The endgame room
Endings are the one phase you can study to a finish. Each course names a method in steps, then drills it: you take the stronger side, the defence resists properly, and the result is settled on the board, mate delivered or the draw held.

Method first, then prove it
3 courses · 15 drills
Learn walks a drill with the coach. Recall is free play against the engine: reach the goal inside the drill's move budget, and any move that keeps it alive stands.
The elementary checkmates
5 lessons · 6 drills
Five endings every player finishes from memory.
0% learnedOpen the course- Two rooks: the ladderK+2R vs K
- Queen mate: the shrinking boxK+Q vs K
- Rook mate: rank by rankK+R vs K
- Two bishops: edge, then cornerK+2B vs K
- Bishop and knight: the long marchK+B+N vs K
Pawn endgames
4 lessons · 6 drills
Where every middlegame plan is finally audited.
0% learnedOpen the course- The oppositionKing versus king, one tempo apart
- King and pawn: the escortK+P vs K
- The rule of the squareKing versus passed pawn
- The Réti manoeuvreK+P vs K+P, king outside the square
Rook endgames
3 lessons · 3 drills
The position that cashes the pawn, and the two that refuse it.
0% learnedOpen the course- The Lucena positionK+R+P vs K+R
- The Philidor positionK+R vs K+R+P
- The back-rank defenseK+R vs K+R+P, rook or knight pawn
Sparring
117 endings out of real games where you are a pawn or two up, with the move. No method to learn first: play it out against an opponent set to your strength and find out whether you can convert. Every move gets a verdict as it lands.
Enter the sparring room
Endgame puzzlesConvert what you earned.