Grades K-5

Lesson Plan 3: Rooks & Bishops

The Long-Range Pieces

Duration

45 Minutes

Week

Week 3 of 16

Prerequisites

Lessons 1-2

Learning Objectives

Materials Needed

Key Rules to Teach

  1. Rook: any number of squares in a straight line, along a rank or a file
  2. Bishop: any number of squares along a diagonal
  3. No jumping: both stop at the first piece in the way
  4. Capturing: land on the enemy piece's square and remove it
  5. Bishops keep their colour: a bishop that starts on a light square is on light squares all game

Lesson Timeline

5 min

Review & Hook

Hold up a rook: "This one moves like a plus sign." Hold up a bishop: "This one moves like an X." Tell the class that by the end of the lesson they will know which squares each piece can reach without touching the board.

10 min

The Rook

10 min

The Bishop

10 min

Capture Practice

8 min

Rook & Bishop Race

Partners play the race game below.

2 min

Wrap-Up

Two questions on the way out: "How many squares does a rook reach on an empty board?" and "Can a bishop ever land on a square of the other colour?"

Rook & Bishop Race Rules

  1. Each player sets up one rook and one bishop on their back rank, plus four pawns anywhere on their half
  2. White moves first; only rooks and bishops may move
  3. A piece is captured in the normal way, by landing on its square
  4. Win by capturing both enemy pieces, or by reaching the opponent's back rank with either piece
  5. If a player has no legal move, the game is a draw and both players set up again
Teacher Tip: When a child says a bishop "got stuck", have them put a finger on the diagonal and trace it to the edge. The piece did not get stuck; the diagonal ran out. Tracing the line with a finger fixes this faster than any explanation.

Assessment

Common Mistakes to Address

Differentiation