The Chess Room
Sit down across from Stockfish, the strongest chess engine in the world, at the rank you choose. A game is already set: you command White against the Tactician. Drag or click to move. Every move on the table, yours and the engine’s, is read the moment it is played: its grade, every tactic it achieved, what it allowed, what was better, and the principle of war behind it.
Connecting to Stockfish…
Stockfish scores the position before and after every move and converts the score into winning chances. The grade is how much of those chances the move gave away, using the Lichess thresholds.
| !! Brilliant | The best move, and a sound sacrifice of material. |
| ! Great | The only move: every alternative gives away at least 10 points of winning chances. |
| ★ Best | The engine's first choice, or equal to it. |
| ✓ Good | Gives away less than 5 points. |
| !? Interesting | A speculative sacrifice that is not refuted outright. |
| ?! Dubious | Gives away 5 to 10 points. |
| ? Mistake | Gives away 10 to 15 points, or misses a forced mate. |
| ?? Blunder | Gives away 15 points or more. |
| Fork | One piece attacks two targets at once (knight fork, pawn fork, royal fork on king and queen). Sun Tzu VII: divide the opposing force. |
| Pin / Skewer | A piece cannot move without exposing what stands behind it; a skewer puts the more valuable piece in front. Sun Tzu III and VIII. |
| Discovered check / attack | Moving one piece opens a line for another. Double check: both give check. Sun Tzu X. |
| Removes the defender | Captures the piece that was guarding another target. |
| Overload | One defender is the only guard of two targets. |
| Trap | A piece is attacked and has no safe square. |
| Threatens mate / Stops a mate threat | Mate next move if not answered, or the answer that prevents it. |
| Sacrifice | Material offered for something greater. Sun Tzu X. |
| Zugzwang | The side to move would be better off passing; every move worsens its position. Sun Tzu IX. |
| Also named | Checks, checkmate, stalemate, winning material, trades, promotion, passed pawns, open files, doubled rooks, castling, development, the center, saving an attacked piece. |
While Arrows is on and it is your move, a teal arrow points to the legal move that fulfills the most of these — never the engine's own favorite move, only the one doctrine favors. The panel under the board names which ones it fulfills.
| 1 · Center Control | Occupies d4, d5, e4, or e5 with a pawn or knight. |
| 2 · Development | Brings a new minor piece off the back rank in the opening. |
| 3 · Material | Wins material outright, or any resulting trade favors you. |
| 4 · King Safety | Castles the king to safety. |
| 5 · Initiative / Tempo | Checks, mates, or creates a new threat the opponent must answer. |
| 6 · The Unspent Threat | Holds an existing pin or skewer rather than cashing it in before it's necessary. |
| 7 · Coordination | Lands where it now supports another friendly piece. |
| 8 · Opportunity Creation | Forks, pins, skewers, a discovered attack, an overload, a trap, zugzwang, or a sound sacrifice. |
| 9 · Pawn Structure | Creates or advances a passed pawn, or seizes an open or half-open file. |
| 10 · Opposition | In a king-and-pawn ending, takes or holds the opposition. |
Engine: Stockfish 19 via Stockfish.js (© Chess.com, LLC; the Stockfish developers), GNU GPL v3 — source: github.com/nmrugg/stockfish.js, github.com/official-stockfish/Stockfish. If Stockfish cannot load, a built-in backup engine plays and grades instead. Chess pieces: Colin M.L. Burnett, Wikimedia Commons, CC BY-SA 3.0. Levels 2–5 use Stockfish's own strength calibration; Recruit uses its lowest skill setting.