Grades 3-8

Lesson Plan 10: Pins & Skewers

Lining Up the Enemy

Duration

45 Minutes

Week

Week 10 of 16

Prerequisites

Lessons 1-9

Learning Objectives

Materials Needed

What to Teach About Pins

  1. A pin: a piece cannot move without exposing something more valuable behind it
  2. Absolute pin: the king is behind — the pinned piece may not move at all, by law
  3. Relative pin: a valuable piece is behind — moving is legal but usually bad
  4. A skewer is the reverse: the valuable piece is in front and must move, losing what is behind it
  5. Only line pieces: rook, bishop and queen pin and skewer; knights and pawns never do

Lesson Timeline

5 min

Review & Hook

Set a black king on e8, a black knight on e6, a white rook on e1. "Can that knight move?" Let someone try, then explain why the move is illegal.

12 min

Pins

10 min

Skewers

10 min

Which Piece Can Do It?

6 min

Pin Puzzles

Pairs work through the puzzle cards and name each one.

2 min

Wrap-Up

Ask for the one-sentence difference between a pin and a skewer.

Pin & Skewer Puzzle Set

  1. Two absolute pins: find the pin and then the move that wins the pinned piece
  2. Two relative pins: decide whether moving the pinned piece is worth it
  3. Two skewers: give the check and say what falls next
  4. One position with a knight apparently pinning something — the trap is that it cannot
  5. One position where breaking a pin by defending is better than running
Teacher Tip: Whenever a child says "it is pinned", ask "to what?" Naming the piece behind the pinned one forces them to see the line, and it exposes the common error of calling an ordinary attack a pin.

Assessment

Common Mistakes to Address

Differentiation