SCOUT

A Chess Scout can play the game with purpose, finding things to capture, but still leaves pieces hanging frequently. A Scout understands the relative values between pieces, is familar with basic double attacks, and has some concept of the principles of opening play.

Requirements / Coaching Guide

Relative Values
teach values of the pieces, Q=9, R=5, N or B=3, P=1. Describe the chessmen as the King (invaluable), the Major pieces (queens and rooks), Minor pieces (knights and bishops), and Pawns.
Forks
teach forks as delivered by any piece (any piece can fork two enemy pieces).
Pins
teach pins by bishop, rook, and queen.
Skewers
teach skewers by bishop, rook, and queen.
En Passant
explain en passant, in-passing pawn capture.
The Center
describe the center as the "hill" and show how pieces (except for rooks) have greater range.
Development
describe and stress development as getting minor pieces "into action" quickly; describe a second stage of development for the major pieces, including castling to connect rooks and protect king.
Fianchetto
describe the option to develop the bishop by fianchetto.
Stalemate
describe stalemate and show how to avoid it.
Promotion Game
Win a game from a higher-rated player getting Scout odds.
Requirements continue to evolve and may therefore change at any time. Substitutions may be granted in some cases to award particularly strong play.