Piece Command
Every piece, every square it reaches
You move every piece correctly without checking, and you see the whole reach of a line, a diagonal and a knight.
- The Line and the Diagonal
- The Knight and the King
- The Pawn
Boss · Piece Command
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.
“A legal game, on purpose”
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.
Every piece, every square it reaches
You move every piece correctly without checking, and you see the whole reach of a line, a diagonal and a knight.
Boss · Piece Command
What can you take, and what is it worth
You find what is capturable right now, including nothing, and you know which of two pieces is worth more.
Boss · Capture and Price
The rules, used rather than remembered
You answer every check with one of three outs, tell mate from stalemate on sight, castle early and promote on purpose.
Boss · The Legal Game
Look before you let go
You find the mate in one when it is there, and you check the destination square before you release the piece.
Boss · First Danger
Mission · Slower, and Finished
Finish what you have won
You mate with king and queen against resistance, without stalemate, and leave here able to finish a game.
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.
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.
Price it before you take it
You look at the square under the piece, count the one trade that follows, and decline the capture that loses.
Boss · Capture Discipline
Mission · The Capture Inspection, Live
The best way out
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.
Boss · The Considered Game
Mission · Finish the Won Game
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.
Nothing announces the free piece
You sweep all four quadrants before choosing, catch the knight you did not see, and say when nothing is free.
Boss · Whole-Board Search
Mission · One Sweep Per Move, Live
From the first move to the last
You mate with king and rook inside a move budget, and you reach move ten developed and castled, knowing what each move gave up.
Boss · Finish the Game
Missions · Finish the Won Game · Ten Moves on Purpose
“Nothing falls for free”
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.
Nothing falls for free
Your pieces stay safe, and you see what theirs threaten — every move, both sides.
Boss · Board Safety
Mission · The Safety Check, Live
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.
The routine runs without the prompt
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.
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.
“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.
Look at their position, not just yours
You stop waiting for pieces to fall into your lap and start finding the move that wins them.
Boss · Tactical Vision
Mission · One Forcing Scan, Live
A won position is not a won game
When you win material you win the game: you cash the piece and take the opponent’s chances away.
Boss · Winning Won Games
Mission · Convert It
One pawn decides
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.
Boss · The Finish Line
Mission · Commit Before the Reveal
The same openings, and what they are for
You play one narrow repertoire every game, six to eight moves deep, and you can say why each move is there.
Mission · Play Your Opening
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.
Move, reply, answer
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.
Boss · Three Moves Ahead
Mission · Two Candidates Per Game
One more move than the pattern
You assemble tactics that need one more move, change who is defending, find the in-between move, and see theirs coming.
Boss · The Combination Lab
Missions · One Forcing Scan, Live · The Safety Check, Live
Punish, and plan
The second chapter adds the other seat: you punish broken principles in your openings and know the plans your tabiyas lead to.
Boss · Home Base II
Mission · Play Your Opening
Count before you commit
You punish a king that stayed in the centre, count the attackers before you commit, and know when the bishop takes h7.
Boss · First Assault
Mission · Write the Second Candidate
Where your own game turned
You find the move where one of your own games turned, and commit to it before anything is revealed.
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.
“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.
Know when it is critical
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.
Boss · Candidates and Verdicts
Mission · One Long Think, Placed
When nothing is forced, improve something
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.
Boss · Better Pieces
Mission · One Improved Piece
Defend forward
Worse positions are playable: you choose the active defence instead of the reflex parry.
Mission · Log Every Game
Know which side you are on
You build the bridge, use the sixth-rank shield, keep the rook active and price the outside passer, and steer there early.
Boss · The Rook Endings
Mission · Hold the Ending
Material given on purpose
You find the quiet killer: the move that gives material with a verdict rather than a hope.
Mission · One Long Think, Placed
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.
Read the position before you choose the plan
You list the imbalances, state what the opponent wants, and read the d-pawn family, the Carlsbad and the closed centre.
Boss · Structures and Imbalances
Missions · Inventory Before Plan · Play the Structure, Both Sides
The structure tells you where to play
You name your break before you prepare it, and you march the majority when the structure says so.
Boss · Pawns Have Plans
Mission · Name the Break, Then Prepare It
Built, priced, abortable
You price every pawn push, race on opposite wings with your own king audited first, and remove the defender that matters.
Boss · Attack School
Mission · Guess the Master Move
The price of the king
The second chapter adds the king hunt: you price a sacrifice against the king honestly and set a trap that survives the best reply.
Boss · The Sacrifice II
Mission · Three Notes to Self
Grown from your own games
Your repertoire is repaired where your games left book, and you remember why every move exists.
Mission · Repair the Line You Left
Your reading first, then the truth
You annotate a whole game of your own before the engine sees it, and mark where it turned.
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.
“Spend your thinking where it pays”
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.
Manage the tree
Your calculation prunes on purpose, survives the quiet move in the line, calculates for the opponent, and uses stepping stones.
Boss · Deep Water
Mission · One Budgeted Decision
No hurry
You convert the boring way: slowly, with a second front, into the right ending.
Boss · Technique
Mission · Convert Without Hurry
Defend by system, trade by count
You hold rook endings by system, and you never simplify into an ending you have not checked.
Boss · Endgame Systems
Mission · Verify the Ending You Are Entering
Hard to beat
You trade the attackers, defend the worse side on purpose, and set problems in lost positions.
Boss · Resourceful Defense
Mission · Hold One Worse Position
Change the structure itself
The second chapter adds transformation: you change one structure into another on purpose, with a reason and a verified trade.
Mission · Play the Structure, Both Sides
When the game turns
The second chapter adds the switch: you notice when the game has turned and change plan before the position forces you to.
Mission · Inventory Before Plan
The flank and the centre
The second chapter adds the answer: you meet a flank attack in the centre, and you know when that rule does not apply.
An event, read as one
You run a postmortem across four or more games from one event and leave it knowing the one thing to train next.
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.
“New shapes, not harder puzzles”
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.
A record of how you decided
At every critical moment you run the full decision procedure and leave a record, and you defend a choice between near-equal moves.
Boss · The Protocol
Mission · One Decision Record Per Game
Their move first
You prevent and progress with the same move, and you defend before you must.
Boss · The Prophylactic Eye
Mission · Prevent One Thing, Keep Moving
Theory on demand
The theoretical endings are there cold, and you steer toward a goal position you named first.
Boss · The Endgame Arsenal
The draw you can build
You recognise when a fortress exists and steer into it, and you find the perpetual that escapes a lost position.
Boss · The Fortress
The cleanest path
You choose the lowest-risk winning route and convert it under the clock.
Boss · Ruthless Conversion
Mission · Convert Without Hurry
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.
Own the instrument
You keep your own error taxonomy, turn it into targeted training, and budget your clock across whole games.
Boss · The Self-Coach
Missions · Your Own Error Taxonomy · One Training Intervention, Judged · Budget the Whole Clock
Your openings, maintained
You maintain a repertoire file with its critical lines, exploit and defuse move orders, and prepare for a named opponent.
Boss · The Personal File
Missions · Maintain the File · Prepare for One Named Opponent
Any structure, both plans
You read a structure you have never seen, go deep on your own, and break the rule when the evidence says so.
Boss · Structure Mastery
Mission · Play the Structure, Both Sides
Imagine the impossible
The second chapter widens the candidates: backward moves, sacrifices and imbalances enter the record on purpose.
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.
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.
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
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.
The curriculum covers ratings from 0 to 2400. Nothing above that is built, and this page does not claim it.
Tell us your rating and your week, sit a short placement, and Today names your first Level.
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