Grades 3-8

Lesson Plan 14: Endgame Basics

The King Becomes a Fighter

Duration

45 Minutes

Week

Week 14 of 16

Prerequisites

Lessons 1-13

Learning Objectives

Materials Needed

The Ideas to Teach

  1. Activate the king: with few pieces left, the king is a fighting piece worth about four points
  2. The opposition: kings facing each other with one square between — whoever must move gives way
  3. The king leads the pawn: a pawn supported by its king promotes; a lone pawn usually does not
  4. Push passed pawns: a pawn with no enemy pawn in front or beside it on the next files is the one to run
  5. Count the race: when both sides have a runner, count the moves before pushing

Lesson Timeline

5 min

Review & Hook

Set up king and one pawn against a king. "This is the whole game now. One side wins, one side draws, and it depends on where the kings are."

12 min

King Activity

12 min

The Opposition

10 min

Promote the Pawn

4 min

Pawn Endgame Duel

Partners play the duel below.

2 min

Wrap-Up

Ask: "Where should your king go once the queens are traded?"

Pawn Endgame Duel Rules

  1. Set up king and two pawns against king and one pawn, on the same side of the board
  2. The stronger side tries to promote; the weaker side tries to draw
  3. Play to a finish, then swap sides and play the same position again
  4. Score a point for a win and half for a draw from the weaker side
  5. Discuss which move decided it — usually a king move, not a pawn move
Teacher Tip: Make the children move the king first and the pawn second in every drill. The instinct at this age is to push the pawn as fast as possible, which is exactly how these positions are drawn.

Assessment

Common Mistakes to Address

Differentiation