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The Little Explorers library

Free books, for every family

Made so the chess a child meets in a session keeps going at home. Every move checked by computer. Free, for every family, no sign-up.

Why we make them

Made for home, not for class

These are not the books the programme is taught from. A session is live: a coach in the room and children playing, on a floor board or at tables, standing up or sitting down, whatever suits the group in front of us. The books exist so that what a child met in a session has somewhere to go afterwards: a story to be read to them, a puzzle to do with a parent, a page to colour.

We care a great deal about how children learn, and about what chess gives them beyond the game: attention, patience, a way of thinking before acting. A book is the simplest way to send that home in a form a family can hold. So each one is written with the same care as a session, every chess move in it is checked by computer against the rules before the PDF exists, and every one is free, for families in the programme and for families who are not.

The cover of The Little Explorers of Dublin: Pip the pawn and Nell the knight at the Ha'penny Bridge at night.

Book 1 · Ages 4 to 8

The Little Explorers of Dublin

Pip is the smallest pawn in a box on a classroom shelf. One night he sets out for the far side of the board, and the board turns into Dublin. Phoenix Park, the Ha’penny Bridge, Christ Church, Dublin Castle, the Spire, the DART and the Poolbeg chimneys, and at every stop, one true thing about how a chess piece moves.

  • 16 pages, A4, to read on a screen or print at home
  • A real chessboard, beside every page of the story
  • Every move checked, by computer against the rules
  • A page to colour, at the end
The cover of First Moves: Pip and Nell on a sunny chessboard playground.

Book 2 · Junior Infants to 2nd Class

First Moves

The infant programme, on paper. The board and the name of every square, the six pieces and how each one moves, taking, and fourteen puzzles with exactly one right answer each. Five minutes a page, read with a grown-up, answers at the back.

  • 24 pages, one idea a page, in big type
  • 14 puzzles, one right answer each, checked by computer
  • Make your own, a blank board to invent a puzzle on
  • A page to colour, the whole team
The cover of Real Games: Pip and Nell in the middle of a lively game in a school hall.

Book 3 · 3rd to 6th Class

Real Games

The ideas that win games at this age, each shown once in a real position and then practised: mate in one, taking what is free, the fork, the pin, the back rank, mate in two. The two endings every child should be able to finish, the opening in three rules, and the three questions to ask before every move. Sixty puzzles, all from real games.

  • 28 pages, six chapters, two endings, one checklist
  • 60 puzzles, from real games, every solution checked
  • Answers in notation, explained on page 3 in two minutes
  • The board turned round, whenever Black is to move
The cover of The Competitor’s Book: Nell the knight on a tournament board, a chess clock behind her.

Private

Book 4 · For competitors in the programme

The Competitor’s Book

Openings explained rather than memorised, the endings that decide games, how to prepare for a tournament and how to think with a clock running. Written for the children in the programme who play competitively, and given to them directly.

  • Private, not published
  • For the programme, sent to competitors directly

Private. Given directly to competitors in the programme.

A question about the books?

A book you would like to see, or a mistake you have spotted: get in touch.