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Stage 5 of 5 · Queen · Mastery & Artistry

Study advanced strategy and analyze games.

Queen Stage covers long-term strategy, technical endgames, game analysis and creative play. Students review their own games and explore their playing style.

76 sessions in this stage: 40 Explorer + 36 Challenger. Browse Challenger lessons →

  • 40Explorer sessions
  • 2levels · 6 units
  • 314Explorer graded positions
  • 11–14entry age
  • 1700–2000+suggested rating range
  • 60–75 mina session

How the stage runs

The first level covers long-term strategy and advanced endgames. Level 5B develops game analysis, creative chess, playing style and competition. Students analyze games alone and in a group, including their own games.

The two graded sessions

Level 5A · ends at session 193

Level 5A Checkpoint: The Analyst

Demonstrate Level 5A mastery across all three units of the level and earn The Analyst milestone.

Level 5B · ends at session 213

Queen Stage Final Assessment & Graduation

Demonstrate mastery of the whole Queen Stage by sitting an eight position paper whose seats are apportioned from the stage’s own work, one for each of the six units and a second seat for the two units that carried the most material.

This stage includes 7 review sessions across 6 units.

The 6 units, in order

Queen Stage · 6 units across 2 levels
UnitWhat it teachesLevelSessionsPositions
1Deep Strategy5A6   (174–179)48
2Advanced Endgames5A6   (180–185)46
3The Art of Analysis5A8   (186–193)62
4Creative Chess5B6   (194–199)46
5Style & Identity5B6   (200–205)48
6Competition & The Path Forward5B8   (206–213)64

Every Explorer session in Queen Stage

Session topics and learning objectives are listed below in teaching order.

Level 5AThe Analyst

20 sessions · 3 units · sessions 174–193

Unit 1Deep Strategy 6 sessions

  1. 174 Imbalances Teaching 65 min · 8 positions

    the imbalance list

    Read out the five-item imbalance list for any quiet position, name who owns each item, and choose a move that uses the item you own.

    taught after 104 · 147 · 173

  2. 175 Dynamic vs Static Advantages Teaching 65 min · 8 positions

    dynamic vs static advantages

    Sort the edges in a quiet position into the static column and the dynamic column, decide whether the dynamic edge can be turned into something permanent right now, and either spend it this move or convert it into a lasting one.

    taught after 100 · 112 · 174

  3. 176 Prophylactic Thinking Teaching 65 min · 8 positions

    prophylactic thinking

    Consistently include the opponent’s plan in your own decision-making: name his single sharpest idea in one sentence, then remove it with a quiet move that keeps every edge you already own.

    taught after 97 · 144 · 174 · 175

  4. 177 Maneuvering in Closed Positions Teaching 65 min · 8 positions

    maneuvering in closed positions

    Improve pieces by maneuvering when the position is closed: prove the pawns are locked, find the worst piece by counting its squares, name the address it belongs on.

    taught after 100 · 102 · 103 · 148 · 176

  5. 178 Two Weaknesses (Advanced) Teaching 65 min · 8 positions

    two weaknesses

    Understand why a single weakness rarely wins a game, and practise the two-front method: count the opponent’s weak pawns wing by wing, check whether his defenders already match your attackers there, and.

    taught after 92 · 93 · 94 · 100 · 177

  6. 179 Unit Review: Deep Strategy Review 60 min · 8 positions

    Interleaved review of advanced strategic themes: the unit’s five ways of thinking — imbalances, static versus dynamic advantages, prophylaxis, maneuvering in closed positions and the two-weaknesses method — are met again in mixed order and without labels, so the pupil has to decide which one the position is asking for. The single routine that makes the choice is THE EVALUATE: list what each side owns, ask which items are permanent and which expire, choose the plan the list points at, and check the opponent’s best answer before committing.

    Form a deep strategic plan in a mixed position by running one routine end to end: list what each side owns.

    taught after 174 · 175 · 176 · 177 · 178

Unit 2Advanced Endgames 6 sessions

  1. 180 Complex Rook Endgames Teaching 65 min · 8 positions

    practical rook endgames

    Apply the practical principles of rook endgames.

    taught after 122 · 123 · 127 · 157 · 179

  2. 181 Bishop vs Knight (Deep) Teaching 65 min · 8 positions

    deep bishop-versus-knight judgement

    Judge a bishop-versus-knight endgame from the pawn structure alone.

    taught after 103 · 104 · 155 · 157 · 180

  3. 182 Queen & Pawn Endgames Teaching 65 min · 8 positions

    queen-and-pawn endgame technique

    Handle a queen-and-pawn endgame by applying one rule before calculating.

    taught after 73 · 156 · 157 · 180 · 181

  4. 183 Fortresses & Theoretical Draws Teaching 65 min · 8 positions

    fortress

    Run the door test on a worse endgame — count what the stronger side needs, name which of the four doors his win must come through, shut it with one move, and say honestly when no door exists.

    taught after 73 · 104 · 156 · 157 · 182

  5. 184 Endgame Technique Lab (Guided Practice) Guided practice 65 min · 6 positions

    Advanced endgame technique starts with a judgement, not a move: name the ending, decide whether the position is one to convert or one to hold, and only then choose the move — because the converting move and the holding move are frequently different moves on the same board.

    Practise converting AND defending advanced endgames accurately in guided play: for each unlabelled position the student names the ending.

    taught after 180 · 181 · 182 · 183

  6. 185 Unit Review: Advanced Endgames Review 60 min · 8 positions

    An advanced endgame is solved in one fixed order — name the ending, count what each side needs, state the verdict, then choose the move that verdict demands — and the review proves why the order matters: the same trade wins one card, strips a king on another and draws a third, so only the verdict distinguishes them.

    Solve mixed advanced-endgame problems: given an unlabelled position, the student names which of the unit’s four endings is on the board.

    taught after 180 · 181 · 182 · 183 · 184

Unit 3The Art of Analysis 8 sessions

  1. 186 Analyze Your Own Games (Deep) Teaching 70 min · 8 positions

    self-analysis method

    Analyse one of your own games deeply: put a price on every move, keep only the moves that cost more than half a pawn, sort those into four evidence-based types, name the cause behind each one, and turn the counts into a training plan.

    taught after 140 · 141 · 163 · 170 · 185

  2. 187 Finding Critical Moments Teaching 70 min · 8 positions

    critical moment

    Find the moments that decided a finished game: write the verdict after every move using the one-and-a-half-pawn fence.

    taught after 140 · 141 · 163 · 170 · 186

  3. 188 Using Engines Wisely Teaching 65 min · 8 positions

    engine as a checking tool

    Use an engine as a checking tool rather than a source of answers: measure a position at more than one depth.

    taught after 140 · 141 · 163 · 186 · 187

  4. 189 Annotating a Game Teaching 65 min · 8 positions

    annotation

    Annotate a game so that every mark, every word and every variation is something the pupil can defend: award a symbol only when the evidence for it exists.

    taught after 140 · 163 · 186 · 187 · 188

  5. 190 Group Analysis of a Classic Model game 70 min · 8 positions

    group analysis

    Contribute ideas and variations in a guided group analysis of a classic game, and settle every suggestion with a verdict the room can check: a second road, a refutation with a line, or an honest parking space.

    taught after 163 · 186 · 187 · 188 · 189

  6. 191 Build Your Study Plan (Guided Practice) Guided practice 60 min · 6 positions

    A study plan is honest when every slot is a measured weakness and the minutes follow the measurement: count your own priced mistakes, name each one, give the most minutes to the fault you make most often, and start the week with the fault that costs most each time.

    Create a concrete weekly study plan that targets measured weaknesses rather than guessed ones: the student takes the census of their own priced mistakes from the four games analysed in this unit.

    taught after 186 · 187 · 188 · 189 · 190

  7. 192 Unit Review: The Art of Analysis Review 60 min · 8 positions

    The unit’s five instruments are five different questions about the same move, and they do not agree: across the 70 free moves of one fresh game, S186 can name a fault on 8, S187 calls 3 critical, S188 has something to teach on 9, S189 permits a mark on 18 and S190 finds 51 crossroads — so the first move of any analysis is deciding which question you are asking.

    Apply the unit’s five analysis instruments to a fresh game: given a position from a game the class has never analysed, the student states WHICH question is being asked, then answers it by that instrument’s own rule.

    taught after 186 · 187 · 188 · 189 · 190 · 191

  8. 193 Level 5A Checkpoint: The Analyst Checkpoint 65 min · 8 positions

    Sort the board before you solve it: assessment of deep strategy, advanced endgames and analysis

    Demonstrate Level 5A mastery across all three units of the level and earn The Analyst milestone.

    taught after 179 · 185 · 192

Level 5BThe Artist

20 sessions · 3 units · sessions 194–213

Unit 4Creative Chess 6 sessions

  1. 194 Intuitive Sacrifices Teaching 65 min · 8 positions

    intuitive sacrifice

    Learn to judge a sacrifice that cannot be calculated to the end by naming its price first.

    taught after 174 · 175 · 187 · 190 · 193

  2. 195 Creative Combinations from History Teaching 65 min · 8 positions

    Combination: a forced sequence whose end you can see before you start it

    Find the idea behind a famous creative combination by pricing what is handed over, proving the mate is forced against every defence, and naming which of the five ideas — DRAG, OPEN, VACATE, DEFLECT or BLOCK — is the one that makes the finish work.

    taught after 120 · 187 · 189 · 193 · 194

  3. 196 Calculation vs Intuition Teaching 65 min · 8 positions

    forced mate as a proof rather than an opinion

    Decide between calculating and trusting your hand by testing every position for a short forced mate and counting the answers your opponent gets.

    taught after 187 · 188 · 193 · 194 · 195

  4. 197 Risk Assessment in Complex Positions Teaching 65 min · 8 positions

    practical risk

    Assess practical risk in an unclear position by measuring two things — what the committal move gains over the quiet one, and how many follow-ups still keep it — and choose the sound, ambitious continuation on that basis.

    taught after 175 · 187 · 194 · 195 · 196

  5. 198 Creative Play Challenges (Guided Practice) Guided practice 65 min · 6 positions

    Creative play is not one skill but two, and the first move of every creative decision is choosing between them: if a forced finish exists the position is countable and calculation settles it completely, and if none exists the position can only be judged — by counting compensation against a bar, or by weighing what a bold move gains against how many good continuations survive it.

    Practise finding imaginative resources in challenge positions and games: for each unlabelled position the student first decides whether a forced finish is available to calculate or whether the position can only be judged.

    taught after 194 · 195 · 196 · 197

  6. 199 Unit Review: Creative Chess Review 60 min · 8 positions

    Creative play is two instruments and one habit: if a forced finish exists the position is countable and only a proof will do, and if it does not then the resource can only be priced — so the first move of every creative decision is choosing the instrument, and this review proves the choice cannot be read off the difficulty, because every tier band contains both a countable card and a judgeable one.

    Solve creative problems where the engine-perfect path is non-obvious: given an unlabelled position.

    taught after 194 · 195 · 196 · 197 · 198

Unit 5Style & Identity 6 sessions

  1. 200 Attacking Players Teaching 65 min · 8 positions

    the attacking style as a set of methods

    Describe the attacking style as five named methods, and apply one of them by counting the men who can reach the enemy king against the men guarding it before choosing between a blow and a preparation.

    taught after 188 · 194 · 195 · 196 · 197

  2. 201 Positional Players Teaching 65 min · 8 positions

    the positional style as a set of methods

    Describe the positional style as five named methods, and apply one of them by taking the ledger of the four questions before deciding between a move that takes something and a move that spends nothing.

    taught after 175 · 176 · 177 · 178 · 200

  3. 202 Universal Players Teaching 65 min · 8 positions

    the universal style

    Read the two free signals in front of the enemy king, pick the instrument the position is asking for, and switch instruments when the position changes.

    taught after 194 · 196 · 197 · 200 · 201

  4. 203 Finding Your Style Teaching 65 min · 8 positions

    a playing style as a tie-breaker

    Price the two roads of a position against the engine’s first choice.

    taught after 196 · 197 · 200 · 201 · 202

  5. 204 A Game in Your Style (Model Game) Model game 70 min · 8 positions

    a style read across a whole game

    Explain how a model game reflects a particular style.

    taught after 200 · 201 · 202 · 203

  6. 205 Unit Review: Style & Identity Review 60 min · 8 positions

    A playing style is a preference exercised inside the board’s limits, never a plan applied to every position: the board decides which instrument has jurisdiction and whether it says go or stop, and only when both roads sit inside the forty-centipawn band that makes two moves worth the same does the choice come back to the player — which is why this review can alternate attacking and positional answers card by card, put both inside every tier band, and answer five of its eight cards with a refusal.

    Match positions and plans to playing styles: given an unlabelled position.

    taught after 200 · 201 · 202 · 203 · 204

Unit 6Competition & The Path Forward 8 sessions

  1. 206 Tournament Strategy Teaching 65 min · 8 positions

    tournament strategy

    Plan how to approach must-win, safe and recovery situations: count the slack your target leaves you, read what the position offers, and choose the road the scoreboard needs rather than the road the engine likes best.

    taught after 186 · 193 · 197 · 203 · 204

  2. 207 Mental & Physical Preparation Confidence 60 min · 8 positions

    mental and physical preparation

    Students adopt three competition habits and see, in measured numbers from seven games this course has already analysed.

    taught after 186 · 187 · 188 · 196 · 206

  3. 208 Building a Preparation File Tournament prep 60 min · 8 positions

    building a preparation file

    Students will begin a preparation file of their own.

    taught after 186 · 188 · 196 · 206 · 207

  4. 209 Beyond the Curriculum — Self-Coaching Teaching 60 min · 8 positions

    self-coaching

    Route each of your own mistakes to the one kind of practice that repairs it, and set a long-term target whose horizon you have worked out rather than guessed.

    taught after 186 · 188 · 191 · 196 · 208

  5. 210 Your Best Game (Game Review) Model game 70 min · 8 positions

    Presenting your own best game: choose it with a five-test scorecard over the games you have actually analysed in full, then present it in 5 earned stops — turn, choice, plan, honest, finish — one of which must be your own worst move.

    Choose your best game with a scorecard instead of a feeling, then present it in 5 earned stops.

    taught after 186 · 187 · 189 · 192 · 209

  6. 211 Unit Review: Competition & Path Forward Review 60 min · 8 positions

    Competition is chess with the world let back in: a standing, a body, a file, a record and an audience each get a vote that the position alone does not contain, and the discipline of Unit 6 is to name the voice, ask what it wants, and price it — which is why the same board can be a must-win and a safe board with two different right moves, why the only voice that asks you to give centipawns away on purpose asks for almost none of them, and why the review can put a 851-centipawn error on a Foundation card and a costless one on a Challenge card.

    Demonstrate competition planning and a personal study roadmap: given an unlabelled position, the student names which voice from outside the position has a vote.

    taught after 206 · 207 · 208 · 209 · 210

  7. 212 Grand Capstone Review Review 70 min · 8 positions

    Interleaved review: sorting forcing from quiet before the search begins

    Pupils learn to sort a position before they search it: to ask whether something here is forcing, meaning it finishes the game or wins a piece by force, or whether nothing is forced and the right move simply makes the position better.

    taught after 42 · 84 · 128 · 173 · 211

  8. 213 Queen Stage Final Assessment & Graduation Graduation 75 min · 8 positions

    Routing an unlabelled position to the right unit question, then answering it to graduate

    Demonstrate mastery of the whole Queen Stage by sitting an eight position paper whose seats are apportioned from the stage’s own work, one for each of the six units and a second seat for the two units that carried the most material.

    taught after 205 · 211 · 212

Each session lists its topic, objective, length and number of positions.

stage 5

36 Challenger Queen Stage lessons

Challenger is an independent course for ages 8+. These 60-minute lessons include practical play, homework and optional Challenge stretch. Lesson content requires an academy plan.

  1. C115 · Imbalances: Choose What Matters

    Compare positional imbalances and explain which one should guide the next decision.

    60 min · 6 puzzle exercises · Before this: C114

  2. C116 · Dynamic Advantages Have a Clock

    Choose whether to use a temporary advantage now or convert it into a lasting one.

    60 min · 6 puzzle exercises · Before this: C115

  3. C117 · Prophylaxis Without Passivity

    Prevent a concrete opponent plan while preserving your own useful chances.

    60 min · 6 puzzle exercises · Before this: C116

  4. C118 · Manoeuvring in Closed Positions

    Find a useful piece route in a locked structure and verify the opponent's breaks.

    60 min · 6 puzzle exercises · Before this: C117

  5. C119 · Two Weaknesses and Switching Wings

    Create or use a second target while accounting for the time needed to switch play.

    60 min · 6 puzzle exercises · Before this: C118

  6. C120 · Deep Strategy Decision Lab

    Compare two strategic plans and support a choice with concrete resistance and a revised evaluation.

    60 min · 6 puzzle exercises · Before this: C119

  7. C121 · Complex Rook Endgames: Activity and Checks

    Evaluate rook activity, king access and checking distance in a complex ending.

    60 min · 6 puzzle exercises · Before this: C120

  8. C122 · Bishop Versus Knight: Deep Conversion

    Coordinate king, pawns and minor piece to create accessible targets in an ending.

    60 min · 6 puzzle exercises · Before this: C121

  9. C123 · Queen and Pawn Endgames

    Calculate a queen-ending plan including checks, king exposure and promotion threats.

    60 min · 6 puzzle exercises · Before this: C122

  10. C124 · Fortress Claims Need Evidence

    Test a defensive setup against the stronger side's entry routes and breaks.

    60 min · 6 puzzle exercises · Before this: C123

  11. C125 · Advanced Endgame Technique Lab

    Convert and defend advanced endings while explaining the key decision and its alternatives.

    60 min · 6 puzzle exercises · Before this: C124

  12. C126 · Endgame Decisions Under a Clock

    Choose a practical endgame continuation with a verified result and realistic time use.

    60 min · 6 puzzle exercises · Before this: C125

  13. C127 · Analyse Your Own Games Independently

    Annotate a real game before engine use and identify an actionable cause of an error.

    60 min · 6 puzzle exercises · Before this: C126

  14. C128 · Find the Moments That Changed the Game

    Identify important decision points using variations and explain what changed in the position.

    60 min · 6 puzzle exercises · Before this: C127

  15. C129 · Use Engines as Checking Tools

    Compare independent analysis with engine variations and explain disagreement or instability.

    60 min · 6 puzzle exercises · Before this: C128

  16. C130 · Annotate With Reasons and Variations

    Produce annotations whose evaluations and alternatives can be checked on the board.

    60 min · 6 puzzle exercises · Before this: C129

  17. C131 · Group Analysis: Argue From the Board

    Compare competing analytical ideas and resolve a disagreement using legal variations.

    60 min · 6 puzzle exercises · Before this: C130

  18. C132 · Build a Study Plan From Your Games

    Use several analysed games to choose a specific training task and a way to measure progress.

    60 min · 6 puzzle exercises · Before this: C131

  19. C133 · Analyst Checkpoint

    Evaluate, calculate and annotate unseen material with independent reasoning and honest uncertainty.

    60 min · 0 puzzle exercises · Before this: C132

  20. C134 · Intuitive Sacrifices: Price and Compensation

    Compare a speculative sacrifice with a sound alternative and identify concrete compensation and risk.

    60 min · 6 puzzle exercises · Before this: C133

  21. C135 · Creative Combinations: Prove the Idea

    Explain a creative tactical mechanism and verify its line against defensive alternatives.

    60 min · 6 puzzle exercises · Before this: C134

  22. C136 · Calculation and Intuition

    Use intuition to generate candidates and choose where calculation is necessary.

    60 min · 6 puzzle exercises · Before this: C135

  23. C137 · Risk in Complex Positions

    Compare a sound ambitious move with a safer continuation using objective and practical consequences.

    60 min · 6 puzzle exercises · Before this: C136

  24. C138 · Creative Play Lab

    Find an unusual resource and test whether it survives accurate defence.

    60 min · 6 puzzle exercises · Before this: C137

  25. C139 · Attacking Style as a Set of Choices

    Choose between preparing an attack and committing material based on the actual position.

    60 min · 6 puzzle exercises · Before this: C138

  26. C140 · Positional Style and Improving Moves

    Choose a quiet improvement with a target and verify that it answers tactical demands.

    60 min · 6 puzzle exercises · Before this: C139

  27. C141 · Universal Play: Change With the Position

    Switch between attack, defence and positional improvement as the board requires.

    60 min · 6 puzzle exercises · Before this: C140

  28. C142 · Find Your Preferences From Evidence

    Describe playing preferences from actual decisions and choose one complementary skill to train.

    60 min · 6 puzzle exercises · Before this: C141

  29. C143 · A Model Game and Your Alternatives

    Explain a model game's plans and compare them with your own plausible candidates.

    60 min · 6 puzzle exercises · Before this: C142

  30. C144 · Tournament Strategy: Standings and Sound Moves

    Use a stated tournament situation to choose a practical objective without ignoring the board.

    60 min · 6 puzzle exercises · Before this: C143

  31. C145 · Practical Decisions and Time Pressure

    Choose a manageable continuation under a stated clock while preserving tactical soundness.

    60 min · 6 puzzle exercises · Before this: C144

  32. C146 · Build a Preparation File

    Create a concise preparation page with typical plans, alternatives and checked critical positions.

    60 min · 6 puzzle exercises · Before this: C145

  33. C147 · Self-Coaching and the Next Training Cycle

    Choose a training method matched to evidence from several games and set a review point.

    60 min · 6 puzzle exercises · Before this: C146

  34. C148 · Present Your Best Analysed Game

    Present a personal game with justified decisions, alternatives and an honest error.

    60 min · 6 puzzle exercises · Before this: C147

  35. C149 · Grand Capstone Rehearsal

    Choose and justify the right method across tactics, strategy, endgames and practical situations.

    60 min · 6 puzzle exercises · Before this: C148

  36. C150 · Queen Stage Capstone and Next Steps

    Demonstrate independent analysis and practical play, then produce a justified next training plan.

    60 min · 0 puzzle exercises · Before this: C149

204 Challenger lesson puzzle exercises in this stage, including reused practice. Separate checkpoint cards and demonstrations are excluded.

Open this stage in the Challenger library →

What comes next

The final session is a graduation assessment with eight unlabelled positions drawn from the stage’s six units. Students need a score of six to pass.