Learn the square names, the light-square-on-the-right rule, and where every piece belongs before the game starts.
Follow the lesson one board at a time. The teacher answer key includes the move list.
Solve each position on paper first. Answers live only in the separate teacher/parent key.
White to move. Push the e-pawn two squares so it lands on e4.
Black to move. Step the king knight from g8 to f6.
White to move. Develop the king knight from g1 to f3.
White to move. Slide the bishop from f1 to b5.
Play from the normal starting setup. Before every legal move, say the square name you start from and the square name you land on.
Teacher/parent key for Worksheet: The Board and Setup.
Prompt: Label the files a-h and the ranks 1-8 on a blank board.
Files run left to right as a, b, c, d, e, f, g, h. Ranks run from White's side up the board as 1 through 8.
Prompt: Write the rule that helps you turn the board the right way before you set up the pieces.
The board should be turned so the light square is on the right corner closest to you.
Prompt: Name where the white queen, white king, black queen, and black king start.
White queen: d1. White king: e1. Black queen: d8. Black king: e8.
White to move. Push the e-pawn two squares so it lands on e4.
Solution: e4
The e-pawn starts on e2, so moving it to e4 uses the file letter and rank number exactly.
Black to move. Step the king knight from g8 to f6.
Solution: Nf6
Knights start next to the rooks. Black's king knight begins on g8 and hops to f6.
White to move. Develop the king knight from g1 to f3.
Solution: Nf3
Reading coordinates helps you find both the starting square (g1) and the landing square (f3).
White to move. Slide the bishop from f1 to b5.
Solution: Bb5
Bishops travel on diagonals, so the f1 bishop reaches b5 in one smooth diagonal line.