Level 4 of 6

Rook level: the long game

Holding a plan across twenty moves, learning the endgames that have names, and saving positions that look lost.

High intermediate
22 topics

Ready for this when

Calculates a few moves ahead and knows why a move is bad.

Working towards

Play for long-term weaknesses and defend a worse position.

You calculate forcing lines and know the tactical shapes. Your games are now decided by things set in motion twenty moves earlier: a weak square, the wrong pieces left on the board, an endgame you should have traded into.

The skill now is holding an idea over many moves, and knowing when a small permanent advantage beats a large temporary one.

The other new subject is defence. Many worse positions can be held, and holding them is a skill you can learn.

Endgames with names

Two rook endgames should be known, not worked out at the board. The Lucena position is the win: your pawn is on the seventh rank, your king is in front of it, and the enemy king is cut off. You shelter your king from checks with your own rook, which is called building a bridge.

The Philidor position is the defence. Your rook stands on your third rank and keeps the enemy king back. When the pawn steps onto that rank, the rook goes to the far end of the board and checks the king from behind.

Triangulation belongs here too. Your king takes three moves to return to a square, the opponent's king cannot copy it, and the same position comes back with them to move.

  • Lucena: win with the pawn on the seventh. Build the bridge.
  • Philidor: hold with the rook on the third rank, then check from behind.
  • Triangulation: hand the move to your opponent.

Rooks belong on the seventh

A rook on the seventh rank attacks pawns still on their starting squares and shuts the enemy king in. Two rooks there often decide the game.

That is a plan for many moves: open a file, double rooks on it, break through to the seventh.

Defending properly

In a worse position the instinct is to do something. Sharpening the game usually helps the stronger side, because they have more pieces aimed at the sharp part of the board.

Instead, find their plan and take away the square it needs. Trade the piece doing the most damage, even if the trade looks passive. Steer for endings known to be drawn, such as a rook endgame a pawn down.

Accept being worse. Giving a second pawn to change the subject is how a difficult game becomes a lost one.

  • Find their plan before you choose your move.
  • Trade the piece hurting you most.
  • Steer for a drawn ending you know.
  • Do not sharpen a position you are worse in.

Pawn breaks are chosen, not stumbled into

In a blocked position nothing happens until a pawn moves. That move is a pawn break, and it decides who the opened position favours. Choose it several moves ahead.

Prepare it by placing pieces first. The file that opens should already have your rook on it. If the break makes a passed pawn, the square in front of that pawn should be yours.

How to use an engine

Go through the game yourself and decide where it went wrong before you turn the engine on. Otherwise you learn a list of moves, not a way of thinking.

The engine checks your diagnosis and finds tactics you missed. It cannot tell you why you missed them.

Where this level sits

Fourth of six: carrying a plan through a long game, and holding on when it turns. Leave time between events to review.

Six levels. The fourth is about technique and stamina.

Positions to play through

1The skewer down an open file

The black king and queen are both on the a-file, the king in front. Put the rook on that file.

Start0/3
Ra1+ forces the king off the a-file, and Rxa8 takes the queen.

Check why there is no defence. The queen cannot block, because its own king stands between it and the rook. Confirm details like that before you play the check.

2Giving pawns to make one run

Three pawns against three, material level, and both kings far away. Find the move that breaks through.

Start0/5
b6 and c6 give up two pawns. After a6, no black pawn stands in front of the a-pawn or on a square that can capture it.

Two pawns are given for a passed pawn that nothing can catch, and the black king is too far away to help. Whenever you have three pawns against three, look for this before you call the position equal.

3An open file is a plan, not a feature

The d-file has no pawns on it. Both sides have a rook there.

The d-file is open: no pawn of either colour stands on it.

The two rooks cancel each other out, so the file is not yet anybody's advantage. Neither rook owns it yet. The side that can keep a rook there and reach the seventh rank gains most.

4Doubled pawns, and what they cost

Look at White's queenside. Two pawns stand on the same file.

Two white pawns on the c-file. The one behind cannot defend the one in front.

Doubled pawns cannot protect each other, and they are slow to make a passed pawn. They are not always bad: the capture that doubled them often opens a file next to them. Judge them by whether you can use that file.

The order to learn them in

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

  1. 1Lucena PositionThe won rook endgame, and the bridge that shields the king.
  2. 2TriangulationThree king moves that hand the move to your opponent.
  3. 3Rooks on the 7th RankA rook on the seventh attacks pawns and hems in the king.
  4. 4The 8th RankA king behind unmoved pawns can be mated on its back rank.
  5. 5Pawn BreakthroughSacrifice pawns to open a path for one that promotes.
  6. 6HolesA square in your camp no pawn of yours can ever guard.
  7. 7Knight vs. BishopThe pawn structure decides which minor piece is better.
  8. 8Studying Pawn BreaksThe pawn move that opens the position, and how to prepare it.
  9. 9InterferencePut a piece between a defender and what it defends.

Every topic at this level

What practice looks like

  • Thirty to forty-five minutes most days, in short blocks.
  • Endgames deserve a real share. A third is not too much.
  • One long game a week, properly reviewed, beats five quick ones.

Ready for the next level when

  • Knows the Lucena and Philidor positions and can play them out.
  • Defends a worse position without collapsing.
  • Chooses a pawn break on purpose and prepares it.
  • Calculates a forcing line four or five moves deep and gets it right.

For the grown-up

  • Let them run their own review. Ask what they expected; do not supply the answer.
  • Engine use starts here, with one rule: play through the game yourself first, then check.
  • Watch for burnout. Leave time between events for review.

Questions people ask

How much should I use an engine?
After your own review, never during it. Decide where you think the game turned, then check. The engine shows what was wrong; working out why you missed it is your job.
Should I narrow down to a proper opening repertoire now?
Yes, a narrow one: one answer to each first move, learned as structures and plans rather than move orders. You want to reach positions you understand better than your opponent.
Which endgames should I memorise first?
Lucena, then Philidor, then king and pawn against king until it is automatic. Rook endgames are the most common endgames in practice, so this work pays back often.
How many tournaments should I play?
Few enough that every game gets reviewed. Many events with no review is how a player stops improving without noticing.
I collapse whenever I get a worse position. How do I fix that?
Practise defence on purpose. Set up worse positions and play them out against a friend or an engine. Before each move, ask what your opponent's plan is.