Grades 2-8

Lesson Plan 5: Piece Values & Trading

Deciding When a Swap Is a Good Idea

Duration

45 Minutes

Week

Week 5 of 16

Prerequisites

Lessons 1-4

Learning Objectives

Materials Needed

The Values to Teach

  1. Pawn = 1
  2. Knight = 3
  3. Bishop = 3
  4. Rook = 5
  5. Queen = 9
  6. King = the game: he has no value because you can never trade him

Lesson Timeline

5 min

Review & Hook

Hold up a knight and a rook. "If I give you my knight and you give me your rook, who is happier?" Collect answers, then say the class will be able to answer that for any swap by the end of the lesson.

10 min

The Values

10 min

Counting Material

10 min

Good Trade, Bad Trade

8 min

Trading Game

Partners play the counting game below.

2 min

Wrap-Up

One question: "Name a trade you would refuse even though the numbers are equal." Any sensible answer earns the point.

Trading Game Rules

  1. Set up a normal game but remove both queens
  2. Players play ten moves each, then stop and count material aloud
  3. The player who is ahead on material scores a point; equal scores half each
  4. Restart and play again, this time trying to win material by attacking undefended pieces
  5. Finish by asking each pair which trade decided their game
Teacher Tip: Insist on the phrase "is it defended?" before every capture. Most lost material at this age is not a bad trade; it is a capture of something that was protected, which turns a free piece into a losing swap.

Assessment

Common Mistakes to Address

Differentiation