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
| Unit | What it teaches | Level | Sessions | Positions |
|---|---|---|---|---|
| 1 | Deep Strategy | 5A | 6 (174–179) | 48 |
| 2 | Advanced Endgames | 5A | 6 (180–185) | 46 |
| 3 | The Art of Analysis | 5A | 8 (186–193) | 62 |
| 4 | Creative Chess | 5B | 6 (194–199) | 46 |
| 5 | Style & Identity | 5B | 6 (200–205) | 48 |
| 6 | Competition & The Path Forward | 5B | 8 (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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
- 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
- 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
- C117 · Prophylaxis Without Passivity
Prevent a concrete opponent plan while preserving your own useful chances.
60 min · 6 puzzle exercises · Before this: C116
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- C133 · Analyst Checkpoint
Evaluate, calculate and annotate unseen material with independent reasoning and honest uncertainty.
60 min · 0 puzzle exercises · Before this: C132
- 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
- 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
- C136 · Calculation and Intuition
Use intuition to generate candidates and choose where calculation is necessary.
60 min · 6 puzzle exercises · Before this: C135
- 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
- C138 · Creative Play Lab
Find an unusual resource and test whether it survives accurate defence.
60 min · 6 puzzle exercises · Before this: C137
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.