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CHESS · EVERY MOVE, READ

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.

Opponent’s rank
Your colors

Connecting to Stockfish…

The DebriefEvery move, read and graded
The verdict

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.

!! BrilliantThe best move, and a sound sacrifice of material.
! GreatThe only move: every alternative gives away at least 10 points of winning chances.
★ BestThe engine's first choice, or equal to it.
✓ GoodGives away less than 5 points.
!? InterestingA speculative sacrifice that is not refuted outright.
?! DubiousGives away 5 to 10 points.
? MistakeGives away 10 to 15 points, or misses a forced mate.
?? BlunderGives away 15 points or more.
Tactics the analysis names
ForkOne piece attacks two targets at once (knight fork, pawn fork, royal fork on king and queen). Sun Tzu VII: divide the opposing force.
Pin / SkewerA 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 / attackMoving one piece opens a line for another. Double check: both give check. Sun Tzu X.
Removes the defenderCaptures the piece that was guarding another target.
OverloadOne defender is the only guard of two targets.
TrapA piece is attacked and has no safe square.
Threatens mate / Stops a mate threatMate next move if not answered, or the answer that prevents it.
SacrificeMaterial offered for something greater. Sun Tzu X.
ZugzwangThe side to move would be better off passing; every move worsens its position. Sun Tzu IX.
Also namedChecks, checkmate, stalemate, winning material, trades, promotion, passed pawns, open files, doubled rooks, castling, development, the center, saving an attacked piece.
The ten principles a suggested move can fulfill

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 ControlOccupies d4, d5, e4, or e5 with a pawn or knight.
2 · DevelopmentBrings a new minor piece off the back rank in the opening.
3 · MaterialWins material outright, or any resulting trade favors you.
4 · King SafetyCastles the king to safety.
5 · Initiative / TempoChecks, mates, or creates a new threat the opponent must answer.
6 · The Unspent ThreatHolds an existing pin or skewer rather than cashing it in before it's necessary.
7 · CoordinationLands where it now supports another friendly piece.
8 · Opportunity CreationForks, pins, skewers, a discovered attack, an overload, a trap, zugzwang, or a sound sacrifice.
9 · Pawn StructureCreates or advances a passed pawn, or seizes an open or half-open file.
10 · OppositionIn 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.