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Endgame course In build — nothing playable yet

Finish the Game.

Don't quit this game. Don't drop the games you're winning. Finish what you started. 100 endgame positions, 10 sections — built for players who already know the moves and still lose won positions.

100

positions

10

sections

5

position retest

45

day freshness

This is hard, dry, necessary material, and it stays that way. The casual sites have to gamify endgames because they serve everyone. This one doesn't. We won't waste your time — but we won't make it comfortable either.

Convert or fail

You are dropped into the position and must win it — or hold the draw — against an engine defending perfectly. No hints mid-drill.

No passive animations

Nothing plays out for you to watch. Watching a 12-move line teaches nothing; tedium is cut, difficulty is not.

One line of why, then work

Each position opens with why it costs you rating, then the idea, then the drill. No fluff, no confetti, no padding.

10 sections · 10 positions each

Ordered by what costs rated players the most points, not by what is easiest to teach.

  1. 01

    Basic mates

    K+Q and K+R, under a move limit. Not optional — you drop full points here.

  2. 02

    King and pawn: the square

    Rule of the square, on sight, both colours.

  3. 03

    King and pawn: key squares

    Outflanking and the shouldering race.

  4. 04

    Rook endings: Lucena

    Build the bridge. From the winning side, every time.

  5. 05

    Rook endings: Philidor

    Hold the third rank. From the defending side, against perfect play.

  6. 06

    Rook activity

    Cutting the king, checking distance, when a pawn is worth giving.

  7. 07

    Pawn endings

    Passed pawn races, breakthroughs, reserve tempi.

  8. 08

    Minor piece endings

    Wrong-coloured bishop, bishop vs knight, the good-knight squares.

  9. 09

    Fortresses

    Positions a piece down that never lose. Learn to build them and to break them.

  10. 10

    Defending lost positions

    The half point you currently throw away. Stalemate traps, perpetuals, blockades.

The “Finish the Game” badge

Earned by clearing all 10 sections. It is not a trophy — it expires. Your username is permanent; the flair has to be kept.

  • Finish the Game

    Days 0–45

    Fresh

    Full badge. You earned it — no nagging.

  • Finish the Game

    Days 46–60

    Fading

    The badge dims and one soft callout fires. Two weeks of warning before anything drops.

  • Finish the Game

    Day 61+

    Lapsed

    The badge greys out and breaks — but stays on your profile until you restore it.

The retest

5 positions sampled at random from the 100, winning side only, convert or fail. Miss one and it re-serves once; miss it twice and the retest fails — no lockout, try again. Under two minutes. Pass and the badge is fresh again.

Members only

Finish the Game

The course and the badge are for claimed usernames — the same $1 permanent identity that runs the strike system. No burner accounts drilling anonymously, no flair without a name attached to it.

Log in to claim a username