces are worth: queen 9, rook 5, bishop 3, knight 3, pawn 1.
Trade
Both players capturing pieces, one after the other.
Minor piece
A bishop or a knight.

Set up

A board and a pencil.

Weather: any weather

The base setup for mind sports

Show it first for the one teaching

  1. Write the values on paper: queen 9, rook 5, bishop 3, knight 3, pawn 1.
  2. Show a trade: you take a knight (3) and lose a pawn (1): you gain 2.
  3. Push a pawn to the far row and swap it for a queen.

Your part while they practise

Ask "should I trade my rook for two minor pieces?" and add the points together.

Step by step

  1. Learn the values.
  2. Do chess sums: add up what each side gives and gets.
  3. A pawn reaching the far side becomes a queen, rook, bishop or knight.

How much: 8 chess sums 10 min a session 2 days a week

Say one thing Pick one line from "What you will see" for today and say only that.

The game: Trade or not

You show a trade on paper; the child says whether it gains or loses, and by how much.

Who plays: the child against you; swap halfway.

How to play, turn by turn
Turns
  1. Write a trade, such as "my rook for your bishop and a pawn"
  2. The child adds up both sides and says "good", "bad" or "even"
  3. 10 trades, then swap
Fair play
A grown-up answers in under 5 seconds.
Points
1 point for the right answer; 1 point for the right number.
Fouls
No points
  • Guessing without adding up
  • Forgetting a piece in the count
Winning
More points after 10 trades each.
Stars
  1. 8 points for 1 star
  2. 14 points for 2 stars
  3. 18 points for 3 stars

Easier or harder

Easier

Pawns and knights only.

Harder

Include promotion choices.

What you will see, and what to say

  • the child gives up a queen for a pawn Count before you tradeAdd it up first.
  • they always choose a queen Is a knight better here?Sometimes it gives check.

Self-check

4of 5

4 of 5 trades judged correctly by the count.

Fitness for this

Warm up first: how to warm up, at workonfitness.com. For strength and stretching, its exercise library shows each exercise step by step, with an easier version.

This card trains evaluation, counting.

awiseathlete.com/sports/mind-sports/mind-sports-b4