St. Camillus College of Manaoag Foundation, Inc.
Brgy. Licsi, Manaoag, Pangasinan
First Semester S.Y. 2022-2023
PATHFit 3 – PE 1: PHYSICAL ACTIVITY TOWARDS
HEALTH AND FITNESS 3
CHESS
GROUP 1
ORIGIN
Chess first appeared in India about the 6th
century CE. By the 10th
century it
had spread from Asia to the Middle East and Europe. Some regard the
game “chaturanga” to be the precursor of modern chess because of the
different piece abilities and the win condition being the capture of a
singular piece (king).
Since at least the 15th century, chess has been known as the “royal game”
because of its popularity among the nobility. Rules and set design slowly
evolved until both reached today’s standard in the early 19th century.
CHESS
CHESS
• Chess is a two-player strategy board
game played on a board of 64 squares
arranged in eight vertical rows called files
and eight horizontal rows called ranks.
These squares alternate between two
colors: one light, such as white, beige, or
yellow; and the other dark, such as black
or green. The board is set between the
two opponents so that each player has a
light-colored square in the right-hand
corner.
OBJECTIVE
 The objective is to checkmate the opponent’s king by placing it under
an inescapable threat of capture. To this end, a player’s pieces are
used to attack and capture the opponent’s pieces, while supporting
each other. In addition to checkmate, the game can be won by
voluntary resignation by the opponent, which typically occurs when
too much material is lost, or if checkmate appears unavoidable. A
game may also result in a draw in several ways.
SETUP AT THE START
OF THE GAME
SETUP AT THE START OF THE GAME
 Each player begins the game with 16 pieces: one king, one queen,
two rooks, two knights, two bishops, and eight pawns. Each of the six
pieces moves differently, with the most powerful being the queen and
the least powerful the pawn.
 By convention, the game pieces are divided into white and black sets,
and the players are referred to as “White” and “Black” respectively.
Each player begins the game with 16 pieces of the specified color,
which consist of one king, one queen, two rocks, two bishops, two
knights, and eight pawns. Each queen is set on a square of its own
color, the white queen on a light square and the black queen on a
dark.
MOVEMENT
MOVEMENT
 The player with the white pieces always moves first. After the first
move, players alternately move one piece per turn (except for
castling, when two pieces are moved). Pieces are moved to either an
unoccupied square or one occupied by an opponent’s piece occupies.
A player may not make any move that would put or leave the player’s
own king under attack. A player cannot “pass”; at each turn one must
make a legal move. (this is the basis for the finesse called
zugzwang).
 If the player to move has no legal move, the game is over; it is either
a checkmate (a loss for the player with no legal moves) if the king is
under attack, or a stalemate (a draw) if the king is not.
CHESS PIECE
AND THEIR
MOVEMENT
CHESS PIECE AND THEIR MOVEMENT
• The KING moves one square in
any direction. The king has also a
special move which is called
castling and involves also moving
a rook.
CHESS PIECE AND THEIR MOVEMENT
• The QUEEN combines the power
of the rook and bishop and can
move any number of squares
along rank, file or diagonal, but it
may not leap over other pieces.
CHESS PIECE AND THEIR MOVEMENT
• The BISHOP can move any
number of squares diagonally,
but may not leap over pieces.
CHESS PIECE AND THEIR MOVEMENT
• The KNIGHT moves to any of the
closest squares that are not on
the same rank, file, or diagonal,
thus the move forms n “L”- shape:
two squares vertically and one
square horizontally, or two
squares horizontally and one
square vertically. The knight is
the only piece that can leap over
other pieces.
CHESS PIECE AND THEIR MOVEMENT
• The ROOK can move any number
of squares along any rank or file,
but may not leap over the pieces.
Along with the king, the rook is
involved during the king’s
castling move
CHESS PIECE AND THEIR MOVEMENT
• The PAWN may move forward to
the unoccupied square
immediately in front of it on the
same file, or on its first move it
may advance two squares along
the same file provided both
squares are unoccupied, or the
pawn may capture an opponent’s
piece on a square diagonally in
front of it on an adjacent file, by
moving to the square. The pawn
has two special moves: the en
passant capture and pawn
OTHER
MOVEMENT
OTHER MOVEMENT
 EN PASSANT
- When a pawn advances two
squares from its starting position and there
is an opponent’s pawn on an adjacent file
next to its destination square, then the
opponent’s pawn can capture it en passant
(in passing), and move to the square the
pawn passed over. This can only be done
on the very next move, otherwise the right
to do so is forfeit.
OTHER MOVEMENT
 CASTLING
- Once in every game, each king is allowed to make a special move, known as
castling. Castling consists of moving the king two squares along the first rank toward a rook
(which is on the player's first rank) and then placing the rook on the last square that the king
has just crossed. Castling is permissible under the following conditions:
• Neither the king nor the rook have previously moved during the game.
• There cannot be any pieces between the king and the rook.
• The king cannot be in check, nor can the king pass through squares that are
under attack by enemy pieces, or move to a square where it would result in a
check.
• NOTE: castling is permissible if the rook is attacked, or if the rook crosses a
square that is attacked.
OTHER MOVEMENT
 CASTLING
OTHER MOVEMENT
 PAWN PROMOTION
- When a pawn advances to the
eighth rank, as a part of the move it is
promoted and must be exchanged for the
player's choice of queen, rook, bishop, or
knight of the same color. Usually, the pawn is
chosen to be promoted to a queen, but in
some cases another piece is chosen; this is
called underpromotion. There is no
restriction placed on the piece that is chosen
on promotion, so it is possible to have more
pieces of the same type than at the start of
the game (for example, two queens).
OTHER MOVEMENT
 CHECK
- When a king is under immediate attack by one or two of the opponent's pieces,
it is said to be in check. A response to a check is a legal move if it results in a position where
the king is no longer under direct attack (that is, not in check). This can involve capturing the
checking piece; interposing a piece between the checking piece and the king (which is
possible only if the attacking piece is a queen, rook, or bishop and there is a square between
it and the king); or moving the king to a square where it is not under attack. Castling is not a
permissible response to a check. The object of the game is to checkmate the opponent; this
occurs when the opponent's king is in check, and there is no legal way to remove it from
attack. It is illegal for a player to make a move that would put or leave the player's own king
in check.
In casual games it is common to announce "check" when putting the opponent's king in
check, but this is not required by the rules of the game, and is not usually done in
tournaments.
OTHER MOVEMENT
 CHECK
END OF THE
GAME
END OF THE GAME
 WIN
Games may be won in the following ways:
• Checkmate
• Resignation – either player may resign, conceding the game to the other player. It is
usually considered poor etiquette to play on in a truly hopeless position, and for this
reason high level games rarely end with a checkmate.
• Loss on time – in games with a time control, a player may also lose by running out of
time, even with a much superior position.
• Forfeit - a player who cheats, or violates the rules of the game, or violates the rules
specified for the particular tournament may be forfeited. In high level tournaments,
players have been forfeited for such things as arriving late for the game (even by a
matter of seconds), receiving a call or text on a cell phone, refusing to undergo a drug
test, refusing to undergo a body search for electronic devices and unsporting behavior
(such as refusing to shake the opponent's hand).
END OF THE GAME
 DRAW
Games may end in a draw in several ways:
• Draw by Agreement - draws are most commonly reached by mutual agreement
between the players. The correct procedure is to verbally offer the draw, make a move,
then start the opponent's clock. Traditionally players have been allowed to agree a
draw at any time in the game, occasionally even without playing a move; in recent
years efforts have been made to discourage short draws, for example by forbidding
draw offers before move thirty.
• Stalemate – the player whose turn it is to move is not in check, but has no legal move.
• Threefold Repetition of a Position - this most commonly occurs when neither side is
able to avoid repeating moves without incurring a disadvantage. In this situation, either
player may claim a draw; this requires the players to keep a valid written record of the
game so that the claim may be verified by the arbiter if challenged. The three
occurrences of the position need not occur on consecutive moves for a claim to be
valid. FIDE rules make no mention of perpetual check; this is merely a specific type of
draw by threefold repetition.
END OF THE GAME
 DRAW
• The Fifty-Move Rule - if during the previous 50 moves no pawn has been moved and
no capture has been made, either player may claim a draw, as for the threefold-
repetition rule. There are in fact several known endgames where it is theoretically
possible to force a mate but which require more than 50 moves before the pawn move
or capture is made; examples include some endgames with two knights against a pawn
and some pawnless endgames such as queen against two bishops. These endings are
rare, and few players study them in detail, so the fifty-move rule is considered practical
for over the board play. Some correspondence chess organizations allow exceptions to
the fifty-move rule.
• Fivefold Repitition of a Position - similar to the threefold-repetition rule, but in this
case no player needs to claim the draw for the game to be drawn. This rule took effect
on 1 July 2014. It establishes that there is a theoretical upper bound on the length of
lawful chess games.
END OF THE GAME
 DRAW
• The Seventy-Five-Move Rule - similar to the fifty-move rule; however, if the
final move in the sequence resulted in checkmate, this takes precedence. As
for the fivefold-repetition rule, this applies independently of claims by the
players. The rule also took effect on 1 July 2014 and also establishes,
independently, an upper bound on the game length.
• Insufficient Material - a player may claim a draw if the opponent has
insufficient material to checkmate, for example if the player has only the king
left and the opponent has only the king and a bishop. Such a claim is only
valid if checkmate is impossible. Under the revised rule that took effect on 1
July 2009, which only refers to the impossibility of reaching checkmate
without explicitly relating this to the players' material, the game is ended
immediately in a draw, not requiring a claim by a player.
St. Camillus College of Manaoag Foundation, Inc.
Brgy. Licsi, Manaoag, Pangasinan
First Semester S.Y. 2022-2023
PATHFit 3 – PE 1: PHYSICAL ACTIVITY TOWARDS HEALTH AND
FITNESS 3
THANK YOU FOR LISTENING!

PATHFIT3_G1_CHESS Physical Education.pptx

  • 1.
    St. Camillus Collegeof Manaoag Foundation, Inc. Brgy. Licsi, Manaoag, Pangasinan First Semester S.Y. 2022-2023 PATHFit 3 – PE 1: PHYSICAL ACTIVITY TOWARDS HEALTH AND FITNESS 3
  • 2.
  • 3.
    ORIGIN Chess first appearedin India about the 6th century CE. By the 10th century it had spread from Asia to the Middle East and Europe. Some regard the game “chaturanga” to be the precursor of modern chess because of the different piece abilities and the win condition being the capture of a singular piece (king). Since at least the 15th century, chess has been known as the “royal game” because of its popularity among the nobility. Rules and set design slowly evolved until both reached today’s standard in the early 19th century.
  • 4.
  • 5.
    CHESS • Chess isa two-player strategy board game played on a board of 64 squares arranged in eight vertical rows called files and eight horizontal rows called ranks. These squares alternate between two colors: one light, such as white, beige, or yellow; and the other dark, such as black or green. The board is set between the two opponents so that each player has a light-colored square in the right-hand corner.
  • 6.
    OBJECTIVE  The objectiveis to checkmate the opponent’s king by placing it under an inescapable threat of capture. To this end, a player’s pieces are used to attack and capture the opponent’s pieces, while supporting each other. In addition to checkmate, the game can be won by voluntary resignation by the opponent, which typically occurs when too much material is lost, or if checkmate appears unavoidable. A game may also result in a draw in several ways.
  • 7.
    SETUP AT THESTART OF THE GAME
  • 8.
    SETUP AT THESTART OF THE GAME  Each player begins the game with 16 pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. Each of the six pieces moves differently, with the most powerful being the queen and the least powerful the pawn.  By convention, the game pieces are divided into white and black sets, and the players are referred to as “White” and “Black” respectively. Each player begins the game with 16 pieces of the specified color, which consist of one king, one queen, two rocks, two bishops, two knights, and eight pawns. Each queen is set on a square of its own color, the white queen on a light square and the black queen on a dark.
  • 9.
  • 10.
    MOVEMENT  The playerwith the white pieces always moves first. After the first move, players alternately move one piece per turn (except for castling, when two pieces are moved). Pieces are moved to either an unoccupied square or one occupied by an opponent’s piece occupies. A player may not make any move that would put or leave the player’s own king under attack. A player cannot “pass”; at each turn one must make a legal move. (this is the basis for the finesse called zugzwang).  If the player to move has no legal move, the game is over; it is either a checkmate (a loss for the player with no legal moves) if the king is under attack, or a stalemate (a draw) if the king is not.
  • 11.
  • 12.
    CHESS PIECE ANDTHEIR MOVEMENT • The KING moves one square in any direction. The king has also a special move which is called castling and involves also moving a rook.
  • 13.
    CHESS PIECE ANDTHEIR MOVEMENT • The QUEEN combines the power of the rook and bishop and can move any number of squares along rank, file or diagonal, but it may not leap over other pieces.
  • 14.
    CHESS PIECE ANDTHEIR MOVEMENT • The BISHOP can move any number of squares diagonally, but may not leap over pieces.
  • 15.
    CHESS PIECE ANDTHEIR MOVEMENT • The KNIGHT moves to any of the closest squares that are not on the same rank, file, or diagonal, thus the move forms n “L”- shape: two squares vertically and one square horizontally, or two squares horizontally and one square vertically. The knight is the only piece that can leap over other pieces.
  • 16.
    CHESS PIECE ANDTHEIR MOVEMENT • The ROOK can move any number of squares along any rank or file, but may not leap over the pieces. Along with the king, the rook is involved during the king’s castling move
  • 17.
    CHESS PIECE ANDTHEIR MOVEMENT • The PAWN may move forward to the unoccupied square immediately in front of it on the same file, or on its first move it may advance two squares along the same file provided both squares are unoccupied, or the pawn may capture an opponent’s piece on a square diagonally in front of it on an adjacent file, by moving to the square. The pawn has two special moves: the en passant capture and pawn
  • 18.
  • 19.
    OTHER MOVEMENT  ENPASSANT - When a pawn advances two squares from its starting position and there is an opponent’s pawn on an adjacent file next to its destination square, then the opponent’s pawn can capture it en passant (in passing), and move to the square the pawn passed over. This can only be done on the very next move, otherwise the right to do so is forfeit.
  • 20.
    OTHER MOVEMENT  CASTLING -Once in every game, each king is allowed to make a special move, known as castling. Castling consists of moving the king two squares along the first rank toward a rook (which is on the player's first rank) and then placing the rook on the last square that the king has just crossed. Castling is permissible under the following conditions: • Neither the king nor the rook have previously moved during the game. • There cannot be any pieces between the king and the rook. • The king cannot be in check, nor can the king pass through squares that are under attack by enemy pieces, or move to a square where it would result in a check. • NOTE: castling is permissible if the rook is attacked, or if the rook crosses a square that is attacked.
  • 21.
  • 22.
    OTHER MOVEMENT  PAWNPROMOTION - When a pawn advances to the eighth rank, as a part of the move it is promoted and must be exchanged for the player's choice of queen, rook, bishop, or knight of the same color. Usually, the pawn is chosen to be promoted to a queen, but in some cases another piece is chosen; this is called underpromotion. There is no restriction placed on the piece that is chosen on promotion, so it is possible to have more pieces of the same type than at the start of the game (for example, two queens).
  • 23.
    OTHER MOVEMENT  CHECK -When a king is under immediate attack by one or two of the opponent's pieces, it is said to be in check. A response to a check is a legal move if it results in a position where the king is no longer under direct attack (that is, not in check). This can involve capturing the checking piece; interposing a piece between the checking piece and the king (which is possible only if the attacking piece is a queen, rook, or bishop and there is a square between it and the king); or moving the king to a square where it is not under attack. Castling is not a permissible response to a check. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and there is no legal way to remove it from attack. It is illegal for a player to make a move that would put or leave the player's own king in check. In casual games it is common to announce "check" when putting the opponent's king in check, but this is not required by the rules of the game, and is not usually done in tournaments.
  • 24.
  • 25.
  • 26.
    END OF THEGAME  WIN Games may be won in the following ways: • Checkmate • Resignation – either player may resign, conceding the game to the other player. It is usually considered poor etiquette to play on in a truly hopeless position, and for this reason high level games rarely end with a checkmate. • Loss on time – in games with a time control, a player may also lose by running out of time, even with a much superior position. • Forfeit - a player who cheats, or violates the rules of the game, or violates the rules specified for the particular tournament may be forfeited. In high level tournaments, players have been forfeited for such things as arriving late for the game (even by a matter of seconds), receiving a call or text on a cell phone, refusing to undergo a drug test, refusing to undergo a body search for electronic devices and unsporting behavior (such as refusing to shake the opponent's hand).
  • 27.
    END OF THEGAME  DRAW Games may end in a draw in several ways: • Draw by Agreement - draws are most commonly reached by mutual agreement between the players. The correct procedure is to verbally offer the draw, make a move, then start the opponent's clock. Traditionally players have been allowed to agree a draw at any time in the game, occasionally even without playing a move; in recent years efforts have been made to discourage short draws, for example by forbidding draw offers before move thirty. • Stalemate – the player whose turn it is to move is not in check, but has no legal move. • Threefold Repetition of a Position - this most commonly occurs when neither side is able to avoid repeating moves without incurring a disadvantage. In this situation, either player may claim a draw; this requires the players to keep a valid written record of the game so that the claim may be verified by the arbiter if challenged. The three occurrences of the position need not occur on consecutive moves for a claim to be valid. FIDE rules make no mention of perpetual check; this is merely a specific type of draw by threefold repetition.
  • 28.
    END OF THEGAME  DRAW • The Fifty-Move Rule - if during the previous 50 moves no pawn has been moved and no capture has been made, either player may claim a draw, as for the threefold- repetition rule. There are in fact several known endgames where it is theoretically possible to force a mate but which require more than 50 moves before the pawn move or capture is made; examples include some endgames with two knights against a pawn and some pawnless endgames such as queen against two bishops. These endings are rare, and few players study them in detail, so the fifty-move rule is considered practical for over the board play. Some correspondence chess organizations allow exceptions to the fifty-move rule. • Fivefold Repitition of a Position - similar to the threefold-repetition rule, but in this case no player needs to claim the draw for the game to be drawn. This rule took effect on 1 July 2014. It establishes that there is a theoretical upper bound on the length of lawful chess games.
  • 29.
    END OF THEGAME  DRAW • The Seventy-Five-Move Rule - similar to the fifty-move rule; however, if the final move in the sequence resulted in checkmate, this takes precedence. As for the fivefold-repetition rule, this applies independently of claims by the players. The rule also took effect on 1 July 2014 and also establishes, independently, an upper bound on the game length. • Insufficient Material - a player may claim a draw if the opponent has insufficient material to checkmate, for example if the player has only the king left and the opponent has only the king and a bishop. Such a claim is only valid if checkmate is impossible. Under the revised rule that took effect on 1 July 2009, which only refers to the impossibility of reaching checkmate without explicitly relating this to the players' material, the game is ended immediately in a draw, not requiring a claim by a player.
  • 30.
    St. Camillus Collegeof Manaoag Foundation, Inc. Brgy. Licsi, Manaoag, Pangasinan First Semester S.Y. 2022-2023 PATHFit 3 – PE 1: PHYSICAL ACTIVITY TOWARDS HEALTH AND FITNESS 3 THANK YOU FOR LISTENING!

Editor's Notes

  • #19 En-passant is French for in-passing. This move was introduced when pawns were allowed to move two squares ahead on the first move. This move can only be employed to capture an opponent pawn when it has moved two steps forward in it’s first move thereby avoiding a capture. This is a rule that acts as a hidden opportunity to some since it is not easily visible. Employing this move to someone that is unaware may garner weird looks and an argument over the rules of chess. Nevertheless, it was all done in the spirit of fairness! Interestingly, en-passant can be employed for a maximum of 8 times in a game of chess. This can only happen if all the pawns are moved two squares ahead in their first move.
  • #20 Castling is a defensive move that allows the King to ‘jump’ it’s way from the center to the sides of the board. Castling can be either done on the King’s side or the Queen’s side between the King and the Rook provided that there aren’t any other pieces between them and the pawn structure ahead is undisturbed. Castling is an essential part of a winning strategy with over 80% of grandmaster victories involve Castling. The pawn structure here has an important role to play in deciding the outcome of the game. Professional players resort to castling in their fourth and fifth moves which is very early on in the game. It is an extremely vital move that can make the winning difference. Castling can be done only when:- The king and rook have not been moved The king is NOT in check The king does not pass through check No pieces lie between the king and rook
  • #21 Castling is a defensive move that allows the King to ‘jump’ it’s way from the center to the sides of the board. Castling can be either done on the King’s side or the Queen’s side between the King and the Rook provided that there aren’t any other pieces between them and the pawn structure ahead is undisturbed. Castling is an essential part of a winning strategy with over 80% of grandmaster victories involve Castling. The pawn structure here has an important role to play in deciding the outcome of the game. Professional players resort to castling in their fourth and fifth moves which is very early on in the game. It is an extremely vital move that can make the winning difference. Castling can be done only when:- The king and rook have not been moved The king is NOT in check The king does not pass through check No pieces lie between the king and rook