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Opening
Middle
End Game
Load
Starting position — White to move.
Opening
Middle
End
Decision
Cure
Tempo
Pieces
Exec
CP-Aligned Positions
Click any position to load it on the board
Saved Positions
Positions saved during your study sessions — persisted to server
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All
Positional
Tactical
Overview
FSC
Cure Hierarchy
Tempo & Structure
Piece Alignment
Execution Order
Phase Priorities
Framework at a glance
Opening
Build & Protect. Formation integrity is the only filter.
Defense
80%
Develop
20%
Attack
0%
Middle Game
Attack & Convert. Once king is safe and formation stands.
Defense
60%
Develop
30%
Attack
10%
End Game
Finish. Conversion speed is the only filter.
Defense
20%
Develop
10%
Attack
70%
Core Principles
FSC runs FIRST — always. Before any defensive consideration, scan for checkmate in ≤3, forced material wins, and counter-attacks that win more than defense saves. Defense protocols apply only when no forcing advantage exists.
Tennis philosophy: An opponent's attack carries responsibility until it costs you material. Your job is to transfer that burden back, not absorb it. The CP formation is a latent responsibility generator.
Rock analogy: When a threat blocks the straight line, navigate around it at minimum energy cost. Every deviation must be the smallest possible cost to maintain the march.
Losing positions: Even when behind, the obligation is to find the best move — defined as maximising the cost the opponent must pay to convert. Extend the game. Create error opportunities.
Attack Target Map
King Uncastled · Center
f7 (White) · f2 (Black)
Bc4 + Ne5 + Qh5/Qf3
King Castled Kingside
h7 → g7
Ng5 + Qh5 / Qg4 + Be3
King Castled Queenside
a7 (primary)
Nb5 + dark-square bishop
Two-Layer Move Decision
At every move: (1) What is the next CP piece to place? Then (2) Does any current threat require a cure — and if so, does the cure advance or deviate from the formation? The cure that advances formation is always preferred.
Pre-Move Protocol
Run every single move
FSC-1 and FSC-2 are automatic exits. If either fires, execute immediately — stop reading the checklist. Example: opponent threatens your queen, but you have checkmate in 2. Deliver the checkmate. The queen does not matter.
#
Question
Action if YES
1
Checkmate in 3 or fewer?
Scan all forcing lines before anything else.
⚡ Execute immediately.
Nothing else matters.
2
Forced material win available?
Winning a piece or more via forced sequence.
⚡ Execute immediately.
3
Counter-attack wins more than defending saves?
Does responding offensively outperform absorbing the threat?
Execute counter-attack.
Do not defend.
4
Can I gain tempo elsewhere?
Does the opponent's move cost them more than it gains them?
Consider the tempo gain.
Evaluate carefully.
5
None of the above — what is the attack type?
Pressure / Pin / Fork / Overload / Double Attack / Battery / Bait
Apply Cure Hierarchy
(see Cure tab)
6
Moving a piece away — what is the best tempo square?
Counter-attack > support structure > pure safety.
Choose highest-tempo
candidate square.
7
Does this move damage the structure?
Opening files, creating weak pawns, blocking own pieces.
Reassess if structural
cost is too high.
Convergence Filter
When multiple threats are active simultaneously: find the cure that appears across the most active Cure Hierarchies. Tiebreaker: piece profitability → tempo profitability → CP formation alignment.
Structural Cost Questions
Question to ask
Why it matters
Does eliminating the attacker open a file for the opponent's rook?
An open rook file can outweigh the piece saved — especially with king on that file.
Does supporting the piece create doubled or backward pawns?
Pawn structure damage is permanent — it becomes an endgame liability.
Does the move away expose another piece or weaken a key square?
Solving one threat can create a second — scan the full position before committing.
Does blocking the attack block your own piece's activity?
A passive blocker stifles your own attack — only block with active or idle pieces.
Cure Hierarchy
Hierarchical — attempt highest first
Cures are hierarchical. Attempt the highest-ranked cure first. Move to the next only if unavailable or if it costs more than it saves. FSC always runs before any cure is applied.
Pressure
Pin
Fork
Overload
Double Attack
Battery
Bait / Trap
Cat A — Sacrifice
Cat B — Structural
Cat C — Clearing
Select an attack type above to see the cure hierarchy.
Tempo Assessment
When moving a piece away, evaluate the tempo outcome of every candidate square. Break Even is the minimum acceptable outcome.
Outcome
What it means
Verdict
Lose Tempo
Move to safety with no additional benefit.
Last resort
Break Even
Safety + supports another piece or square.
Minimum
Gain Tempo
Safety + creates a counter-threat.
Optimal
Profit
Moving away triggers a forcing sequence.
Execute
Structural rule: Do not lose more structure than you save in material. A materially equal outcome with structural damage is a loss.
Move Closer — Tiers
Middle / End only
Move Closer is a Middle/End Game concept only. Not active during the Opening — that phase is governed entirely by PAP.
Tier 1
Imminent pressure / overload setup. The advance directly threatens the target or overloads a defender.
Tier 2
Latent pressure / overload. The advance builds toward a future threat without immediate material gain.
Tier 3
Neutral forward advance. Improves piece activity without immediate tactical consequence.
Move Away — Tiers
Move Away is not passive retreat. It must land on a square that creates a counter-attack (Tier 1), supports structure or piece (Tier 2), or provides pure safety (Tier 3 — last resort only).
Piece Alignment at a Glance
Waiting → Defending → Attacking
Knights before Bishops — foundational CP move order. Deviation (e.g. Bf4 before e3/Bd3) creates downstream tactical problems requiring remediation moves.
PieceWaitingDefendingAttacking
Pawnse4, d4Hold centerHold — they are the center
Knight (f-file)f3e2e5, g5
Knight (c-file)c3d2b5, d5
Bishop (k-side)d3e2c4, f4
Bishop (q-side)e3g2 (fianchetto)f4, g5, h6
Queene2e2 (hold)h5, g5, f3, b3, a4
Rooksa1, h1Post-castle (connect)Open files (d, e, f)
Kinge1Castle (g1 or c1)Activate in endgame
CP Formation Build Order
Target sequence: d4 → Nf3 → Nc3 → e3/e4 → Bd3 → Be3 → Qe2
Do not skip ahead. Do not develop bishops before both knights are placed.
Key Drill Priorities
From game audits
Be3 after Bd3 — most consistently missed CP piece. After Bd3 is placed, Be3 is the next formation move. Do not delay or skip.
Qe2 not Qd2 — Qd2 is a confirmed loss habit. The CP queen square is e2. Qd2 misaligns the queen from the attack formation.
Pin cure: Be2 not h3 — when pinned on the knight, Be2 is the correct cure. Premature h3 loses tempo and weakens the kingside.
No early Bf4 — London System drift. Bf4 before knights are placed deviates from CP move order and creates downstream problems.
Full Execution Sequence
Live game protocol
The complete sequence of how CP operates in a live game. Each layer informs the next. The macro informs the micro.
Phase 1
Establish
Apply Piece Alignment Protocol. Reach the waiting formation: d4, e4, Nf3, Nc3, Bd3, Be3, Qe2, King e1. Knights before bishops. Do not deviate.
Phase 2
Observe
Watch for opponent's castling decision. This determines your positional tactic and attack target square.
Phase 3
Commit
Apply the appropriate positional tactic: Asymmetric Gambit (opponent castles opposite side), Center Lure (stays central), or Symmetric.
Phase 4
Target
Identify the target square based on king position. Build all pieces toward f7 (center), h7/g7 (k-side), or a7 (q-side). Every move should advance this convergence.
Phase 5
Execute
On every move, run FSC first. Minimum 3-move offensive scan before any reactive move.
Phase 6
Invest
When the direct line is blocked, apply Material Investment Strategy: Category C (Clearing) first → Category B (Structural) → Category A (Sacrifice) last resort.
Phase 7
Contingency
Rock analogy: If a Protocol fires, apply minimum deviation. Circumnavigate at smallest cost. Resume the march.
Decision Priority Summary
Priority
Rule
1st
FSC-1/2: Checkmate or forced material win → execute immediately, ignore everything else.
2nd
FSC-3: Counter-attack that wins more than defending saves → execute counter, not defence.
3rd
FSC-4: Tempo gain available elsewhere → consider ignoring the threat entirely.
4th
FSC-5: Identify attack type → apply Cure Hierarchy.
5th
FSC-6/7: If moving away — choose highest-tempo square. Check structural cost before committing.