
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 actually separates those two bands, how long the crossing takes, and what has to change in your training for it to happen.
Four hundred points sound like a lot and like very little at the same time. It is a real jump — the 1600 beats the 1200 nearly every time — and yet it is crossed with fairly concrete changes, not with new talent.
The short answer: six months to a year and a half, at four or five well-directed hours a week. The difference between the six months and the eighteen is almost never the time invested: it is what gets trained.
It is worth saying because almost everyone imagines it wrong. The main difference is not how deep they calculate. It is this:
The 1200 gives away material. Not every game, but one in every two or three. A hung piece, a pawn that drops to an in-between check, a back-rank mate. In that band, more than half the games are decided before anything resembling strategy appears.
The 1600 almost never gives anything away, and converts. When they reach an endgame a pawn up, they win it. When they are handed a piece, they do not complicate: they trade everything and finish.
So the jump from 1200 to 1600 is above all a jump in reliability, not in brilliance.
The most thankless phase and the one that gives the most points.
By the end of this phase, the number of games lost to a single move should have halved. If it has not dropped, there is no point moving on: stay here.
This is where the fastest-paying material is, and the material almost nobody studies.
Only now does strategy make sense, because there is finally a game that reaches that far.
Studying openings past move eight. In this band, almost no opponent plays ninth-move theory. What helps is understanding what your opening is after: centre, development, where the king goes.
Playing nothing but blitz. It rehearses patterns; it does not install them.
Chasing the rating day by day. It moves thirty points on noise alone. Look at it once a month.
These three move before the number does:
If those three move, the rating will follow. It usually arrives in one block after a long flat stretch, which is why so many people quit right before it.
The jump from 1200 to 1600 is not continuous: it is four fairly identifiable steps, and knowing which one you are on stops you working the next one too early.
1200 to 1300 — stop giving pieces away. Almost all your losses are still pieces dropped in one move. The only things that matter here are the checking routine before moving and daily tactics. Nothing else moves anything. It is the fastest step of all: six to eight weeks of steady practice.
1300 to 1400 — see your opponent's tactics. You no longer drop simple pieces and now you lose to two- or three-move combinations you did not see coming. What fixes it is a shift of focus: look at the position from your opponent's side before each move, asking "if I were them, what would I want to do?".
1400 to 1500 — come out of the opening well. This is where having no idea what to do on move ten starts to hurt. Theory is not needed: principles are, plus your own file of six to eight moves per line. This step is the easiest one to buy with study.
1500 to 1600 — convert. The last step is almost all technique: elementary endgames, knowing when to trade, not losing won positions. It is the one most people postpone and the one that gives away the most half points.
If you can say which of the four you are on, you have already saved half the time, because the most expensive error in this stretch is working on step four while standing on step one.
Almost every platform gives these numbers away and almost nobody looks at them, though they are a fairly good diagnosis:
Score with White against Black. A large gap — more than ten percentage points — almost always means a repertoire problem with the worse colour. It is the cheapest thing on this list to fix.
Result by time control. If you do well in rapid and badly in blitz, everything is in order. If it is the other way round, the problem is not knowledge but time use: you are playing the long games with a blitz head.
Which phase you lose in. If most of your losses are decided after move thirty, what you are missing is endgames and technique. If they are decided before move fifteen, it is tactics and openings. The two answers are completely different.
Your record after a loss. If your score drops sharply in the game following a defeat, your main problem is not a chess problem. It is the easiest of all to correct: a rule about not playing two in a row after losing is enough.
It is worth preparing for this, because it discourages a lot of people who were doing well: the rating does not rise in a straight line even when you are improving steadily.
The normal pattern is eighty points in three weeks, six weeks flat or falling, and then another sixty. The flat stretches do not mean you stopped improving: they mean what you learned has not yet become automatic, and while it is becoming automatic it consumes attention that used to be elsewhere. It is common to play slightly worse for two weeks right after learning something important.
From which comes a practical rule: look at your rating once a month, not every day. And the number to look at is not today's but this month's average against last month's, which is far less noisy.
And a second: if you are going to change method, give it three months before judging it. Changing every three weeks guarantees never harvesting, because chess has a lag of a month or two between what you study and what shows up in a game.
So the plan is not abstract, here is what a concrete month of this stretch looks like, at about five hours a week:
Every day: fifteen minutes of tactics. No exceptions, including days you do not play.
Tuesday and Saturday: one thirty-minute game, analysed the next day. Alone first, with notes; then with the engine.
Sunday: one hour, alternating by week. Week 1: king and pawn endings. Week 2: your opening file, with whatever came up in the month's games. Week 3: re-read the four analysed games and look for what repeats. Week 4: one middlegame subject.
Once a month: count, over your last twenty games, how many you lost to an oversight, how many to not knowing what to do, and how many were won. That count is what decides what you work on the following month.
Repeated four times, that month is the whole stretch.
It is the most common plateau in chess, and it almost always means the same thing: phase 1 is done and phase 2 was skipped. The player stopped hanging pieces, but still leaks half points in endgames and still has no idea what to do in quiet positions.
The way out is not more tactics — that has already paid what it was going to pay — but endgames and strategy. It is a change of diet, not of quantity.
How long does the whole stretch take? Six months to a year at five well-distributed hours a week. What lengthens it most is not studying too little but studying the wrong step, which is why the diagnosis above saves more time than any method.
Do I need to study openings to reach 1600? Not by memory. You need to come out of the opening with a playable position, and that comes from the principles plus your own file of six to eight moves. Studying theory in this stretch is spending on what holds you back least.
Should I play over-the-board tournaments? It helps a lot without being essential. A tournament produces five or six long, analysed games in a weekend, which is more than most people accumulate in two months.
What do I do if I drop below 1200 after having risen? Nothing special. A hundred-point fall is within normal variation, especially if you played few games. The right response is to change nothing for three weeks and look again.
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

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ARBy GM Andrés Rodríguez
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