Beginner To Master

Chess speedrun. Annotated games from Daniel Naroditsky's speedrun, played as SenseiDanya. Each idea links to the position and the moment he explains it.

1100→1800 15 levels · 21 games

Themes

Each number is a game; it opens the move where he explains the idea. Open a theme to read what it is about.

General

  1. The method of comparison, in both directions

    A move is right or wrong for a reason. Compare it with a position where it was the other way round, and the reason shows.

    030708111820
  2. Bank the material when the option is there

    Offered a promising attack or a clean extra piece, take the piece. It is still there if the attack fizzles.

    0103
  3. Compare the captures, do not take the flashy one

    With more than one way to capture, compare where each leaves the pieces. The flashy one, a fork or a check, is often not the best.

    03080915
  4. Ask what he is actually threatening

    Before defending, ask whether the threat is real and what exactly it threatens. Often the answer is less than it looks.

    06091115171920
  5. Ask what the move just allowed

    After every move, name what the position now allows that it did not a moment ago.

    0610121821
  6. Be obsessed with undefended pieces

    Make it a habit to notice every undefended piece, yours and his, and to count the defenders of every piece that is under attack.

    01070811131920
  7. Positional combination: trade with tactics

    When the piece you want to trade will not go quietly, force the trade with a tactic that wins the material back.

    07
  8. Releasing the tension hands something over

    Releasing tension feels clear, but it often hands the opponent a square or the centre for nothing. Keep it until the release gains something.

    0917
  9. When the main idea is stopped, the position is not

    When your plan is stopped, the position is not lost. Look again for another way to the same goal.

    09
  10. A move that threatens something is the one played without checking

    A move that attacks something feels productive, so it gets played without checking. Check it anyway.

    12
  11. Make one move do two jobs

    When a task can be done in a way that also does something else, do it that way. Do not tie a piece to one job if another can do it and keep working.

    0103050610111214151819
  12. Use no more force than the job needs

    Use no more force than the job needs. A piece spent on overkill is not doing something else.

    13
  13. Earn the right to break a rule

    A rule can be broken by someone who knows how to apply it. Learn to apply the rules before practising the exceptions.

    16
  14. Prepare a plan with a move that is good anyway

    Of the ways to prepare a plan, pick a move that would still be good if the plan came to nothing.

    16
  15. In trouble, decide what to save

    Under pressure you cannot save everything. Decide what matters most and give up the rest.

    21

Opening

  1. Castling is a developing move, not only a safety move

    Castle for what it does for the pieces, such as a rook on a file about to open, not only because the king feels unsafe.

    0103
  2. A trap is a bet on the opponent's reflex

    A trap only works if the opponent plays the automatic move. Prefer a sound line to one that depends on him not knowing.

    08
  3. The opening is chosen for what it teaches

    An opening can be chosen for what it teaches, such as closed positions or a structure you need practice in, not only for an advantage.

    01050810
  4. Meet a flank move in the centre

    A pawn move on the wing does not develop anything. The usual answer is a strike in the centre.

    14
  5. A gambit is a contract for the initiative

    After giving material for the initiative, develop fast, keep the pressure on, and do not get stingy about trades or material.

    15

Pawn structure

  1. Doubled pawns are judged by what they do, not how they look

    Judge doubled pawns by their jobs: what they control, what they shelter, and what the trade that made them gave you.

    0111
  2. Defend a pawn with a pawn

    A pawn defending a pawn costs nothing, where a piece doing it is a piece out of the game.

    0203
  3. A pawn move leaves a hole you cannot fill

    A pawn cannot move backwards. Before advancing it, ask which square it stops guarding for good.

    0405071417
  4. Hanging pawns cut both ways

    Two pawns side by side with no neighbours are strong while they stand together and weak once they can be attacked; when one falls, the other usually follows.

    04
  5. A weakness is only a weakness if someone can use it

    A weakened square only matters if the opponent has a piece that can get to it.

    1016
  6. Attack a chain where it hurts - usually the base

    Attack a pawn chain at its base, unless the aim is to get rid of a particular pawn.

    1214
  7. Bad pawns defend good squares

    A weak-looking pawn can be the one holding a key square. Judge it by what it guards, not how it looks.

    16

Piece play

  1. Do not over-defend

    Answer a threat with the cheapest move that does the job, and stop adding defenders once a point is held often enough.

    0102
  2. Restrict the bishop, or pay to remove it

    A strong bishop has to be dealt with: take away its best square, shut it in behind pawns, or pay something to trade it off.

    020304
  3. Identify the one piece that matters

    Work out which single piece the position runs on, and be willing to pay to remove it, or to keep it.

    030410
  4. A piece can be given the job of defending

    Not every piece has to be active. One that stays home holding the position can be doing the most important job on the board.

    040512
  5. Send one piece through the square another wants

    When two pieces want the same square, send one through it on its way somewhere else, and let the other one stay.

    06
  6. Hit the pawn with pieces where a pawn would let him close the position

    Attack a pawn centre with pieces when a pawn strike would only let the opponent push past and lock the position.

    07
  7. A square can be a route rather than a destination

    A square can be worth going to for where it leads next, not for what the piece does there.

    111721
  8. No good square for the piece? Develop it a different way

    If every normal square for a piece has a drawback, develop it differently, for example by fianchettoing it.

    13
  9. Not every pin is effective

    A pin the opponent can undo with a useful move is no pin at all. Judge a pin by what it holds and for how long.

    1819

Strategy

  1. One square decides the game

    Some games are organised around one square. Name it early, and let the fight for it decide most moves.

    010205
  2. Spend a move to make the natural move work

    When the natural move is one quiet move away from working, play the quiet move first.

    0203040715
  3. Let the other side commit first

    Make the moves you would make anyway, keep the optional ones in reserve, and let the opponent make the decision you would rather not.

    05
  4. Closed positions run on a different clock

    In a closed position there is time for long manoeuvres, as long as the opponent cannot open it while you are away.

    05
  5. A piece up, convert by improving

    A piece ahead, finish developing rather than hunting for more material, and look for the trade that turns the advantage into a win.

    0311162021
  6. Let him spend the moves taking it

    Sometimes it is better to let a piece be taken than to defend it, if taking it costs the opponent the moves you need.

    0712
  7. Work back from the wish list

    Start from the outcome you want and work backwards, removing whatever stands in its way one step at a time.

    09
  8. The king can be tucked away without castling

    The king can sometimes be made safe by walking it a square or two, keeping the rook where castling would have taken it away.

    1120
  9. Compensation is a list, not a feeling

    When you are a pawn down for compensation, list what you have in return and give each item a plan.

    14
  10. Pressure is a piece that cannot move

    Pressure is when a piece cannot move because something behind it would fall. It can be as strong as a threat.

    16
  11. Convert an extra piece by attacking, not only by trading

    A piece ahead, you can win by trading down or by using the extra piece in an attack on the king; attacking is often quicker.

    1819
  12. Far ahead, a pawn is currency

    When far ahead, a pawn is something to spend, for example on a trade that simplifies. Do not cling to every pawn.

    1921
  13. A lead in development is cash, material is gold

    Material and a mating attack win by themselves. Other advantages, like a lead in development, only count once you turn them into one of those.

    21

Attack

  1. Is the attack real? Count who is home

    Before attacking, or opening the centre, count whose pieces are actually out. The side with pieces still at home is the one punished.

    010218
  2. An attack away from the king needs a target you name yourself

    An attack away from the king works like one on the king: pick the target yourself, bring the pieces, and pile on.

    12
  3. Play for mate, not material

    Against an exposed king, play for mate. Material that drifts into a queen trade is not worth taking.

    13
  4. The queen leads the battery

    In a queen-and-bishop battery aimed at the king, put the queen in front: the queen at the head threatens mate.

    19

Tactics

  1. Remove the defender

    Before taking, ask what is holding the target together, and take that first.

    0102091112151821
  2. Tactics override verbal logic

    General reasoning picks good moves most of the time, but a concrete tactic beats it. Look for pins and loose pieces every move.

    0204
  3. Sacrifice in the order that keeps the tempo

    When sacrificing, choose the order of moves that keeps the opponent busy answering threats.

    1317
  4. A piece on the king's line is a tactic waiting

    A piece on the same line as its king can be pinned or hit by a discovered attack. Check those lines every move.

    14
  5. A pawn on the sixth: think promotion, even in the middlegame

    A pawn on the sixth rank is close to queening. Look for a way to clear its path, even in the middlegame.

    15
  6. Desperado: if a piece has to go, take something with it

    If a piece is going to be lost anyway, take something with it on the way out.

    1921
  7. Pin it, then attack what is pinned

    To exploit a pin, attack the pinned piece, ideally with a pawn.

    21

Endgame

  1. An endgame does not rescue an undeveloped position

    Trading queens does not save an undeveloped position. Without pieces out, there is nothing to stop what the opponent does next.

    09
  2. Running from checks: pick the square first

    Facing a run of checks, decide where the king should end up first, then head there.

    15

Games

  1. 01 vs Prashanthsrn (1317) 18 ideas 1100 · B30 Sicilian Defense: Old Sicilian, 3.Bc4 e6 4.Nc3 · 0-1
  2. 02 vs AdityaRajagopal (1176) 20 ideas 1100 · B13 Caro-Kann Defense: Exchange Variation, 4.Bd3 Nc6 5.c3 g6 · 1-0
  3. 03 vs AlexSem (1469) 20 ideas 1400 · C70 Ruy Lopez: Morphy Defense, Caro Variation, 5.Bb3 Nf6 · 1-0
  4. 04 vs rad_cliff (1294) 24 ideas 1420 · C51 Evans Gambit Accepted, Anderssen Variation · 0-1
  5. 05 vs CallTheKrankenwagen (1560) 20 ideas 1420 · C02 French Defense: Advance Variation, Paulsen Main Line, 6...f6 · 1-0
  6. 06 vs Jiggahertz (1344) 16 ideas 1440 · B21 Sicilian Defense: McDonnell Attack, 2...d5 3.e5 Nc6 · 0-1
  7. 07 vs MidnightRhino (1702) 13 ideas 1440 · E81 King's Indian Defense: Samisch, Normal Defense · 0-1
  8. 08 vs uuuuuuuuuuuh (1224) 5 ideas 1500 · C57 Italian Game: Traxler, Bishop Sacrifice Line · 1-0
  9. 09 vs Vilhaze (1640) 17 ideas 1500 · B22 Sicilian Defense: Alapin, Barmen Defense · 1-0
  10. 10 vs DMD9584 (1535) 13 ideas 1590 · B10 Caro-Kann Defense: 2.Nf3 d5 3.exd5 cxd5 · 0-1
  11. 11 vs Tubertz (1608) 21 ideas 1600 · B13 Caro-Kann Defense: Exchange Variation, 4.Bd3 Nf6 5.c3 Nc6 · 0-1
  12. 12 vs CuriousChimpanzee (1615) 21 ideas 1620 · E61 King's Indian Defense: Normal Variation, 5.Bf4 d6 6.e3 c5 · 0-1
  13. 13 vs aquilaungula (1452) 14 ideas 1620 · B46 Sicilian Defense: Taimanov Variation, 5.Nc3 a6 6.g3 Nge7 7.Bg2 · 1-0
  14. 14 vs Balzdeep802 (2044) 17 ideas 1650 · B21 Sicilian Defense: McDonnell Attack, Tal Gambit · 0-1
  15. 15 vs willforgetthis (1502) 17 ideas 1700 · C34 King's Gambit Accepted: Fischer Defense, 4.d4 g5 · 1-0
  16. 16 vs ChessNinja012 (1445) 13 ideas 1750 · B92 Sicilian Defense: Najdorf Variation, Opocensky Variation, Traditional Line · 0-1
  17. 17 vs celinat0r (928) 10 ideas 1750 · C50 Italian Game: Giuoco Pianissimo, 6.O-O h6 7.h3 · 0-1
  18. 18 vs abrahamcharles (1305) 12 ideas 1770 · C45 Scotch Game: 4...d6 5.Nc3 Nf6 6.Bc4 · 1-0
  19. 19 vs chimzinho (1418) 14 ideas 1780 · C10 French Defense: 2.Nc3 e6 3.e4, with 3...Nd7 · 1-0
  20. 20 vs Kajand (1897) 14 ideas 1785 · B94 Sicilian Defense: Najdorf Variation, 6.Bg5 Nbd7 · 0-1
  21. 21 vs Cyber-Allard (1714) 11 ideas 1800 · E60 King's Indian Defense: 3.Bg5, a Smyslov System without Nc3 · 0-1

Openings

  1. B30 Sicilian: picking the Accelerated Dragon at club level 1... c5 Episode 01 · vs Prashanthsrn (1317)
  2. B13 Caro-Kann Exchange: a line that teaches structure, not theory 3. exd5 Episode 02 · vs AdityaRajagopal (1176)
  3. C70 The Ruy Lopez, Danya's main weapon 3. Bb5 Episode 03 · vs AlexSem (1469)
  4. C51 Bishop before knight: sidestepping the Fried Liver 3... Bc5 Episode 04 · vs rad_cliff (1294)
  5. C02 One reply, six openings 2. d4 Episode 05 · vs CallTheKrankenwagen (1560)
  6. B21 Reasonable, and still not good 2. f4 Episode 06 · vs Jiggahertz (1344)
  7. E81 Hypermodern: let him build the centre 1... Nf6 Episode 07 · vs MidnightRhino (1702)
  8. C57 The Italian as a rite of passage 3. Bc4 Episode 08 · vs uuuuuuuuuuuh (1224)
  9. B22 A narrow repertoire, on purpose 2. c3 Episode 09 · vs Vilhaze (1640)
  10. B10 The Caro-Kann, and what it costs 1... c6 Episode 10 · vs DMD9584 (1535)
  11. B13 The Exchange Caro-Kann, and the other capture 3. exd5 Episode 11 · vs Tubertz (1608)
  12. E61 The London treatment of the King's Indian 5. Bf4 Episode 12 · vs CuriousChimpanzee (1615)
  13. B46 The open Sicilian, for once 3. d4 Episode 13 · vs aquilaungula (1452)
  14. B21 A flank move gets a central answer 2. f4 Episode 14 · vs Balzdeep802 (2044)
  15. C34 Why the King's Gambit faded, unrefuted 2. f4 Episode 15 · vs willforgetthis (1502)
  16. B92 What the Najdorf move is for 5... a6 Episode 16 · vs ChessNinja012 (1445)
  17. C50 The safer reply to the Italian bishop 3... Bc5 Episode 17 · vs celinat0r (928)
  18. C45 Why the Scotch suits beginners 3. d4 Episode 18 · vs abrahamcharles (1305)
  19. C10 A knight that cuts the queen off from d5 3... Nd7 Episode 19 · vs chimzinho (1418)
  20. B94 Bg5, the most dangerous line 6. Bg5 Episode 20 · vs Kajand (1897)
  21. E60 The knight belongs on c3 in this system 5. e3 Episode 21 · vs Cyber-Allard (1714)