The curriculum, from a first game to 2400

ChessPillar teaches in one order. 6 Acts hold 12 rating bands, each band holds a few worlds, and each world is a short run of Levels that ends in a Boss. This page lists all of it and marks what you can play today.

All 116 Levels are playable today.

Stop Hanging PiecesBuild the habit of checking what is attacked — yours and theirs — before every move.The first board this Level puts in front of you.

How the pieces fit

Act
A stage of the player: from a legal game, on purpose, to mastery. Each Act ends at a Gateway.
Rating band
A 200-point slice of rating, with a name and a graduation target stated in plain terms.
World
A short run of Levels around one theme, ending in a Boss.
Level
One idea. It teaches the idea, then makes you find it, calculate it and use it on boards you have not seen. A gate opens the next Level when the evidence is in.
Boss
A cold test of a whole world: mixed positions, no labels, no hints, with at least one position where nothing is wrong.
Fight
A position you play out against Stockfish toward a stated goal.

The Whole Game

“A legal game, on purpose”

Act I · 0–600 · 9 worlds · 21 Levels, all live

0–200, The First Game

5 worlds, 12 Levels, 12 live

Focus: Every piece moved correctly, every check answered, every free capture seen, and the game finished rather than abandoned.

Graduation: You can play a whole legal game on purpose and finish a won one with the queen.

Piece Command

Every piece, every square it reaches

World 1 of 9 · Act I

You move every piece correctly without checking, and you see the whole reach of a line, a diagonal and a knight.

  1. The Line and the Diagonal
  2. The Knight and the King
  3. The Pawn

Boss · Piece Command

Capture and Price

What can you take, and what is it worth

World 2 of 9 · Act I

You find what is capturable right now, including nothing, and you know which of two pieces is worth more.

  1. What Can You Take?
  2. Know the Price

Boss · Capture and Price

First Danger

Look before you let go

World 4 of 9 · Act I

You find the mate in one when it is there, and you check the destination square before you release the piece.

  1. One Move to Mate
  2. Look Before You Let Go

Boss · First Danger

Mission · Slower, and Finished

Handover

Finish what you have won

World 5 of 9 · Act I

You mate with king and queen against resistance, without stalemate, and leave here able to finish a game.

  1. Finish With the Queen

Mission · Slower, and Finished

Gateway 0 · The First Game

You can complete a legal game on purpose and finish a won one.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens 200–400 · Capture Discipline.

200–400, Capture Discipline

2 worlds, 5 Levels, 5 live

Focus: Look at the square before you take, price the one trade that follows, and be willing to take nothing.

Graduation: You decline a losing capture, choose the best way out of a check, and see the stalemate one move before it exists.

Capture Discipline

Price it before you take it

World 6 of 9 · Act I

You look at the square under the piece, count the one trade that follows, and decline the capture that loses.

  1. Who Defends It?
  2. Count the First Trade
  3. Take It or Leave It

Boss · Capture Discipline

Mission · The Capture Inspection, Live

The Considered Game

The best way out

World 7 of 9 · Act I

You choose among a check’s three answers by what each costs, and you see a stalemate one move before it is on the board.

  1. The Best Way Out
  2. Don't Stalemate Them

Boss · The Considered Game

Mission · Finish the Won Game

400–600, Whole-Board Search

2 worlds, 4 Levels, 4 live

Focus: Nothing announces the free piece. You sweep the whole board before choosing, and you finish a won game with the rook.

Graduation: You take material nobody pointed at, say that nothing is free and mean it, and mate with king and rook against resistance.

Finish the Game

From the first move to the last

World 9 of 9 · Act I

You mate with king and rook inside a move budget, and you reach move ten developed and castled, knowing what each move gave up.

  1. Finish With the Rook
  2. Start the Game Right

Boss · Finish the Game

Missions · Finish the Won Game · Ten Moves on Purpose

Foundations

“Nothing falls for free”

Act II · 600–1000 · 2 worlds · 9 Levels, all live

600–800, Board Safety

1 world, 5 Levels, 5 live

Focus: Two questions on every move: what did their move change, and what does mine leave behind.

Graduation: Loose pieces named on both sides, an attack told from a threat, a contested square counted to a verdict, and nothing-is-wrong answered correctly.

Board Safety

Nothing falls for free

World 1 of 2 · Act II

Your pieces stay safe, and you see what theirs threaten — every move, both sides.

  1. Stop Hanging Pieces
  2. What Is Your Opponent Threatening?
  3. An Attack Is Not a Threat
  4. Before You Move
  5. Defended Isn't Safe

Boss · Board Safety

Mission · The Safety Check, Live

800–1000, Independent Safety

1 world, 4 Levels, 4 live

Focus: The routine you already know starts running on its own, in positions nobody labelled.

Graduation: You run the safety check on your own: no labels, no prompts, days later, and in the opening.

Independent Safety

The routine runs without the prompt

World 2 of 2 · Act II

You run the safety check cold, in mixed positions and in the opening, and you are right when the answer is that nothing is wrong.

  1. When Your Piece Is Attacked
  2. Mate Beats Material
  3. Nothing Is Wrong Here
  4. Survive the Opening

Boss · Independent Safety

Missions · The Safety Check, Live · The First Fifteen · Drill Your Book

Gateway 1 · Independent Safety

The learner runs the safety routine cold, without labels or highlights, and preserves it after delay.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens 1000–1200 · See It, Take It, Finish It.

The Improver

“See it, take it, finish it”

Act III · 1000–1400 · 9 worlds · 23 Levels, all live

1000–1200, See It, Take It, Finish It

4 worlds, 11 Levels, 11 live

Focus: You stop waiting for the position to hand you something: find the forcing move, take what it wins, and finish the game.

Graduation: Forcing moves found on sight, material converted, pawn endings won and held from both seats, and a first repertoire you can explain.

Tactical Vision

Look at their position, not just yours

World 1 of 9 · Act III

You stop waiting for pieces to fall into your lap and start finding the move that wins them.

  1. One Move, Two Targets
  2. Look for the Forcing Move
  3. Pieces on a Line
  4. The Back Rank

Boss · Tactical Vision

Mission · One Forcing Scan, Live

Winning Won Games

A won position is not a won game

World 2 of 9 · Act III

When you win material you win the game: you cash the piece and take the opponent’s chances away.

  1. Cash the Piece
  2. Take Their Chances Away

Boss · Winning Won Games

Mission · Convert It

The Finish Line

One pawn decides

World 3 of 9 · Act III

One pawn up is a win you can execute and one pawn down is a draw you can hold, and you know which draws you can steer to.

  1. Outrun the King
  2. Win the Squares
  3. One Pawn Decides
  4. Know Your Draws

Boss · The Finish Line

Mission · Commit Before the Reveal

Home Base

The same openings, and what they are for

World 4 of 9 · Act III

You play one narrow repertoire every game, six to eight moves deep, and you can say why each move is there.

  1. Your First Repertoire

Mission · Play Your Opening

1200–1400, Build It, Then Break It

5 worlds, 12 Levels, 12 live

Focus: A move is trusted because you found their best answer to it and beat that too.

Graduation: For a position you name a candidate, their best reply and your answer, and reach a verdict you can back up, rejecting at least one candidate for a reason.

Three Moves Ahead

Move, reply, answer

World 5 of 9 · Act III

You check three plies before you commit, name their best reply rather than the one you hoped for, and try to refute your own idea.

  1. Move, Reply, Answer
  2. Refute Yourself
  3. Two Candidates Minimum

Boss · Three Moves Ahead

Mission · Two Candidates Per Game

The Combination Lab

One more move than the pattern

World 6 of 9 · Act III

You assemble tactics that need one more move, change who is defending, find the in-between move, and see theirs coming.

  1. Change Who Is Defending
  2. The In-Between Move
  3. See It Coming

Boss · The Combination Lab

Missions · One Forcing Scan, Live · The Safety Check, Live

Home Base II

Punish, and plan

World 7 of 9 · Act III

The second chapter adds the other seat: you punish broken principles in your openings and know the plans your tabiyas lead to.

  1. Punish Broken Principles
  2. Know Your Plans

Boss · Home Base II

Mission · Play Your Opening

First Assault

Count before you commit

World 8 of 9 · Act III

You punish a king that stayed in the centre, count the attackers before you commit, and know when the bishop takes h7.

  1. The King in the Center
  2. Count the Attackers
  3. The Bishop Takes h7

Boss · First Assault

Mission · Write the Second Candidate

The Turning Point

Where your own game turned

World 9 of 9 · Act III

You find the move where one of your own games turned, and commit to it before anything is revealed.

  1. Find the Turning Point

Mission · Find Your Turning Point

Gateway 2 · Disciplined Calculation

The learner generates a plausible candidate, finds the opponent's best resource, answers it, and reaches a supported verdict.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens 1400–1600 · Plans, Not Just Moves.

The Club Player

“Plans, not just moves”

Act IV · 1400–1800 · 11 worlds · 27 Levels, all live

1400–1600, Plans, Not Just Moves

5 worlds, 13 Levels, 13 live

Focus: When nothing is forced you still know what you are doing: which moments matter, two or three real candidates, and a pick.

Graduation: Critical moments told from quiet ones, a piece improved for a reason, an active defence from the worse side, and a rook ending steered three moves early.

Candidates and Verdicts

Know when it is critical

World 1 of 11 · Act IV

You tell the moments that matter from the ones that do not, and you calculate to a quiet position rather than to a captured piece.

  1. Know When It's Critical
  2. Calculate to Quiet

Boss · Candidates and Verdicts

Mission · One Long Think, Placed

Better Pieces

When nothing is forced, improve something

World 2 of 11 · Act IV

In a quiet position you still know what to do: upgrade your worst piece, pick a real target, trade for a reason, own the file.

  1. Upgrade Your Worst Piece
  2. Pick a Real Target
  3. Trade With a Reason
  4. Own the Open File
  5. Every Pawn Move Leaves a Mark

Boss · Better Pieces

Mission · One Improved Piece

Hold the Line

Defend forward

World 3 of 11 · Act IV

Worse positions are playable: you choose the active defence instead of the reflex parry.

  1. Find the Active Defense

Mission · Log Every Game

The Rook Endings

Know which side you are on

World 4 of 11 · Act IV

You build the bridge, use the sixth-rank shield, keep the rook active and price the outside passer, and steer there early.

  1. The Bridge
  2. The Sixth-Rank Shield
  3. Active Rook, Dead Rook
  4. The Outside Passer

Boss · The Rook Endings

Mission · Hold the Ending

The Sacrifice

Material given on purpose

World 5 of 11 · Act IV

You find the quiet killer: the move that gives material with a verdict rather than a hope.

  1. The Quiet Killer

Mission · One Long Think, Placed

1600–1800, Evaluation into Plan

6 worlds, 14 Levels, 14 live

Focus: What is this position, what do they want, and which of your candidates survives it.

Graduation: On a position nobody labelled, you take stock, name your opponent’s plan, list candidates, work out where they lead, and commit to one.

Structures and Imbalances

Read the position before you choose the plan

World 6 of 11 · Act IV

You list the imbalances, state what the opponent wants, and read the d-pawn family, the Carlsbad and the closed centre.

  1. List the Imbalances
  2. What Do They Want?
  3. The d-Pawn Family
  4. The Carlsbad
  5. Chains and the Closed Center

Boss · Structures and Imbalances

Missions · Inventory Before Plan · Play the Structure, Both Sides

Pawns Have Plans

The structure tells you where to play

World 7 of 11 · Act IV

You name your break before you prepare it, and you march the majority when the structure says so.

  1. Name Your Break
  2. March the Majority

Boss · Pawns Have Plans

Mission · Name the Break, Then Prepare It

Attack School

Built, priced, abortable

World 8 of 11 · Act IV

You price every pawn push, race on opposite wings with your own king audited first, and remove the defender that matters.

  1. Price Every Pawn Push
  2. Race on Opposite Wings
  3. Remove the Key Defender

Boss · Attack School

Mission · Guess the Master Move

The Sacrifice II

The price of the king

World 9 of 11 · Act IV

The second chapter adds the king hunt: you price a sacrifice against the king honestly and set a trap that survives the best reply.

  1. The Price of the King
  2. Set the Trap

Boss · The Sacrifice II

Mission · Three Notes to Self

The Living Repertoire

Grown from your own games

World 10 of 11 · Act IV

Your repertoire is repaired where your games left book, and you remember why every move exists.

  1. The Living Repertoire

Mission · Repair the Line You Left

Annotate Before the Engine

Your reading first, then the truth

World 11 of 11 · Act IV

You annotate a whole game of your own before the engine sees it, and mark where it turned.

  1. Annotate Before the Engine

Mission · Annotate Before the Engine

Gateway 3 · Evaluation into Plan

The learner inventories the position, states the opponent's intention, generates candidates, compares consequences, and commits to a plan.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens 1800–2000 · Technical Decisions.

The Strong Club Player

“Spend your thinking where it pays”

Act V · 1800–2000 · 8 worlds · 16 Levels, all live

1800–2000, Technical Decisions

8 worlds, 16 Levels, 16 live

Focus: Spend your thinking where it pays: choose the branches, name the ending before you trade into it, hold the worse side on purpose.

Graduation: You cut a calculation down to the lines that matter, keep going past the last check, check the ending you aim for, hold a defensive setup, and review a whole event.

Deep Water

Manage the tree

World 1 of 8 · Act V

Your calculation prunes on purpose, survives the quiet move in the line, calculates for the opponent, and uses stepping stones.

  1. Prune the Tree
  2. The Quiet Move in the Line
  3. Calculate for Them
  4. Stepping Stones

Boss · Deep Water

Mission · One Budgeted Decision

Technique

No hurry

World 2 of 8 · Act V

You convert the boring way: slowly, with a second front, into the right ending.

  1. No Hurry
  2. Open a Second Front
  3. Trade Into the Win

Boss · Technique

Mission · Convert Without Hurry

Endgame Systems

Defend by system, trade by count

World 3 of 8 · Act V

You hold rook endings by system, and you never simplify into an ending you have not checked.

  1. The Defender's System
  2. Check Before You Simplify

Boss · Endgame Systems

Mission · Verify the Ending You Are Entering

Resourceful Defense

Hard to beat

World 4 of 8 · Act V

You trade the attackers, defend the worse side on purpose, and set problems in lost positions.

  1. Trade the Attackers
  2. Defend the Worse Side
  3. Set the Problems

Boss · Resourceful Defense

Mission · Hold One Worse Position

Structures and Imbalances II

Change the structure itself

World 5 of 8 · Act V

The second chapter adds transformation: you change one structure into another on purpose, with a reason and a verified trade.

  1. Change the Structure

Mission · Play the Structure, Both Sides

Hold the Line II

When the game turns

World 6 of 8 · Act V

The second chapter adds the switch: you notice when the game has turned and change plan before the position forces you to.

  1. When the Game Turns

Mission · Inventory Before Plan

Attack School II

The flank and the centre

World 7 of 8 · Act V

The second chapter adds the answer: you meet a flank attack in the centre, and you know when that rule does not apply.

  1. Answer the Flank in the Center

The Full Postmortem

An event, read as one

World 8 of 8 · Act V

You run a postmortem across four or more games from one event and leave it knowing the one thing to train next.

  1. The Full Postmortem

Mission · One Full Postmortem

Gateway 4 · Management and Conversion

The learner controls branch depth, chooses target endings, defends and converts, and performs a complete event postmortem.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens 2000–2200 · Complete Practical Decisions.

Mastery

“New shapes, not harder puzzles”

Act VI · 2000–2400 · 9 worlds · 20 Levels, all live

2000–2200, Complete Practical Decisions

5 worlds, 10 Levels, 10 live

Focus: Every decision leaves a record of how it was made, and the record is graded part by part.

Graduation: A full decision record at a critical moment, near-equal choices defended, the arsenal cold, a fortress recognised, and a win converted under the clock.

The Protocol

A record of how you decided

World 1 of 9 · Act VI

At every critical moment you run the full decision procedure and leave a record, and you defend a choice between near-equal moves.

  1. Run the Protocol
  2. Near-Equal Choices

Boss · The Protocol

Mission · One Decision Record Per Game

The Prophylactic Eye

Their move first

World 2 of 9 · Act VI

You prevent and progress with the same move, and you defend before you must.

  1. Prevent and Progress
  2. Defend Before You Must

Boss · The Prophylactic Eye

Mission · Prevent One Thing, Keep Moving

The Endgame Arsenal

Theory on demand

World 3 of 9 · Act VI

The theoretical endings are there cold, and you steer toward a goal position you named first.

  1. The Arsenal, Cold
  2. Steer to Goal Positions

Boss · The Endgame Arsenal

The Fortress

The draw you can build

World 4 of 9 · Act VI

You recognise when a fortress exists and steer into it, and you find the perpetual that escapes a lost position.

  1. Is There a Fortress?
  2. The Perpetual Escape

Boss · The Fortress

Ruthless Conversion

The cleanest path

World 5 of 9 · Act VI

You choose the lowest-risk winning route and convert it under the clock.

  1. The Cleanest Path
  2. Convert Under the Clock

Boss · Ruthless Conversion

Mission · Convert Without Hurry

2200–2400, The Self-Coach

4 worlds, 10 Levels, 10 live

Focus: You run your own improvement loop: build the evidence, name the recurring error, design the fix, and measure whether it transferred.

Graduation: You keep a record of your decisions, sort your errors over a stated number of games, try one focused fix with before-and-after evidence, and judge honestly whether it worked.

The Self-Coach

Own the instrument

World 6 of 9 · Act VI

You keep your own error taxonomy, turn it into targeted training, and budget your clock across whole games.

  1. Your Error Taxonomy
  2. Train Your Weakness
  3. Budget Your Clock

Boss · The Self-Coach

Missions · Your Own Error Taxonomy · One Training Intervention, Judged · Budget the Whole Clock

The Personal File

Your openings, maintained

World 7 of 9 · Act VI

You maintain a repertoire file with its critical lines, exploit and defuse move orders, and prepare for a named opponent.

  1. Your Repertoire File
  2. Move Orders Matter
  3. Prepare for Them

Boss · The Personal File

Missions · Maintain the File · Prepare for One Named Opponent

Structure Mastery

Any structure, both plans

World 8 of 9 · Act VI

You read a structure you have never seen, go deep on your own, and break the rule when the evidence says so.

  1. Read Any Structure
  2. Your Structures, Deep
  3. Break the Rule

Boss · Structure Mastery

Mission · Play the Structure, Both Sides

The Protocol II

Imagine the impossible

World 9 of 9 · Act VI

The second chapter widens the candidates: backward moves, sacrifices and imbalances enter the record on purpose.

  1. Imagine the Impossible

Mission · One Decision Record Per Game

Gateway 5 · Master Candidate

Across multiple real games the learner preserves decisions, verifies truth, identifies a recurring process error, designs a bounded intervention, and measures whether it transferred.

It reads your record across what came before it: Levels proved, Bosses passed, skills still held, and opens the end of the Path.

What live means

A Level is marked live when it is built and playable. A Level that is not built yet appears in its place on the map and says so. Nothing on this page is shown as available unless you can play it.

What has been checked

Rules code validates every position and move. Stockfish checks every accepted answer, and endgame tablebases answer where a position is small enough to be solved. All 2,118 positions in the course carry a verification stamp.

Engine checking and expert review are separate. This page does not describe any Level as reviewed by a grandmaster or a coach. If a Level is ever described that way, the review will be on record for that Level. How the method works

You do not start at the beginning unless you need to

Give your rating or sit a short placement, and the curriculum opens at your level. The bands below it stay on your map, marked as skipped and unproved. They are never counted as done. If your results show a gap there, they can still be used to repair it.

Where the map ends

The curriculum covers ratings from 0 to 2400. Nothing above that is built, and this page does not claim it.

Find your place on the map.

Tell us your rating and your week, sit a short placement, and Today names your first Level.

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