Endgames
The library

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.

Spassky resuming an adjourned game against Radulov, Amsterdam 1973

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.

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    1. Two rooks: the ladderK+2R vs K
    2. Queen mate: the shrinking boxK+Q vs K
    3. Rook mate: rank by rankK+R vs K
    4. Two bishops: edge, then cornerK+2B vs K
    5. Bishop and knight: the long marchK+B+N vs K
  • Pawn endgames

    4 lessons · 6 drills

    Where every middlegame plan is finally audited.

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    1. The oppositionKing versus king, one tempo apart
    2. King and pawn: the escortK+P vs K
    3. The rule of the squareKing versus passed pawn
    4. 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.

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    1. The Lucena positionK+R+P vs K+R
    2. The Philidor positionK+R vs K+R+P
    3. 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
Example: a rook ending from a real game, Black to move
Endgame puzzlesConvert what you earned.