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Your technical library

Chess

6 modules · 31 topics

About this book
Concepts · Chess

Chess

This course is for a player who knows how the pieces move and has played a lot of quick games, but whose rating has stopped climbing somewhere between 1200 and 1500. It is built to get that player to 1600 and beyond in blitz, and it teaches ideas, not lines: what to look at on every move, the handful of tactical patterns that decide most games, what an opening is trying to do, how to find a plan, how to turn a winning position into a win, and the few endgames that come up again and again.

The order comes from evidence rather than from a textbook. Every one of 1,148 recent three- and five-minute games by one such player was checked move by move with a chess engine, and the course spends its pages where those games were actually lost. The first finding sets the first module: most points are lost not to unknown openings or to the clock, but to moves made without checking what the opponent can do next.

A thinking routine for every move comes first, because it fixes the largest leak. Then come the tactical patterns that routine has to spot, openings by their ideas, middlegame plans, winning won positions, and endgames.

31 topics across 6 modules, in the order that moves a blitz rating fastest.

From a stalled 1200–1500 blitz rating to 1600 and beyond, by ideas rather than lines: a thinking routine for every move, the tactical patterns that decide most games, openings by what they are for, middlegame plans, winning won positions, and the endgames that keep coming up. Ordered by an engine analysis of where 1,148 real blitz games were lost.

31 of 31 topics are authored. Read in order. Planned lessons are labelled and excluded from progress.

Course map

Read at your own pace. Each topic is one continuous page; mark it done as you finish.

Start with 01.1 · Where blitz games are lost: what 1,148 games sayReview what you have finished