Training endgames
Theory first, then play the position out against the engine, then practical endings and studies.
Endgame knowledge pays twice: it wins the games that reach an ending, and it tells the student which simplifications to aim for earlier. It is also the most neglected area for most club players, so progress is quick.
The three-step method
- Theory: explain the key position and its rule of thumb (opposition, the square, Lucena’s bridge, Philidor’s third rank).
- Play-out: the student plays the position against the engine until the result is achieved without help — and then from the other side.
- Practice: practical endings from real games (the Endings drill) and, for strong players, studies that train imagination and precision.
What to know at each stage
- Beginner: K+Q vs K, K+R vs K, two rooks, avoiding stalemate.
- Below 1000: opposition, rule of the square, basic king-and-pawn endings, the rook-pawn draw.
- Below 1500: Lucena, Philidor, outside passed pawn, queen vs pawn, converting extra material.
- Below 2000: triangulation, breakthrough, active rook defence, minor-piece endings, Vančura.
- Professional: bishop and knight mate, theoretical rook endings, queen endings, practical endgame decision-making.
A play-out counts as learned when the student succeeds twice in a row on different days. Return to old positions every few weeks; endgame technique fades if unused.