The Eleven LevelsAnimated Chess

All eleven levels

The whole ladder, top to bottom. If you would rather be told which rung is yours than guess, the diagnostic takes ninety seconds.

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11

The Professional

Chess is the job. Almost everyone here started before their voice broke.

RAPID 2200 and above  ·  FIDE 2300+

The game is not a hobby that got serious. It is the thing the day is arranged around, and has been since childhood for nearly everyone who arrives.

This rung is on the ladder so that you can see how far it goes, not so that you can plan to stand on it.

How you lose. To other professionals, in silence, and it costs money.

None left. The self-deception was burned off somewhere around 2100.

The wall. There isn't one. There is only the next person, who is also here.

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10

The Candidate Master

Your pattern bank is enormous. So is everyone's, up here.

RAPID 2000–2200  ·  FIDE 2200–2300

You have seen tens of thousands of positions and you recognise structures the way a reader recognises words — without assembling them.

You are, by any ordinary measure, extremely good at chess. Roughly one in a thousand players online reaches this.

How you lose. To people who do this for a living, and to the fact that you do not.

“If I'd started younger.”

Possibly true, and completely useless.

The wall. The rest of your life. At this level improvement is a full-time job that pays approximately nothing until it pays very little.

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09

The Expert

You play real chess. Now it costs you your evenings.

RAPID 1800–2000  ·  FIDE 2000–2200

Nothing about the game is mysterious to you any more. You understand the positions you play, you prepare for opponents, and you can explain your losses in a sentence that is actually true.

This is the level where the opponent stops being the obstacle.

How you lose. To preparation, to a single lapse in concentration on move 34, and to being tired. Rarely to not knowing something.

“I'm one book away.”

You are one rested Saturday morning away, repeated for two years.

The wall. Time and life. From here the rating is bought with hours, and the hours come out of the rest of your existence. Everyone who passes this point has decided that trade is worth it, consciously or not.

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08

The Club Killer

You punish inaccuracy. You are the reason your club has a plateau.

RAPID 1600–1800  ·  FIDE 1800–2000

You have a genuine repertoire with genuine reasons. You calculate cleanly, you know which endgames are winning, and against anyone who is not concentrating you are simply better.

You are in the top few percent of people who play this game. It stops feeling like it, because your peers are now good.

How you lose. To depth. You find a good move, it is good, you play it — and they found the third good move, which was better, because they kept looking after they were satisfied.

“I'd improve if I had more time to study.”

The players passing you are not studying more; they are calculating one layer further at the same board.

The wall. You stop calculating when you find something that works. Above this level, the first good move is where the work starts, not where it ends.

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07

The Technician

You convert. You are no longer mugged — you get squeezed.

RAPID 1400–1600  ·  FIDE 1600–1800

Up a piece, you win. Up a pawn in a rook endgame, you know what you are doing, or at least you know the name of what you are doing.

Your losses have gone quiet. There is rarely a moment you can point at any more; you were slightly worse for forty moves and then it was over.

How you lose. To someone who never let you have a single good square, and to your own clock, because you now think properly and have not yet learned to think quickly.

“I lost because I got a bad position out of the opening.”

You got an equal position and made it worse over twenty moves.

The wall. Prophylaxis, still. You have a rich picture of what you want and a thin one of what they want. Above this level, everyone has both.

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06

The Planner

You have plans. You lose to people who don't let you have them.

RAPID 1200–1400  ·  FIDE 1400–1600

You can say what you want in a position — the outpost, the open file, the minority attack — and you can usually say why. This is the level where chess starts being a language rather than a puzzle.

You are now better than roughly four out of five people who play this game online.

How you lose. You make a good plan on move fifteen and are still following it on move thirty, long after it stopped being the right one. They changed the position; you did not notice you had been given a different question.

“I'm just not talented enough to go further.”

You are 1300. Talent has not been introduced into the conversation yet.

The wall. Rigidity. Your calculation is adequate and your ideas are sound; what you lack is the reflex to abandon a plan the moment the position stops paying for it.

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05

The Memoriser

You know six moves of an opening. Move seven is a stranger.

RAPID 1000–1200  ·  FIDE 1200–1400

You have a repertoire now, or at least a habit. You play the London, or the Italian, or something you saw in a video, and for six moves you are on rails.

Then the rails end. The position is unfamiliar, and the plan you had was 'the moves', so now you have no plan at all.

More players stop at this level than at any other. Not because it is hard — because the next step is unglamorous.

How you lose. You reach move ten with a perfectly reasonable position and slowly drift. No blunder, no disaster: your pieces get worse, theirs get better, and thirty moves later you resign a position you cannot point to a mistake in.

“I need to learn more theory.”

You have never once lost because you ran out of theory.

The wall. You learned moves instead of reasons. A move you cannot explain is a move you cannot extend past the last one you memorised.

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04

The Spotter

You see tactics. Theirs are still invisible.

RAPID 800–1000  ·  FIDE 1000–1200

Forks, pins, skewers — you find them, and finding them is a real skill you did not have a year ago. You have started to see that the whole board exists at once.

You are now roughly at the median of every rapid player online. Half the world is below you. It does not feel like it, because you still lose games you were winning.

How you lose. In complications, you calculate your idea beautifully and completely fail to notice that their idea was one move faster.

“I'm good at tactics — I just blunder.”

Those are the same sentence.

The wall. You look for *your* tactics. Puzzle sites have trained you to know a combination exists and that it is yours. The board never tells you that.

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03

The Hunter

You attack. It works, until it doesn't, and then there is nothing behind it.

RAPID 600–800  ·  FIDE under 1000

Your queen comes out early and goes hunting. Bishop to c4, knight to g5, everything aimed at f7 — and against anyone below you, it wins on the spot.

Against anyone above you, the attack is parried on move nine and you are left with a queen on the run and three pieces still at home.

How you lose. You lose the game twenty moves after your attack failed, in a position you never planned for, because you had no plan for a position where the attack failed.

“Attacking chess is my style.”

The wall. You believe development is a formality that slower players observe. It is not: it is the reason their attack, when it comes, does not stop.

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02

The Piece Feeder

You've stopped losing in ten moves. Now you lose in twenty-five.

RAPID 400–600  ·  FIDE unrated

You can see a threat when it is pointed directly at you, which is new. You can see one threat. When there are two, you answer the loud one and lose to the quiet one.

You have started to enjoy this, which matters more than any advice on this page.

How you lose. You take a free pawn and discover it was not free. You move a piece to a square that was defended the whole time. The game was even, and then it was not, and you could not say which move did it.

“I lost because I blundered.”

— said as though the blunder were weather.

The wall. You calculate exactly one move deep: yours. The reply is not part of your thinking yet, so every capture is a leap of faith.

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01

The Rule Knower

You know how the pieces move. Nothing else is true yet.

RAPID under 400  ·  FIDE unrated

You know how the pieces move, and that is genuinely all this level asks of you. Everyone reading this was here once, including the people who now make a living at it.

You sit down, you move a pawn, and there is no plan behind it — only pieces you are allowed to move. Games end when one of you happens to notice something.

How you lose. Half your games end the same way: a queen and a bishop arrive at f7 while you were developing the other side of the board. The rest end because a piece stood en prise for four moves and neither of you saw it.

“I just need to learn some openings.”

The wall. You are not yet asking, every single move, what your opponent's last move attacks. That one habit — not theory, not talent — is worth several hundred rating points, and it is the only thing standing between you and Level 3.

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