Theoretical Endgames
βοΈ Endgame theory decides real games. Solve 1,000 positions in 37 chapters, practise winning and defensive plans at your own pace, and explore every sideline in Read Mode.
Overview
Theoretical Endgames
βοΈ Do you know when an endgame is really winningβand when precise defence can still save it?
π₯ An extra pawn is not a plan. One accurate king move can secure promotion; one careless exchange can leave you defending a draw you should have won.
Theoretical Endgames gives you 1,000 positions across 37 chapters to practise those decisions. You make the move yourself, then see the idea behind it. Essential methods come first; more demanding endings connect those methods with practical calculation.
π― What You Will Learn
π· Use key squares, opposition, reserve tempi and pawn breakthroughs.
π· Convert rook endings and recognise the essential defensive setups.
π· Coordinate bishops and knights, and judge exchanges between minor pieces.
π· Handle queen endings, promotion races and mixed-material positions.
π· Recognise fortresses, stalemate resources and tactical exceptions.
π· Bring your king to the right squares and calculate the decisive move order.
π· Distinguish a real win from a position that only looks promising.
β Every position asks you to make a decision on the board. The sidelines are there when you want to understand why.
π₯ From Familiar Positions to Real Decisions
βοΈ Knowing the rule helps. Recognising when it appliesβand when the position demands an exceptionβwins the game.
π‘οΈ Defence matters just as much. Can you keep the opposition, reach a fortress or find the only checking route before the opponent coordinates everything?
β‘ The chapters cover pawn, minor-piece, rook, queen and mixed-material endings. You will practise the moves, not just read the answer.
π§ How the Course Works
π― Open a position and find the best move for White or Black. Play the main line yourself. Your moves get immediate feedback, and you finish each position in one pass.
β±οΈ Study is untimed by default. Think for as long as you need. If a move is wrong, try again; after a second wrong attempt, the explanation is available.
π Tap Read Mode to explore the comments and sidelines. When you finish a position, the complete line opens so you can review it. Study takes you to the first position you have not finished.
π¨βπ« Who Is This For?
β
Club and tournament players who want reliable winning and defensive technique.
β
Players who know the basic rules and notation and want more confidence when the pieces come off.
β
Anyone who prefers solving positions to memorising a list of theoretical names.
Start with the foundations or jump to a topic that keeps appearing in your games. You can return to completed positions whenever you want a refresher.
π Course Details
π 1,000 positions Β· 37 natural chapters
βοΈ One main line to solve per position; annotated alternatives in Read Mode
β±οΈ Self-paced Study, untimed by default
π» Interactive PGN training, with no video lessons
π¨βπ« Edited for Modern Chess Academy by IM Giorgi Sibashvili
π₯ The next time you reach an endgame, you will have a clearer plan for both sides of the board.
π Choose Your Access
Buy the course for $24.99, or unlock with membership. Included with the academy’s Monthly, 6-Month and Yearly memberships while your membership is active.
Curriculum
37 chapters1000 positions
Explore each chapter to see what youβll practise.
01Pawn Endings: Key Squares and Opposition32 positions
We start with the tools that decide simple pawn endings: the catching square, key squares, opposition and the traps around rook pawns. Your king often has to work before the pawn earns the right to advance. Watch for
02Pawn Endings: Spare Moves and Zugzwang41 positions
A spare pawn move can be worth more than an extra pawn. Here you will save those moves, use king triangles and match the opposing king square for square. The aim is to make your opponent move at
03Pawn Endings: Breakthroughs and Races31 positions
These positions teach pawn breakthroughs and races. Identify which pawn must be sacrificed, which file must open and whether the king can catch the survivor. Move order is the whole game. A beautiful breakthrough is useless if the
04Pawn Endings: Outside and Protected Passers42 positions
An outside passer can drag a king away while your own king wins elsewhere. Compare this with a protected passer, which ties down the opposing king without needing its own king to defend it. This chapter joins pawn
05Pawn Endings: Blockades and Draws33 positions
Extra material does not always break a blockade. You will build drawing fortresses, deny king entry and use pawn sacrifices to reach a simpler defensive setup. Identify the squares that must stay covered and the pawn moves that
06Pawn Endings: Pawn Chains and Breaks30 positions
Connected passers look powerful, but their strength depends on king support and the structure around them. You will change pawn chains, choose capture orders and decide when to release the pawns. Check the key squares again after each
07Pawn Endings: King Routes and Races37 positions
A pawn near promotion demands attention, but the shortest king route is not always the best one. These positions combine pawn races, diagonal king routes and sacrifices that buy time. Watch for promotion with check and squares blocked
08Pawn Endings: Tempo Counting and Corresponding Squares15 positions
Now tempo counting and corresponding king squares come together. Use opposition, spare pawn moves and changes in the pawn structure to judge the position. Then calculate the exact move order. A familiar rule is a starting point, not
09Knight Endings: King Activity and Coordination29 positions
In knight endings, the king still needs to be active and the pawn structure still matters. Learn useful knight routes, basic blockades and the moments when a pawn can safely advance. Count knight moves carefully: a square that
10Knight Endings: Timing and Zugzwang25 positions
A knight cannot lose just one move and return to its square. That makes the timing of king and knight moves especially important. Count the full route and ask who will have to move when the pieces arrive.
11Knight Endings: Passed Pawns and Blockades38 positions
Passed pawns force the knight to make difficult choices. Here you will find blockading routes, support promotion and recognise positions where precise defence holds a fortress. Check whether the knight can stop the pawn without losing coordination with
12Knight Endings: Pawn Play26 positions
With more pawns, knight endings demand a plan as well as calculation. You will use weak pawns, space, majorities and sacrificial breaks to create targets on both wings. Improve the king before launching a pawn race. The knight
13Bishop Endings: Active Pieces and Pawns32 positions
Same-coloured bishops fight for the same diagonals and entry squares. This chapter connects king activity with pawn placement and basic conversion. Find the useful diagonal and decide which pawns restrict each bishop. Don't automatically put every pawn on
14Bishop Endings: Passed Pawns26 positions
A passed pawn wins only if the bishop and king can help it cross the defensive line. You will break blockades, switch diagonals and choose when to exchange or advance pawns. Keep the promotion square in mind while
15Bishop Endings: Timing and Technique21 positions
These bishop endings turn on waiting moves, distant targets and king activity. Look for a pawn break or bishop move that leaves the defender without a useful reply. Before pushing a pawn, ask which waiting move you are
16Opposite Bishops: Drawing Methods22 positions
Opposite-coloured bishops give the defender chances that material alone does not explain. Learn to build blockades and cover the important entry squares with king and bishop. Identify which pawns can actually move and which merely look impressive. An
17Opposite Bishops: Winning Methods43 positions
Opposite-coloured bishops do not make every ending a draw. An active king, widely separated passers and threats on both wings can overwhelm the blockade. You will coordinate pawn advances with king entry rather than push everything at once.
18Bishop vs Knight: Activity and Blockades23 positions
The bishop and knight handle passed pawns very differently. These positions teach you to choose the right blockading square, useful diagonal and king route. Count the knight's transfers and the bishop's access to the promotion square. A pawn
19Bishop vs Knight: King Routes and Timing38 positions
King routes and move order often decide bishop-versus-knight endings. Improve your pieces before trying to win pawns. When defending, find a safe square and keep enough freedom to return to it. Being a pawn up is not a
20Bishop vs Knight: Passed Pawns20 positions
Passed pawns test how well the bishop or knight works with its king. Here you will judge when a piece can stop a pawn, when it must be sacrificed and when promotion cannot be prevented. Count the whole
21Rook vs Pawns52 positions
A rook fighting pawns needs distance, activity and help from its king. Learn when to check, when to take a pawn and when to switch sides. Some positions favour the rook; in others, advanced pawns force it to
22Rook and Pawn vs Rook27 positions
These rook-and-pawn endings teach the main winning and drawing mechanisms: building a bridge, keeping the king out and using enough checking distance. Identify the defender's safe checking side before choosing a rook move. Memorize the reason the setup
23Rook Endings: Rook Pawns18 positions
Rook pawns behave differently because there is no file beyond them. Look closely at the corner, the king's shelter and the distance available for checks. Sometimes one square decides whether the defender holds or loses. Watch for stalemate
24Rook Endings: Active Pieces24 positions
The active rook and the cut-off king are the main characters here. You will improve checking distance, switch files and choose the right moment to bring the king forward. Keep the rook useful even when defending a pawn.
25Rook Endings: Several Pawns20 positions
With several pawns, rook activity and the timing of pawn breaks become decisive. You will handle connected passers, create threats on both wings and recognise defensive fortresses. Before exchanging pawns, check the resulting king-and-pawn ending and the rook's
26Queen Endings: Checks and Pawn Races33 positions
Queen endings punish exposed kings and inaccurate races. These positions combine checks, shelter and passed pawns. Count whether promotion comes with check and whether the new queen can immediately stop the opponent's pawn. A queen can cross the
27Queen vs Rook30 positions
Queen versus rook requires coordination, not random checking. You will drive the king toward vulnerable squares, create zugzwang and separate the rook from its protection. For the defender, check whether perpetual check or a safe formation remains available.
28Queen Endings: Promotion and Mating Nets23 positions
Here queen checks, mating threats, blockades and promotion combine. Decide whether your immediate task is king safety, stopping a passer or creating a forcing threat. Keep perpetual check in the calculation before taking material. The strongest queen move
29Queen Endings: Technique and Fortresses23 positions
Queen versus other material can produce both forcing wins and stubborn fortresses. You will coordinate the queen and king, look for entry squares and test whether the defender can maintain a safe formation. Don't mistake a large material
30Basic Mates and Pawnless Piece Endings21 positions
Practise basic mates and winning methods with different pieces. Restrict the king, bring your pieces together and then close the net. Watch for stalemate when the defender has little material left. A won position still needs a method.
31Knight Endings: Blockades and Defensive Tactics20 positions
Use knight blockades, checks and promotion forks to stop advanced pawns. Compare the defenderβs drawing circuits with the sacrifices and tempo gains that defeat them, including rare mating nets created by an enemy rook pawn. Giving up material
32Bishop vs Pawns13 positions
A bishop can stop a pawn from far away, but only if the diagonal and king support cooperate. These exercises cover blockades, races and the moments when several passers overload a bishop. Check the promotion square's colour and
33Knight Endings: Tactics and Coordination9 positions
These knight endings combine checks, sacrifices and piece coordination. Find the route that removes a blocker, supports a pawn or builds a mating net. Calculate where the knight lands after each forcing move. A clever jump is useful
34Endgame Exchanges and Defence25 positions
The key decision here is what to keep and what to exchange. Some positions call for a fortress; others need an active rook or a switch to a different ending. Calculate the position after the trade before choosing
35Endgame Fortresses and Pawn Races15 positions
Learn how knights blockade advanced pawns, create stalemate resources and gain decisive tempi in promotion races. Compare these defensive patterns with tactical ways to break them, then finish with a more complex king-and-rook invasion against a restricted bishop.
36Pawn Endings: Breakthrough and Race Practice19 positions
Practise pawn breakthroughs, outside-pawn decoys and reserve tempi. Calculate king routes and promotion races precisely, including checks after promotion and defensive races that save a draw. Small positions leave very little room for vague calculation.
37Pawn Endings: King Manoeuvres and Zugzwang Practice24 positions
Practise opposition, corresponding squares and reserve pawn tempi. Choose accurate king routes, build defensive pawn barriers and recognise stalemate escapes before tackling longer triangulation and zugzwang studies. If you can explain why the turn matters, you have understood






