Make thinking visible
Moves considered, time, hints, the played line and the opponent's best response help reveal where the decision process broke down.

A practical way to learn chess
Correct now. Remember later. Apply it in a new position.
CraftChess is a chess training system built to turn decisions into lasting learning. It combines focused exercises, immediate correction, spaced review, adaptive difficulty and complete games against a level-adjusted opponent. The goal is not to collect easy wins; it is to think more accurately, remember useful patterns and apply them independently.
Why it exists
A chess exercise is useful only when it changes what the student notices and calculates in a later position. CraftChess therefore records the first decision honestly, teaches the missed idea, and then looks for new evidence over time.
Moves considered, time, hints, the played line and the opponent's best response help reveal where the decision process broke down.
Stockfish verifies moves and continuations. Explanations translate those verified facts into practical chess language rather than inventing tactics.
Immediate correction is followed by delayed review and unfamiliar positions, because seeing an answer once is not the same as being able to find the idea alone.
The complete loop
Every exercise passes through the same protected sequence. The solution remains hidden while the student is thinking; teaching begins only after the attempt has ended.
The student studies the position, names candidate moves and may request graduated hints.
Legal-move assistance shows possibilities, never the best move.
The move or line is played on the board. The original attempt is recorded and never rewritten later.
First-attempt evidence remains separate from every later repeat.
Stockfish compares the decision with the strongest continuation and grades the move's practical cost.
The engine is the chess authority; AI is used only to narrate verified facts.
Replay, explanation and guided board animation show what worked, what the opponent could do and what to check next time.
The explanation is available after the attempt, so it cannot leak the answer.
Missed positions can return in session reinforcement and later as scheduled reviews.
Immediate reconstruction supports correction; delayed review provides stronger recall evidence.
New positions continue to test the same developing skills without depending on memory of one diagram.
The next results update the learner profile and begin the cycle again.
Inside focused practice
The main set measures independent work. When it ends, a clearly labelled reinforcement phase may offer exact repeats of missed positions without extending or changing the main progress record.
Difficulty and subject are chosen from the learner profile, due reviews and a small variety pool.
Candidates, thinking time and requested hints are captured. Hints become progressively more specific but remain optional.
The board accepts the complete expected line or a verified equally strong alternative. A deviation ends the attempt and is evaluated safely.
The app can replay the consequence, explain the best move, narrate it and animate a short verified continuation.
After the main set, missed positions may reappear under a separate heading. This is a short correction ritual: useful for rebuilding the line while it is fresh, but not treated as proof of long-term retention.
Records the independent decision, candidates, time, hints, move quality and rating effects.
Corrects the exact position at session end; it changes no rating, main progress or original result.
Tests recall after a delay and updates skill evidence without rewriting the first attempt.
Asks the learner to calculate again on an unfamiliar board and provides broader evidence of application.
Personalization
Adaptation changes what the student sees next, not the rules of chess. A lower skill estimate leads to better-matched material, while every move is still judged by the same engine-backed standard.
CraftChess
Glicko-2 ratings estimate overall and skill-specific performance with uncertainty. Recent evidence matters, but one result never defines the student.
Most new work
Fresh exercises emphasize skills whose rating is reliably below the learner's overall profile.
A regular share
Due positions return after a delay so recall is tested rather than assumed from immediate correction.
A smaller share
Randomized, level-appropriate material prevents the session from becoming too predictable or narrow.
After the attempt
For legal deviations, CraftChess compares the played move with Stockfish's best line from the same position. Centipawn ranges help describe impact; mate and decisive transitions take precedence. These labels explain the decision—they are not a judgment of the student.
Exercise line completed
The student completed the line selected to teach the exercise's idea.
0–30 centipawns
The move differs from the stored line but Stockfish verifies it as practically equal. CraftChess accepts it as fully correct.
31–79 centipawns
The move remains reasonable but misses part of the exercise's main opportunity. It receives constructive feedback and does not complete the exercise.
80–179 centipawns
The decision gives away a noticeable part of the position without necessarily deciding the game immediately.
180–349 centipawns
The decision loses an important advantage, material or tactical opportunity and leaves the position clearly worse.
350 or more centipawns, or mate override
The move changes the position decisively, misses or permits forced mate, or loses a major tactical resource. Tactical puzzles naturally produce more of these than quiet positions.
No reliable engine result
If analysis times out or is incomplete, the attempt is not penalized and does not update the learning rating.
Move quality describes how much the position changed. A diagnosis asks which thinking habit may have produced the decision. CraftChess records a cause only when the board evidence is strong enough.
Examples include an unprotected piece, a missed recapture, a missed opponent check or stopping the calculation after one move.
Examples include missing a candidate, overlooking the opponent's resource, choosing the wrong move order or evaluating the final position too early.
Examples include missing prophylaxis or failing to convert an advantage. A severe move without a reliable cause is not forced into a diagnosis.
Two complementary activities
Problems isolate specific decisions; games test whether those decisions survive the complexity, time pressure and uncertainty of a complete game. Their records stay separate so each tells an honest story.
Short, engine-verified positions train candidate generation, calculation, defense, tactics, endgames and other skill groups.
A full game uses a Stockfish-based opponent whose target Elo and pressure profile are derived from the learner's established record.
CPU games do not directly change puzzle ratings. They provide a separate transfer signal: whether training habits appear during complete play.
For parents and coaches
The coach view organizes evidence so an adult can choose the next teaching focus without reducing the learner to a single score.
Overall and skill-specific ratings include uncertainty, helping distinguish a stable weakness from an area that simply lacks enough observations.
Expected, equivalent, playable, inaccurate, mistaken and critical decisions are shown over time with unverified and legacy records kept separate.
Repeated, engine-supported diagnoses become hypotheses to observe. They are not permanent labels or claims about personality.
The coach can examine time controls, recent games, critical moments, hints and the difference between first attempts and later recovery.
Boundaries that protect the learning signal
Good educational data depends on preserving context. CraftChess keeps source attempts, later reviews and different activities distinct, and fails safely when an engine result cannot be trusted.
Common questions
These short answers clarify the choices students and guardians see most often.
Difficulty responds to a longer evidence history and uncertainty, not to one result. The selector also mixes targeted work, due reviews and variety, so consecutive positions do not form a simple easier-or-harder staircase.
No. The line can still be completed, but the highest hint rung is preserved and contributes less evidence than an unaided first attempt or delayed recall.
Legal means the rules allow it. The exercise asks for the strongest idea. A playable move may keep the game going while still missing the tactical or strategic opportunity being trained.
Tactical exercises are usually selected around a decisive resource. Missing it often changes a winning position into equality or a loss. The label describes the position's change, not the student's worth.
Not directly. That would weaken the learning measurement. The student chooses the activity and learning aids; the adaptive system chooses a suitable challenge from the current profile.
No. Games and exercises are measured separately. Game results and analysis help coaches observe transfer, while puzzle ratings continue to describe focused exercise performance.
The app fails safely. An unverifiable deviation is not used for rating, and narration can be retried or skipped. The student must always be able to continue without waiting for a teaching animation or voice.
Use focused problems when a specific decision skill needs practice. Use a complete game when you want to test pacing, resilience and transfer. The learning record will keep those two forms of evidence separate.
CraftChess · Observe · Calculate · Verify · Correct · Remember · Apply
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