Level 5 of 6

Queen level: choosing your games

Preparation as steering, the honesty that breaks a plateau, and the positional ideas that decide games between players who know the same theory.

Advanced
13 topics

Ready for this when

Prepares openings and reviews their own games.

Working towards

Steer a game towards positions they understand better than the opponent.

At this level you choose your games instead of accepting them. Preparation is not memorising moves. It is deciding, before the game, which structures you will play.

Improvement now comes from honesty. Every player has positions they handle badly and quietly avoid. Work on those, not the ones you enjoy.

So your training plan is a list of your own repeating mistakes. It is usually short. Three or four items, honestly named, will keep you busy for months.

A repertoire you can explain

For every opening you play, can you name the structure it leads to, the side of the board you play on, your usual pawn break, and the endgame you are aiming for?

One answer to each first move, understood properly, beats three half-known. The point is to keep arriving in positions you know better than your opponent.

  • For each line: structure, wing, break, target endgame.
  • One answer to each first move.
  • Prepare the middlegame the opening leads to.

The list of your own mistakes

Go through your last twenty serious games. For each loss and near miss, write down the category of what went wrong, not the move: time trouble, failing to convert, one particular structure, an overrated attack.

The list will be short and it will repeat. Work on the top item alone for several weeks.

The initiative is worth material

Having the initiative means your opponent is answering your threats instead of carrying out a plan. That is often worth a pawn or more.

Know when you have it, and keep making threats. Know when you do not, and spend one move on defence now rather than three later.

Colour complexes and blockades

A colour complex is a set of weak squares of one colour. It usually appears after one side trades the bishop that guarded them, or fixes its pawns on the other colour. Pawns cannot go back, so the weakness lasts.

A blockade is the answer to a passed pawn: put a piece on the square directly in front of it. A blockaded pawn cannot advance and still needs defending. A knight is the classic blockader, because it works as well from that square as from any other.

Pawn majorities

More pawns than your opponent on one wing means a passed pawn can be made there. That decides which trades you accept.

A healthy majority has no doubled pawns and none already blocked. A majority with a doubled pawn often cannot make a passed pawn at all.

  • Tactics, to stay sharp
  • One deep study topic
  • A played game, reviewed
An hour, divided. The deep topic is the top item on your mistake list.

Where this level sits

Fifth of six. The training is now yours to run. Expect results to stall for months at a time. That is normal at this strength, and no reason to rebuild everything.

Six levels. The fifth is where training becomes self-directed.

Positions to play through

1Pawns with nothing in front of them

Count the pawns on each wing. On one side, White's pawns face no black pawn at all.

White has two pawns on the queenside against none. Neither is blocked or doubled.

With no black pawn on the a-file or b-file, both pawns are already passed. White's plan is to push them; Black's pieces must stop them. Know which wing your passed pawns come from before you decide what to trade.

2Where a blockader belongs

Black's d4 pawn is passed. White's knight stands next to it on d5. Ask whether the knight is stopping anything.

The knight on d5 is behind the pawn, not in front. The blockade square is d3, two knight moves away, by b4 or f4.

A blockader stands in the pawn's path. Black's pawns move down the board, so that square is d3. A knight on d3 stops the pawn and loses nothing by standing still.

3Zugzwang: the obligation to move

Kings and one pawn, with Black to move. Whoever has to move here is worse off.

Black to move, and that is the problem. The kings face each other and Black must give way, so the white king steps forward and the pawn queens. With White to move it would be a draw.

Nothing is attacked. The only problem is having to move. That is why the tempo matters so much in king and pawn endings, and why triangulation, losing a move on purpose, wins them.

4The queen mate that needs the king

A queen and king against a bare king, one move from mate. Work out which piece does what.

Start0/1
Qh8 checks along the back rank. The white king already covers a7 and b7.

The queen gives mate, and the king makes it possible. The same split holds in far harder attacks. When an attack is one piece short, the missing piece is often the king.

The order to learn them in

If you only follow one path through this level, follow this one.

  1. 1The InitiativeMaking threats so your opponent must answer you.
  2. 2Color ComplexesWhen a bishop is gone, the squares of its colour get weaker.
  3. 3Pawn MajoritiesMore pawns on one wing, and the passed pawn they can make.
  4. 4BlockadePut a piece directly in front of a passed pawn.
  5. 5Creating WeaknessesWith nothing to attack, force a pawn move that makes a target.
  6. 6Corresponding SquaresEach square your king takes has one square the defender must answer.
  7. 7Zugzwang in EndgamesWhoever runs out of spare moves first has to give way.
  8. 8Queen EndgamesDecided by checks: shelter your king before you push the pawn.
  9. 9King HuntChecks that drive a king out of its shelter to mate.

Every topic at this level

What practice looks like

  • An hour a day: tactics to stay sharp, one deep study topic, one played game or analysis.
  • Keep a list of the mistakes that repeat. It is shorter than expected, and it is the training plan.
  • Play stronger opponents on purpose, and review those games hardest.

Ready for the next level when

  • Has a repertoire they can explain rather than recite.
  • Wins technical endgames without help.
  • Can name their own three most common mistakes.
  • Beats higher-rated players regularly, not occasionally.

For the grown-up

  • The player runs the training now. The adult runs the schedule, the sleep and the perspective.
  • Results stall for months at a time. That is normal, and no reason to change everything.
  • Protect the part they enjoy. A player who stops enjoying chess usually stops playing it.

Questions people ask

How do I get past a rating plateau?
Find the kind of mistake that keeps costing you points, such as time trouble or failing to convert, and work on that alone for several weeks. Plateaus are rarely a general lack of knowledge.
How many tournaments a year?
Enough to keep the games serious, few enough that every game is reviewed. The review produces the improvement, so the schedule has to protect it.
Should I study openings or endgames?
Endgames, if you must choose. Opening lines go out of fashion and get refuted; endgame technique lasts. Study your own openings as far as the middlegame they produce, and stop there.
Do I need a database and an engine?
An engine helps you check analysis you have already done. A database helps once you prepare for specific opponents, which is the next level. Neither replaces the mistake list.
My results have gone backwards since I started studying more. Why?
Usually study has replaced playing, or new lines reach serious games before they are understood. Keep playing as much as before, and test new lines in training games.