
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
A concrete method for getting better: what to study at each stage, how much time it takes, and how to tell whether you are actually progressing.
There is one question that comes before all the others, and it almost always arrives after a bad run: how do you actually get better at chess? Not "which opening should I play" or "which book should I read", but what to do, in what order, so that in six months the board looks different.
The short answer is that chess improves through diagnosis, not accumulation. The long answer is this article.
The most common way to plateau is also the most reasonable-looking one: play a lot. Five hundred blitz games a month, two hundred and fifty losses, and by the end of the month the rating is exactly where it started.
The reason is that an unanalysed game teaches you nothing. At most it teaches you that you lost. It does not tell you where it went wrong, or why you picked the plan you picked, or whether the mistake was calculation, evaluation or the clock. Without that information, the next game starts equally blind.
What does teach you is the analysed game. And it does not take many: one well-analysed long game is worth more than fifty blitz games played back to back.
Before studying anything, take your last twenty serious games and sort every loss into one of four buckets:
Count how many fall into each. The biggest bucket is your study programme for the next three months. Not the one that looks most interesting: the biggest one.
This sounds obvious and almost nobody does it. Most players study openings because they are the most entertaining and the easiest thing to find on video, while losing eighty per cent of their games to hanging pieces in the middlegame.
With the diagnosis done, the work becomes concrete:
If you hang pieces, your problem is calculation and checking. The fix is not prettier mate-in-three puzzles but pure calculation exercises, plus a routine: before every move, look at every check, every capture and every threat your opponent has. It sounds mechanical because it is, and it works because it is.
If you come out of the opening badly, you do not need more variations: you need to understand the three or four ideas behind the one you already play. What structure it aims for, which pieces want to go where, which break is the key one. A course that explains an opening through its plans is worth a thousand times more than a database of twenty thousand games.
If you do not know what to do in quiet positions, what is missing is strategy: evaluating a position, weak pawns, strong squares, your opponent's bad piece. It is the hardest part to learn alone and the one that changes fastest with good material.
If you lose endgames, start with the three that come up constantly: king and pawn versus king, rook and pawn versus rook, and minor-piece endings with pawns on one wing. That is enough to stop giving away half points.
A realistic training week for someone with a job or studies:
That is four or five hours. You do not need more, and in fact more hours badly distributed pay less: half an hour of tactics a day beats three hours in a row on Sunday, because patterns stick through spaced repetition, not through accumulation.
Rating is noisy: it moves twenty points for reasons that have nothing to do with your level. As a short-term measure of progress, it is poor.
These work better:
These are numbers that move before the rating does, and that move because of what you did.
Studying fashionable openings. An elite player's repertoire is built against an opponent who prepares with an engine. Yours has to be built to reach positions you know how to play. One solid, understood opening is worth more than three memorised variations.
Outsourcing analysis to the engine. The engine tells you which move was better; it does not tell you why you chose the other one. Analyse alone first — write down what you thought, what you rejected and why — and only then turn it on. The difference between the two versions is exactly your study material.
Changing plan every three weeks. A mediocre method sustained for six months pays more than a perfect method abandoned three times.
You can improve alone, and a lot. But there is a point where self-diagnosis stops being enough: you cannot see the mistake you do not know is a mistake. That is where a lesson with someone who looks at your games saves months, because it changes the order of the work — and the order is half the result.
It also works the other way round: to be told that what you are doing is right and that you should keep at it, which is the hardest thing to believe when the rating is not moving.
The method above has to fit into real life, and in real life almost nobody has more than five or six hours a week. Here is how they divide:
Two and a half hours: long games and their analysis. Two games of thirty minutes or more, with twenty minutes of analysis each. It is half your time and it is the block that produces the improvement; everything else supports it.
An hour and a half: tactics. Fifteen or twenty minutes, six days. Not one long session: pattern memory is built by spaced repetition.
One hour: the subject of the quarter. One only, sustained for three months. Endgames, or one structure, or the middlegame. Changing it every three weeks is the commonest way to study a lot and accumulate nothing.
Half an hour: repertoire. Read your own file and add whatever came up this week. Not studying new theory: maintaining the file.
What is left out of that week says something too: there is no hour assigned to watching content. Videos and annotated games are excellent and they are what you do with spare time, not with the method's time.
Underneath all the plans there are four habits, and in practice they explain more of the difference between two players than any choice of material:
Look before you move, always. Your opponent's checks, captures and threats, in that order, before every move. It is boring, it is mechanical, and it is the habit that wins the most games between 800 and 1600.
Finish what you start. A half-watched course, a subject abandoned in week three, an opening changed before it was understood. Chess punishes scattering more than it punishes lack of talent.
Analyse your own games. It has been said three times in this article and it will be repeated whenever necessary, because it is the only activity that works on your errors rather than on humanity's.
And play even when you do not feel like studying. Consistency beats intensity by a distance, and a weak week with two games played is worth more than a perfect week that never happened.
And a part almost no article mentions, which decides whether you continue: progress does not feel like progress while it is happening.
What it feels like is this: first, a few weeks where everything is harder because you are thinking about new things and that consumes attention. Then a plateau where the number does not move and it looks like nothing worked. And only then a jump that arrives all at once and that, in hindsight, looks as if it appeared on its own.
That order is the normal one, not the exception. The plateau is the phase where what you learned is becoming automatic, and it is exactly where most people conclude their method is no good and change it, a week or two before harvesting.
The way to survive it is not to measure with the rating. Measure with this, once a month:
Those three numbers move before the rating does, they move more cleanly, and they are the ones that actually say whether the work is paying.
Improving at chess is not a mystery and it is not talent: it is a short cycle you repeat.
Whoever runs this cycle for six months improves. Whoever plays five hundred blitz games a month does not. And the difference between the two is not how much time they spend: it is where they put it.
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 five-step method for getting everything out of a game, why the engine goes last, and what to write down so the analysis becomes a study plan.
Read the articleWhat each time control trains, which one is good for what, and the ratio to play them in if your goal is to climb.
Read the articleThe four ways to throw away a winning position and what to do about each. An advantage does not defend itself.
Read the article