King Cozy

KING MOVE — *one square in any direction; the piece we protect. The game ends by CHECKMATE — the king is trapped and safe-nowhere — the king is never actually captured/removed.*

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01 Opening
King Cozy beat 1 of 5

02 King Cozy
King Cozy beat 2 of 5

Poppy has a warm, sleepy-slow friend: King Cozy, the king. He wears a big soft robe and a crown that's slipped a little sideways, and he moves very gently.

03 King Cozy
King Cozy beat 3 of 5

"One step," says King Cozy, taking a slow, cosy step. Just one square — but he can go any direction: forward, back, side, or slanty. "I'm never in a hurry," he yawns happily. "One gentle step is plenty for me."

04 King Cozy
King Cozy beat 4 of 5

King Cozy is the most important friend on the board — not because he's fast (he's the slowest!), but because everyone works together to keep him safe. Poppy, Rooky, the twins, Hoppy, and Queen Quill all watch over King Cozy. "We keep him snug," says Poppy.

Here is the gentlest, most important part: in Pawnmeadow, King Cozy is never grabbed or taken away. When the other side traps him so there's no safe square left, that's called checkmate — the game is simply over, and King Cozy stays right where he is, safe and sound. No one ever knocks the king off the board. "Trapped means the game is done," says King Cozy kindly, "not that I'm gone."

05 Closing
King Cozy beat 5 of 5

Say it with King Cozy, out loud: "King Cozy takes one gentle step — we keep him safe and snug!"

At the end of the day, all the friends gather around King Cozy. He gives a warm, slow smile. "Slow and gentle, and always looked-after," he says, pulling his robe close. "That's the coziest job on the whole board."

The PawnPals ensemble

King Cozy is part of PawnPals's distributed-narrative cast. Each character embodies a different curricular primitive; together they teach the full subject.

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