Fewer pieces, nowhere to hide
The endgame is where rating actually comes from, and it is the part almost nobody trains, because it does not feel like it is about anything.
- 6 motifs
- 720 positions
- Section Endgames
A middlegame mistake usually costs a pawn and a bad position. An endgame mistake costs the game, immediately and without argument, because there is no complication left to hide it in. That is the bad news. The good news is that the same absence of complication means endgame patterns are small, finite and learnable in a way that middlegame plans never are.
These six skills are drawn from real games rather than composed studies, so what they train is the endgame you will actually get: a rook and four pawns each, one side slightly better, and one accurate move that decides it.
Every motif in Endgames
- Pawn EndgamesKings, pawns and exact counting
- PromotionGetting a pawn home
- Rook EndgamesThe most common ending in chess
- Bishops and KnightsWhich minor piece is better here
- Queen EndgamesPerpetual check is always on the table
- Endgame MixedEvery ending type together
Other sections
- First MovesMate in one, free pieces
- TacticsForks, pins, skewers, traps
- Checkmate PatternsBack rank, smothered, mate in two
- Sharper TacticsDiscovered attacks, deflection, x-ray
- Sacrifices and Quiet MovesSacrifices, zwischenzug, zugzwang
- AttackingKingside, queenside, mating attacks
- OpeningsTactics from real openings
- Blind SpotsNo hint, and the rule nobody sees
- The Ladder1200 to 2400, four rungs
- Open Games1.e4 e5, and the argument over f7
- Ruy Lopez LinesMorphy, Exchange, Berlin
- Sicilian SystemsAnti-Sicilians and main lines
- French VariationsAdvance, Exchange, Tarrasch, Winawer
- Caro-Kann VariationsExchange, Advance, Classical
- Sidelines and SurprisesGambits that should not work