For teachers and coaches
Attacker and defender
15 minutes · from Level 3 only · pair work on the board
What the children learna move is a solution only when it also works against the opponent’s best reply.
What you needa small position from the workbook with a clear aim, one board per pair. On your Planning sheet are the defender’s important moves and when an attempt ends, for example at checkmate. In “mate in two moves” the attempt ends after the attacker’s second move. For odd numbers: a slip of paper with your solution for the arbiter.
How it goes
- Say: “A attacks and tries to reach the aim. B defends with the best move.” The pairs set up; B checks every piece and whose move it is.3 minutes
- Both think quietly. Do not move a piece yet.2 minutes
- A moves, B replies – until the attempt ends. Then put everything back.4 minutes
- Swap roles. The new defender checks first: is there a better defence than the first time? If not, they play the same one.4 minutes
- Talk it through at the front: “Which defence did you have to see?” Show the important defences.2 minutes
Tip
defending means looking for the best move – not helping the partner. If there is a dispute about checkmate, everyone checks together: can the king get away? Can the attacking piece be captured? Can something be put in between?
Odd numbers
the third child is the arbiter. They get your solution on a slip of paper and decide whether the aim has been reached. Next time they play.
In a large class
the children at the table settle rules questions themselves first.