Train in order.
Everything in the house, arranged the way a player actually grows. Start where you are, move up when a stage feels easy — and return to Foundations more often than your pride wants to.
Foundations
Before plans and openings: see the board. Names of squares, colours without counting, the knight’s crooked geometry, positions held in the mind’s eye.
Openings
Development, the centre, the safe king. Principles over memorisation — an opening is a promise your middlegame has to keep.
Tactics
Forcing moves first — checks, captures, threats. Tactics decide more club games than every other idea combined.
Strategy & the Middlegame
Pawn skeletons, weak squares, the six questions to ask of any position. This is the stage that turns players into commentators of their own games.
Endgames
Kings become fighters, single pawns become queens. Learn four endings well and you will out-convert everyone at your level.
The Arcade
Board vision wearing a game’s clothes. Play these when you’re too tired to study — they train you anyway.
Scores from every drill and game land on the rankings — world and friends.