
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
The four-question method for finding a useful move in quiet positions, which is where most players run out of ideas.
There is a moment almost every player recognises: the opening is over, the pieces are developed, there is no tactic in sight, and you do not know what to move. That is where the moves get played that the engine later marks as the mistake that started everything.
You do not have to guess. There is a method.
Before thinking about plans, always the same thing: your opponent's checks, captures and threats. Not because there is something, but because eighty per cent of the times someone "started doing strategy" and it went wrong, there was a tactic nobody looked at.
Five seconds. Then, the plan.
Evaluate before deciding. Four things, in this order:
Material. The first and simplest.
King safety. Are both castled? Does either have a broken pawn shield? Are there open files pointing at one of them?
Pawn structure. Isolated, doubled, backward pawns, chains, majorities. It is what changes least and therefore what governs most in the long run.
Piece activity. Not how many there are: how many are doing something.
The evaluation is not a number: it is a sentence. "I am slightly better because I have the bishop pair and their c6 pawn is weak, but their knight is heading for d5." That sentence contains the plan.
It is the most useful question in chess and the most underrated. In almost any position there is a piece doing nothing: a bishop behind its own pawns, a knight on the rim, a rook that sees no file.
Improving your worst piece is almost never wrong. When nothing is obvious, it is the default move, and it is surprisingly strong.
Pawns dictate the plan. That is not a nice phrase: it is literal.
With these five questions a plan almost always appears, and it is almost always the right one.
The question most often forgotten. Before executing your own plan, a glance at theirs: if your opponent is two moves from a serious attack and your plan takes five, the plan is wrong however good it looks.
Moving a piece that was already fine. When you do not know what to do, your hand goes to the piece that is easiest to move, which is usually the one already in place. It is a wasted move, and in a level position that is enough to end up worse.
The antidote is question 2: if you are going to move something, make it the thing that is worst placed.
In quiet, balanced positions, this sequence is right far more often than you would expect:
It is not brilliant. It wins games.
The four questions above tell you what to look at. When none of them gives a clear answer — which happens often — the position is read through its pawn structure, which is the only thing that changes slowly and therefore the only thing that allows plans longer than two moves.
Is there an open or half-open file? If there is, that is where the rooks go. It is not an aesthetic preference: a rook on an open file ends up reaching the seventh rank, and a rook on the seventh is usually worth more than a pawn.
Where do my pawns point? A pawn chain shows which way your play advances. With pawns on d4-e5 the play is on the kingside; with pawns on d4-c5, on the queenside. Playing on the opposite side to where your pawns point is rowing against your own position.
Who has the backward or isolated pawn? A pawn that cannot be defended by another pawn is a permanent weakness, and permanent weaknesses are the only targets that survive twenty moves of manoeuvring.
Is there an outpost? A square in enemy territory that no enemy pawn can attack. A knight there is worth almost a rook, and getting to it is usually a three- or four-move plan: exactly the length you should be looking for.
Which exchange helps me and which does not? It is the question that decides the most games and gets asked the least. Trading your opponent's good bishop, trading your own bad piece, avoiding trades when you have more space: there is almost always an exchange that improves your position without moving a pawn.
It happens, and it is normal: symmetrical positions, everything defended, no weak pawns, nothing to attack. The mistake there is inventing an aggressive plan in order to "do something", which is how a healthy position gets weakened.
What you do instead has a name: improve your worst piece. Look at your pieces, find the one doing the least, and put it somewhere better. It is a one-move plan, it can be repeated, and it commits to nothing.
After three or four moves like that, one of two things: either the position has opened and now there really is something to do, or your opponent — uncomfortable with having nothing to attack — has weakened something on their own. Both are better than having pushed a pawn to fill the silence.
The long version of that idea is an old rule: in a position with no plan, the side that commits least wins. Chess punishes the unnecessary move far more than it punishes waiting.
This is the case no method covers, and where the most games get lost twice: once for being worse and once for how you play after realising it.
Do not speed up. The instinct when the position slips is to complicate quickly, and it almost always accelerates the loss. An opponent who stands better wants exactly that: they have more pieces ready for the mess.
Look for exchanges, not adventures. Every pair of pieces that leaves the board shrinks the other side's advantage. The exception is when you are down material — there it is the reverse, since trading pieces brings the endgame closer, and that is where material weighs most.
Choose the most expensive defence, not the most elegant. The question is not "what is the best move" but "which one makes it hardest for my opponent to find theirs". Often they are different, and the second wins more half points.
And hold on. It is the hardest part of all and the one that pays most over time: people who save lost positions do not calculate better, they endure longer. Almost every game below 2000 is lost to one mistake rather than to accumulation, and a bad position that lasts twenty moves is twenty chances for the mistake to be your opponent's.
In a critical position — one where the game could go two ways — it is worth stopping for three or four minutes and going through the four questions properly, in your head.
On every other move, thirty seconds is enough.
Knowing which is which is part of the training, and the signal is simple: if you are about to trade something, push a pawn that cannot come back, or open a file, that is a critical position. Everything else is execution.
How long should choosing a move take? In a thirty-minute game, one to two minutes on normal moves and three or four at the three or four critical moments. Thinking a lot on every move is as bad as not thinking: it leaves you short of time exactly when the position gets complicated.
Is it wrong to play by intuition? No, and past a certain level it is the only option: there is no time to calculate everything. What is wrong is not verifying the intuitive move before making it. Intuition picks the candidate; calculation checks it.
How do I know whether my plan is good? By two questions: does it improve the position of one of my pieces, and what does it allow my opponent? A plan that improves something of yours and gives nothing away is a good plan even if it wins no material.
What if my opponent's plan is better than mine? Then the question stops being what your plan is and becomes where theirs gets stopped. It is almost always one concrete square, and bringing a piece to control it is a perfectly legitimate plan.
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 six-stage course to improve position evaluation, understand pawn structures and develop practical resources in openings, middlegames and endgames.
ARDFBy GM Andrés Rodríguez and GM Diego Flores

A six-course collection by GM Andrés Rodríguez to expand your opening repertoire, understand pawn structures, and learn to play each position with a clear plan.
ARBy GM Andrés Rodríguez
Philidor to defend, Lucena to win, and the five practical rules of rook endings. Two positions worth hundreds of half points.
Read the articleWhat counts as a real plan, where it comes from, how long it should last, and the three errors that turn a good plan into a lost position.
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Read the articleARDFBy GM Andrés Rodríguez and GM Diego Flores