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Session

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Plan: Thinky Pawn

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Unit 1

How the Pieces Move

0/6

Unit 2

Basic Opening Principles

0/7

Unit 3

Foundational Chess Strategies

0/4

Unit 4

Three Basic Tactics

0/3

Unit 5

Three Special Chess Moves

0/3

Unit 6

Beginner Puzzles

0/7

Unit 7

Final 10-Minute Challenge

0/2

The Pawn

The Knight

The Bishop

The Rook

The Queen

The King

Control the Center

Develop Your Pieces

Knights Before Bishops

Do Not Move the Same Piece Again and Again

Do Not Bring the Queen Out Too Early

Protect Your King

Connect Your Rooks

Material Matters

Checks, Captures, Threats

Do Not Leave Pieces Hanging

Attack Valuable Pieces With Less Valuable Pieces

The Fork

The Pin

The Skewer

Castling

Pawn Promotion

En Passant

Puzzle 1 - Find the Check

Puzzle 2 - Pawn Capture

Puzzle 3 - Hanging Queen

Puzzle 4 - Knight Fork

Puzzle 5 - Checkmate in One

Puzzle 6 - Promotion

Puzzle 7 - Can You Castle?

Guided Mini-Game Challenge

Opening Scorecard

The Pawn

Move and capture

The pawn is worth 1 point. It can capture d5 or f5, but not the rook directly in front on e5.