
Modern chess logic: evaluation, middlegame and endgame
Four classes and eight hours of training to master modern evaluation, read the engine, handle complex positions and improve your endgame technique.
ARBy GM Andrés Rodríguez
What "good" means at each stage, how long each one takes, and why progress arrives in steps rather than in a straight line.
The question is hard because "good" means very different things to someone who just learned how the pieces move and to someone who plays tournaments. It is worth splitting into stages, because the timing of each is fairly predictable.
The rules take a couple of hours: how each piece moves, castling, en passant, promotion, check, checkmate and the ways to draw.
At the end of this stage you can play a whole game. Not well, but whole.
This is the stage almost nobody names and the one that prevents the most frustration. It consists of learning the three basic mates — queen and king, rook and king, two rooks — so you can close out a won game.
Without this, reaching an endgame a queen up and being unable to win is the experience that makes many people quit chess in month one.
One week, half an hour a day.
This is where the real work happens. Most beginner games are decided because somebody left a piece where it could be taken, and until that comes down, nothing else matters.
What is needed:
Two or three months of steady practice. By the end, games lost to a single move should have halved.
Now games start appearing where something has to be decided. What gets learned here:
By the end of this stage you play reasonably well: you beat casual players comfortably, you understand what is happening in the game, and you lose for reasons you can explain.
For most people asking "how long does it take to get good", this stage is the answer: six months to a year.
Solid club level. Your own repertoire, endgame technique, reliable calculation, the ability to hold a difficult position.
Two to four years of methodical work. And here the time matters less than the method: some people get there in two years training four hours a week, and others do not get there in ten playing every day without analysing anything.
This is the part that confuses people most and is worth knowing in advance: you do not improve a little every day. You study something for weeks with no visible change, and then it turns up in three games in a row and your rating jumps fifty points in a week.
The reason is that a new pattern goes through two phases: first it is understood — and it is not yet useful, because you have to remember to use it — and then it becomes automatic, and only then does it appear by itself in a game. Between the two there are weeks of apparent stillness.
That plateau is not stagnation: it is the installation phase. And it is exactly where most people quit, just before the work starts paying.
Speeds it up:
Does not speed it up:
Part of the difficulty of the question is that the word changes meaning depending on who is using it, and it helps to keep the four senses separate:
"Good" for your family. Beating anybody who learned the rules and plays occasionally. That is three or four months of steady practice. It is the threshold almost everybody has in mind when asking, and it is far closer than people think.
"Good" on an online platform. Being above the average player, which on most sites sits around 800 or 900 in rapid. That is six months.
"Good" at a club. Holding your own against people who study, winning some, understanding why you lose the rest. Around two years.
"Good" in the strong sense. Tournament level, 1900 or 2000, where your opinion about a position is worth something. Four or five years of serious work, and not everybody gets there, just as not everybody runs a marathon in three hours.
It is worth deciding which of the four you are actually asking about, because the answer changes by an order of magnitude, and because aiming at the fourth when you wanted the first is the surest way to quit in month three.
If everything above had to be reduced to a list of what makes the clock run faster, this is it, and the order matters:
1. Analyse your own games, by hand and before the engine. This is the multiplier. Two people with the same hours and the same material end up at very different levels depending on whether they do this. The reason is that it is the only activity that works on your specific errors, and your specific errors are the only thing holding you back.
"By hand and before the engine" is not a detail: the engine gives you the answer, and receiving the answer without having tried to find it trains nothing. The right order is to review the game alone, note where you think it went wrong, and then switch the engine on to see whether you were right.
2. Play slowly. Long games are the only ones where you have time to apply what you studied. Everything you learn is installed by playing slowly and forgotten by playing fast.
3. Work one subject at a time. Three months of endgames teach more than three months of a bit of everything, because fragmented knowledge does not connect. Choose a subject, hold it for a quarter, and only then switch.
What is not on the list, though everybody puts it there: studying openings, watching grandmaster games, playing high volume. All three are worth something. None of the three moves the needle like the ones above.
Without looking at your rating, which is slow and noisy. Look at the last ten games you lost and ask which of these four groups most of them fall into:
You lost pieces to a single move. You are at stage 3. The only things that matter are the checking routine and daily tactics. Everything else can wait.
You lost to two- or three-move tactics from your opponent. End of stage 3, start of stage 4. Keep the tactics going, and start looking at your opponent's checks and captures before every move.
You lost because you did not know what to do. Stage 4. This is where the middlegame comes in: plans, structures, evaluation. It is where a course returns most.
You lost level endgames or games that were won. Stage 5, and congratulations: you have reached the point where what is missing is technique rather than understanding. Endgames, and conversion work.
That diagnosis takes fifteen minutes and saves months, because the most expensive mistake is not studying too little: it is studying the wrong stage.
Chess has no finish line, and that is the best thing about it: it is one of the few activities where you can keep improving at sixty, because what accumulates is understanding rather than reflexes.
So the useful question is not how long it takes to arrive, but how long it takes to start enjoying it. And there the answer is much shorter: stopping the giveaways is enough, and that is two or three months.
How long does it take to reach 1500? At five well-distributed hours a week, one to two years from scratch. Ten hours does not halve it: return per hour drops considerably beyond six or seven a week, because what is missing stops being time and becomes consolidation.
Is there a talent ceiling? It exists and it is far higher than people think. Below 2000, the difference between two players is explained almost entirely by hours and method; talent starts deciding well beyond where almost everybody quits.
Can I learn fast if I study eight hours a day? You can progress much faster and not proportionally. Pattern memory needs days to consolidate, so eight hours a day produces perhaps three times what one hour does, not eight. And it exhausts you, which is what ends up cutting the process short.
What if I only want to play without improving? That is a perfectly valid answer and it is worth deciding on purpose. The only thing that does not work is wanting to improve while organising your time like somebody who only wants to play.
If you want to put this into practice with structured material:

Four classes and eight hours of training to master modern evaluation, read the engine, handle complex positions and improve your endgame technique.
ARBy GM Andrés Rodríguez

A collection of six courses by GM Andrés Rodríguez to enrich your repertoire, understand complex positions, and improve your game from opening to endgame.
ARBy GM Andrés Rodríguez

A collection of six courses by GM Andrés Rodríguez to expand your opening repertoire, discover brilliant combinations, and improve your understanding of pawn structures and piece trades.
ARBy GM Andrés Rodríguez
The errors that show up in almost every game below 1000, why they happen, and how to clear them one at a time.
Read the articleThe principles that replace theory while you do not need theory yet, and why they still hold once you do know named openings.
Read the articleWhat can be taught at each age, what to realistically expect, and how to avoid the mistake that makes a child quit chess after three months.
Read the article