How to Stop Losing in the First Ten Moves

A written masterclass with live boards. You make the moves yourself — about 25 minutes.

Position 1 of 4

White to move. Mate in one.

The position

Move seven. Full board. The mate is already there — find it.

One thing before you touch a piece: each board runs a clock — three minutes. Time is a resource in a real game, so the training respects it. Three minutes is more than it sounds.

To move: tap a piece, then tap the square. Or drag it.

Queen takes f7 — the first mate every beginner meets. You saw it in seconds.

I'm Ivan, International Master. Now watch how fast a normal game dies.

Here's what a player wrote under an opening tutorial:

What if my opponent knows to play chessYou memorize an opening — your opponent leaves it on move two. You play “normal developing moves” — and somewhere between move five and move ten the game is just over, and you never saw the punch coming.

In the public puzzle database, mate-in-one on the f7 and f2 squares alone — the square you just used — appears in 12,459 puzzles, solved 5.5 million times. The first ten moves aren't a warm-up. They're where beginner games get decided.

You don't need to memorize a single opening. You need eight rules and one reflex. A world champion wrote most of them down in 1921 — watch what happens when a strong player breaks one.

A simultaneous exhibition, 1902. White is Emanuel Lasker — the reigning world champion, playing dozens of boards at once. Black is about to play the kind of move your hand loves.

Position 2 of 4

Black to move. That's you.

The position

No hints — pick the move your hand wants.

The board is turned around on purpose: you play Black here, so your pieces are at the bottom.

Your pawn lunged at his bishop — it felt active, it hit a piece, it looked free. Five moves later the world champion mated you. Not with a brilliancy: every move of the punishment was a check or a capture, the kind you already know how to see.

Here's the rule that move broke, written by Capablanca in 1921: no little pawn moves in the opening — a pawn move earns its place only when it defends something or opens a piece's road. g5 did neither. It just opened yours.

You were told openings take years of memorizing.

Here's what they take: eight rules. Center pawn first. A piece before a second pawn. Knights before bishops. One move per piece until everyone's out. Castle by move ten. Keep the queen home early. No little pawn moves. And after castling — leave the wall in front of your king alone.

Most of these are Capablanca's, a century old, with his numbers: full development in eight moves, ten is your ceiling. Run them and you reach move ten with a normal game against anything — including things no tutorial ever showed you.

And one of them is about to win you a piece.

Move two. His queen jumps to h5 — the most common attack at your level: over eleven million games go through it.

Position 3 of 4

Move two: the queen comes out

The position

Don't panic, don't attack, don't copy him. Run rule six: his queen is out early — develop and make her pay rent.

That's one rule finding one move — and it's the whole method in miniature. The full punishment of the early queen — every retreat, every trap — is a page you'll get free the moment you sign up... and the deeper punishes live in the course bonuses.

Quick pause. Who's teaching you this?

I'm Ivan. International Master — the title above master, one step below grandmaster. I played professional chess for eight years.

Then I left the professional game and built businesses: service centers, a guesthouse, retail stores. They run today. Chess went back to being what it is for you — the thing I do in the evening because I love it.

That's why this course exists in evenings. I never ask you for more time than I give it myself: half an hour, most nights, four family vacations a year untouched.Did chess build the businesses? I won't claim that — I'm the guy who says “chess teaches chess” louder than anyone. But one habit crossed over on its own: asking the questions before the move. Service centers, the guesthouse, the stores — every big decision still gets the same quiet minute: what does he want, what am I leaving undefended, which of my pieces is doing nothing. The questions travel light. Whether they show up at your desk is yours to test.

Twelve thousand puzzles. Five and a half million solves. That's just the f7/f2 mate — one square, one pattern, at your level. Add every other first-ten-moves disaster and it's over eleven million solved positions from the first ten moves alone.

Everybody drills these punishments — in puzzles, with labels. Games don't come with labels. Eight rules are how you survive without them.

One last board. Cologne, 1911. You're playing Black — against Alekhine. Yes, that Alekhine.

Position 4 of 4

Move ten, and it's your move.

The position

Move ten. Your knight is eyeing e5 — active, aggressive, it even sets a trap for his queen. Your other option is quiet: castle, like the rule says.

Tenner took the bait — grabbed the queen, even — and Alekhine's pieces walked his king to the middle of the board and mated it there.

Every white move was a check or a capture. The rule would have kept him safe; greed felt safer.

If you castled: you just outplayed a man who got to hold Alekhine's queen for four moves. Rules are boring. Boring wins.

Three things you might be thinking right now:

“Another opening course.” It isn't. Opening courses feed you lines — and lines end the moment your opponent leaves them. This course trains eight rules that work against anything. You watched one save a game against a world champion.

“Maybe I'm just not a chess person.” Board one was a mate on a full board; board four, a castle where a real player grabbed a queen and got mated. The material was never the problem — the method was.

“I don't have time for this.” One evening is 20–30 minutes, and there are fourteen of them. If a lesson runs longer, that's my failure, not your homework. Miss a night — nothing burns.

So here's what you'd be getting — piece by piece

Everything below — the 14-evening course and all five bonuses — is $49.

No value-stack math, no crossed-out numbers. Here's the honest reason the price is what it is:

You read the masterclass to the end. You know exactly what you're buying — readers convert better, so readers pay less. No timer. No “only 3 left”. The price is for finishers.

The bonuses open the moment you pay. The course unlocks evening by evening — or sooner: one button on your course page opens the next evening whenever you want it.

Twenty minutes ago a pawn lunge lost to a world champion — the move almost every beginner's hand wants.

r . b q k b n r
p p p p . . . p
. . n . . p . .
. . . . . . p .
. . B P P p . .
. . . . . N . .
P P P . . . P P
R N B Q K . . R
The lunge — twenty minutes ago
r . . q . r k .
p p p . . p p p
. . n . . . . .
. . p . . . . n
. . B . P . b .
. . . P B N . .
P P P . . . P P
R . . Q K . . R
The castle — five minutes ago

Then, on the last board, the same fork — castle, or grab a queen the way a real player did and got mated by Alekhine — with one rule to run. Nothing about you changes: the rule does the work. The course makes that automatic.

An evening of the course on a phone: the board, the move buttons and the verdict.
Evening three, board seven — the same boards you just played, one tool deeper every night

An evening is 20–30 minutes: one tool, then boards. No lectures, no videos to schedule your life around — pages that fit the evening you already have.

14 evenings151 positionsevery miss played out to the end30-day guarantee

BONUS #1

“The First Ten Moves — Without Memorizing a Single Opening”

One page. How to reach a normal position against anything — pawns, pieces, castle, done. Built for the question under every opening video: “and what if he doesn't play that?”

One session with an opening coach costs more — this page retires the whole topic.

The printable First Ten Moves card: eight rules, one board each.

+ printable PDF card included

The opening handled — next: knowing when to look

BONUS #2

“The Danger Signals Deck”

Twelve signals that scream “run the questions NOW” — and the flip side: how to spot a quiet position and save your clock. This is the answer to “scanning every move sounds exhausting”. You won't scan every move. You'll know when.

Twelve triggers, each one worth the blunder it prevents — one saved queen pays for the deck many times over.

The Danger Signals map: twelve signals on one page.

Two pages down — and one for the games you're already winning

BONUS #3

“You Had Him Beaten — and It Ended in a Draw”

Stalemate: the cruelest rule in beginner chess, explained once and forever. Interactive boards of every trap. Stop donating half-points to dead-lost opponents.

Half a point per rescue — and beginners hand these away in games they had won.

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. . K . . . . .
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k . . . . . . .

One page before your first real game

BONUS #4

“Before You Press Play”

A one-page checklist for your first real game against a live opponent. Not a push to play — a hand on your shoulder when you decide to.

A first real game goes one of two ways — this card decides which.

The Before You Press Play checklist card.

And then there's the big one

BONUS #5

“The Punishment Pack”

The closer. Your opponents play the same greedy wrong moves every night — this pack turns each one into a forced win. It's bundled, not priced: on its own it's a bag of tricks, on top of the questions it's a habit.

Three interactive packs, each the size of the free page you came from: the queen with no way home · the mate in four with every branch he wriggles into · the knight that grabbed f7. Not sold separately.

Pack 1The Queen With No Way Home
Pack 2The Mate in Four, Every Branch
Pack 3The Knight That Grabbed f7

That's the whole stack — here's it in one place

Here's everything that opens the moment you pay:

  • The full course — 14 evenings, every board a quiz without labels
  • The First Ten Moves — Without Memorizing a Single Opening
  • The Danger Signals Deck
  • You Had Him Beaten — and It Ended in a Draw
  • Before You Press Play
  • The Punishment Pack

You already know the price — $49 buys all of it

Let's be honest about what $49 buys these days. One hour with a chess coach — if you find a good one. Dinner you'll forget by Thursday. Or fourteen evenings that change how you pick every move for the rest of your chess life — with five bonuses that would cost more than the course if I sold them, which I don't.

No catch. Here's why the price works:

  • You read the masterclass — I'm not paying ads to reach you, so the saving is yours.
  • The course is pages, not seats. Teaching one more reader costs me nothing — early readers build the reviews this page doesn't have yet.
  • And the guarantee below carries all the risk anyway — me, not you.

One honest limit: this course won't make you a master — masters need different training. It makes you stop losing games you should win. That's the whole promise, and it's enough to change your evenings.

No subscription hiding behind the button. No upsell ladder. $49, once, everything.

“Will this work on my phone?”

Yes — it's built for it. The course is one link, no app, no download; every board plays with a tap. Your evenings unlock by date, so you can open tonight's on the phone and tomorrow's on a laptop. Only the progress marks on a board stay in the browser you solved it in.

“Checklists are slow. Scanning every move sounds exhausting.”

It is — if you scan every move. That's why the Danger Signals Deck exists: twelve signals for when to run the full list, and how to recognize the quiet positions where you don't. By evening five the questions take seconds, not minutes.

“Will I get worse before I get better?”

Your first week, maybe. You're unlearning “check first, think later”, and unlearning is slow by design. The course knows it: early evenings use boards where the questions pay off immediately, so the habit earns its keep from day one. Expect one clumsy week, not a clumsy month.

“I find moves in puzzles, but in games I doubt myself and play something safe.”

That's not a knowledge gap — that's a trust gap, and reps without labels are the only thing that closes it. In the course you commit to your move before you see the answer, every time. Trust is built exactly there: your answer first, the explanation second.

“Why pay? YouTube is free.”

I make YouTube videos too, so let me say it from the inside: we optimize them for views. A course is optimized for your progress — one sequence, one method, reps in the right order, nothing chasing an algorithm. YouTube shows you chess. The course changes how you pick moves.

And my opponent will take with the pawn“Umm but my opponent didn't play that”

“What if my opponent doesn't follow the script?”

There is no script. You're not learning lines — lines break the move your opponent leaves them. You're learning questions, and a question works in every position ever played, including the ones nobody has played yet. That's the whole reason it's questions.