Answers to CSC worksheets
Lesson 1: the PAWN
Puzzle Corner
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Lesson 2: the ROOK
Puzzle Corner
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Top tip—Teamwork!
Lesson 3: the BISHOP
Puzzle Corner
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Lesson 4: the QUEEN
Puzzle Corner
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Queen of Speed
The queen should capture the pawns in the following order: a2, f7,
f3, c6, and h6.
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Lesson 5: the KNIGHT
Puzzle Corner
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Lesson 6: the KING
Puzzle Corner
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Can you rescue the king?
Lesson 7: Check and Checkmate
Puzzle Corner
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Lesson 8: Pawn Promotion and Chess Maths
Good move or bad move?
B. White should capture the rook with the bishop to gain two points.
Chess Maths
Bishop + Knight > Rook
Queen + Pawn < Rook + Bishop + Knight
Rook + Bishop + Knight + Pawn = Queen + Knight
Rook + Bishop + Pawn = Queen
Lesson 9: Castling
Puzzle Corner
1. White cannot castle out of check.
2. White cannot castle through check.
3. White cannot castle into check.
Lesson 10: Starting the game
Puzzle Corner
1. White has control of the centre and more pieces developed.
2. Black has control of the centre and more pieces developed.
3. Black has developed their pieces; White has moved only pawns.
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Lesson 11: Simple checkmates
Puzzle Corner
Lesson 12: Queen checkmates
Puzzle Corner
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Lesson 13: Attack and Defence
Puzzle Corner
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Lesson 14: Forks
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Lesson 15: Skewers and Pins
Puzzle Corner
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Lesson 16: Using Pins
Puzzle Corner
Double pin!
If the bishop on c3 moves it’s either check from the White bishop on
b2, or the White queen will be able to capture her counterpart on a5.
Lesson 17: Double Attacks
Puzzle Corner
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Double Check!
After the Black king captures the White queen, White played his bish-
op to g5. Black is now in double check, from the bishop on g5 and the
rook on d1. Black has two options:
1. Move the king to e8. White plays his rook to d8 and it’s check-
mate.
2. Move the king to c7. White plays his rook to c7 and it’s check-
mate.
This is a famous game, won by Richard Reti against Savielly Tartakow-
er in 1910.
Lesson 18: Decoy and Destroy
Puzzle Corner
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Lesson 19: King and Queen Checkmate
Puzzle Corner
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Lesson 20: Queen Sacrifice
Puzzle Corner
1. Qd8+ Rxd8 2. Rxd8 checkmate 1. Qxh7+ Kxh7 2. Rf3 checkmate 1. Qg8+ Rxg8 2. Nf7 checkmate
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1. Qb8+ Nxb8 2. Rd8 checkmate 1. Qxh6+ gxh6 2. Rg8 checkmate 1. Qf6+ Nxf6 2. Be7 checkmate
Gently does it.
After 2. Kf1, Black wins by 2...Bf3 and Qh1 checkmate cannot be
stopped.
Lesson 22: The Mighty Pawn
Puzzle Corner
a. Yes, en passant is possible.
b. No, the black pawn has only moved one square.
c. No, en passant can only happen immediately following the pawn
move.
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