Training system · 800–1200 · 30 min/day
The goal is not to solve more puzzles. It's to move a fixed set of patterns from calculation into recognition — so you see them without looking for them.
For players rated roughly 800–1200 on Lichess with thirty minutes a day. This page is the plan, the links, and your logbook — the actual drilling happens on Lichess, which is free. There's no account here and nothing to sign up for: everything you record is saved in this browser, on this device, and goes nowhere else.
Today
Set up the account and calibrate a puzzle rating before any drilling begins.
Three or four days, before any themed drilling. The point isn't admin: Lichess serves puzzles matched to your puzzle rating, so if you start Week 1 without one, you'll be drilling forks at the wrong difficulty and wasting the repetition. Already have a Lichess account? Some of these are already true — go down the list and tick what's done.
| Time control | How much clock each side gets. "15+10" = 15 minutes each, plus 10 seconds back per move.The second number is the increment. |
| Rapid | Lichess's name for games lasting roughly 8–25 minutes. 15+10 is Rapid.Bullet is under 3 min, Blitz 3–8, Classical 25+. Separate rating for each. |
| Coordinates | Square names. Columns a–h left to right, rows 1–8 bottom to top. e4 = column e, row 4. |
| Puzzle rating | A separate score for tactics only. Decides how hard the puzzles you're served are. |
| Motif | A recurring tactical pattern with a name — fork, pin, skewer. The vocabulary of the whole plan. |
| Tempo | One move's worth of time. "Gaining a tempo" = forcing them to respond so you effectively move twice. |
| Repertoire | The fixed set of openings you always play. Yours is the five moves at the top of this page. |
| Opening audit | One yes/no per game: by move 10, did I get e4, d4, both knights, and castle? |
Start numbers, current numbers, and the two leading indicators that move before the rating does.
Eight weeks, one motif each. Ordered by frequency in the positions your repertoire produces, cross-checked against which themes actually peak in the 800–1200 band. Every chip is a live drill.
| 1 | Hanging pieces Universal, and still the number one miss in this band. Everything else is downstream of noticing what's undefended. |
| 2 | Forks Peaks precisely in your band. Knights on f3 and c3 feed the d5, e5 and c7 outposts your center creates. |
| 3 | The f7 / f2 square The defining tactic of open e4 games. Your Bc4 and Nf3–g5 point straight at it — and so do theirs. |
| 4 | Pins and skewers Bb5 against Nc6, Bg5 against Nf6, and e-file pins once the center opens. |
| 5 | Back rank and forced mate You castle every game. So do they. Start at mateIn1 and only move up when it's instant. |
| 6 | Discovered attack and double check The e-file opens in nearly every game you play. This is what lives there. |
| 7 | Removing the defender How you dismantle a defended center — and how yours gets dismantled. Deflection runs slightly ahead of your band, which is the point: it's the next rung. |
| 8 | Kingside attack and the Greek gift Bxh7+ arises naturally from e4 + d4 with a knight on f3. Learn it as attacker and as victim. |
Published theme-frequency data puts x-ray around 1400 and trapped piece around 1600. Drilling them now is wasted repetition; they'll arrive on their own.
fork may really be about something else. Note it and move on.| 20 | Themed puzzles — this week's motif only. Untimed. No hints.Say the motif name out loud, then find where it lives on the board. You're practicing recognition, not calculation. |
| 10 | Review one of your own games — find your worst move before the engine goes on.Opening audit first: by move 10, did you get e4, d4, both knights, and castled? |
Ten seconds a move. Four weeks and it stops being conscious.
One line per game. The audit is the only leading indicator that tells you the repertoire has gone automatic — when the pass rate stops moving because it's pinned at 100%, the opening is no longer costing you anything.
With a username saved, Fetch recent games reads your public rapid games from Lichess and computes the audit from the actual moves — no self-reporting.
Log every puzzle you miss. By week 8 you'll have 150–250, and that becomes your drill set — better than any book's, because every position is a pattern you specifically don't see. Each ID opens unrated, so replaying never touches your puzzle rating.
Everything in this box can be done by hand with the paste field below. The token just does the typing for you.
What a token is
A personal access token is a long random string that Lichess generates on request — a spare key cut to open exactly one door. Paste it here and this page can ask Lichess which puzzles you attempted and whether you solved them. Missed puzzles land in your drill set automatically, with their motif tags filled in.
Where to get one
Create the token on Lichess — that link opens the form pre-filled: one permission (Read puzzle activity). Press Create, copy the token, paste it below. If you ever lose it, don't hunt for it — delete it and make a new one.
What it can do
Read your puzzle history. That is the only permission on it.
What it can't do
Play moves, change settings, send or read messages, see your password, or touch your rating. Lichess enforces this on its side — it isn't a promise from this page.
Where it lives
In this browser's storage, next to the rest of your log. It's sent to lichess.org when you press Sync, and nowhere else, ever.
How to undo it
Press Disconnect here to remove it from this browser, and delete it at lichess.org/account/oauth/token to make it stop working everywhere.
Bulk import — paste puzzle IDs or full puzzle links, one per line, straight from your browser's address bar
| Cycle | Target |
|---|---|
| 1 | Full set, untimed, get them all rightMiserable and slow. Expected. |
| 2 | Full set in half the time of cycle 1 |
| 3 | Half of cycle 2Where it clicks and you start seeing motifs live without hunting. |
| 4 | Half again |
| 5 | Near-instant recall on every position |
In order of how much it's actually doing for you.
Pawns on e4 and d4 jointly control c5, d5, e5 and f5: precisely the squares enemy knights and bishops want. A knight that can't use d5 or e5 goes to the rim and does nothing for ten moves. You aren't just occupying the center, you're evicting their army from the good real estate — and it costs you nothing ongoing.
Knights reach f3 and c3 in one move each and hit center squares immediately. A typical opponent in your band burns three to five moves on an early queen sortie, re-moving a kicked piece, or a rook pawn. Finish developing on move 8 against their move 14 and you have six moves of free play — more attackers than defenders at the point of contact, which is the literal precondition for every tactic below.
Your king leaves the e-file — exactly the file that opens in every e4 game — and a rook joins the game. Uncastled kings in opened positions are the single largest source of losses in this band.
The opening is the phase where the precisely-correct move matters least at your rating and where thinking costs the most clock. Automating it means arriving at move 12 with full attention, most of your time, and a position type you've seen two hundred times.
1.e4 e5 2.d4? runs into 2...exd4, and now you either recapture with the queen — 3.Qxd4 Nc6 develops their knight with tempo — or you gambit the pawn. Fix: knight before pawn. 1.e4 e5 2.Nf3 Nc6 3.d4 arrives supported and with a threat behind it. That's the Scotch.Always 1.e4. Against 1…e5 and 1…c5, knight before pawn. Everything else, pawn immediately.
| They play | You play |
|---|---|
| 1…e5 | 2.Nf3, then 3.d4 |
| 1…c5 | 2.Nf3, then 3.d4 |
| 1…e6 | 2.d4 immediately |
| 1…c6 | 2.d4 immediately |
| 1…d5 | 2.exd5, then 3.Nc3Hits the queen — you gain a tempo. |
| 1…d6 / 1…g6 | 2.d4, then 3.Nc3 |
| 1…Nf6 | 2.e5 Nd5 3.d4 |
You're a tempo down and must contest the center rather than claim it. Against 1.e4 play 1…e5, then …Nc6, …Nf6, …Bc5 or …Be7, castle. Against 1.d4 play 1…d5, then …Nf6, …e6, …Be7, castle.
All over the beginner YouTube pipeline, so you'll see them weekly. Every one only works if you get greedy or panic.
| Trap | Answer |
|---|---|
| Scholar's MateBc4 and Qh5 or Qf3 aiming at f7 | Develop with tempo. …Nf6 hits the queen, …g6 if she's on h5. Count defenders on f7 first. |
| Wayward Queen2.Qh5 immediately | 2…Nc6 3.Bc4 g6 4.Qf3 Nf6 — you develop, they retreat. |
| Stafford Gambit1.e4 e5 2.Nf3 Nf6 3.Nxe5 Nc6 | Decline the tempting grabs. 4.Nxc6 dxc6 5.d3 and just develop. |
| Blackburne–Shilling2…Nc6 3.Bc4 Nd4 | Don't take on e5. 4.Nxd4 exd4 5.O-O and you're simply better. |
| Legal's MateTheir …Bg4 pins your Nf3 | Break the pin early with h3, or don't let queen and king line up on the d1–h5 diagonal. |
Around 1400–1600. Opponents there start playing the move orders that punish an automatic Nc3, and know theory past move 10. That's the far edge of "short to middle term" — roughly a year of runway. Don't spend it on openings.