Grades 2-8

Lesson Plan 6: Check & Getting Out of Check

The Three Ways Out

Duration

45 Minutes

Week

Week 6 of 16

Prerequisites

Lessons 1-5

Learning Objectives

Materials Needed

The Rules of Check

  1. Check: the king is attacked and must deal with it immediately
  2. Move: the king steps to a square that is not attacked
  3. Block: a piece is placed between the king and the attacker — impossible against a knight
  4. Capture: the attacking piece is taken
  5. Never into check: a move that leaves your own king attacked is simply not a legal move
  6. The king is never captured: the game ends before that, at checkmate

Lesson Timeline

5 min

Review & Hook

Put a white king on e1 and a black rook on e8. "Something is wrong for White. What?" Introduce the word check, and the three cards.

12 min

The Three Ways Out

10 min

Illegal Moves

10 min

Check Practice

6 min

Escape Drill

Partners play the drill below.

2 min

Wrap-Up

Ask the class to say the three ways out together, then one child to name the check you cannot block.

Escape Drill Rules

  1. One player has a king alone; the other has a king, a rook and a bishop
  2. The attacker gives check on every move if they can
  3. The defender must say which of the three ways out they are using before moving
  4. The defender scores a point for each legal escape, and the drill ends after five checks
  5. Swap roles and play again
Teacher Tip: Make the three words a chant — move, block, capture — and have the class say it whenever a check appears. The habit of checking all three is what stops children resigning themselves to a lost king the moment they are checked.

Assessment

Common Mistakes to Address

Differentiation