How scoring works
Every guess is checked against Stockfish, so you get credit for good moves even when the master played something else. Harder moves are worth more, and your total is scaled to a score out of 100 with a par to beat.
The short version
Each move has a par
Every move you guess is worth between 4 and 7 points, based on how hard it is to find. A move that’s the only legal one is worth 2.
Your first guess counts
Only your first try on each move is scored. You can keep trying until you find it, or have the trainer show it, but later tries don’t earn points.
Good alternatives earn credit
If Stockfish rates your move as good as the game move, you get full par. Close moves earn 60%, playable ones 30%. Missing a critical move costs a point.
You get a score out of 100
Your points are divided by the points possible, so every game is scored on the same scale. The game’s par tells you what a typical club player would score.
What each move is worth
Like the “Solitaire Chess” column in Chess Life, moves that are harder to find are worth more. Each move starts at 4 points and can go up to 7.
| When | What it means | Points |
|---|---|---|
| Every move | The starting value. | 4 |
| Not obvious | A quick engine look (depth 8) picks a different move, so the game move takes deeper thought to find. | +1 |
| Clearly best | The game move is noticeably better than every alternative. | +1 |
| Only move | Everything else throws away a big part of the advantage. These are the critical moves. | +1 |
| Forced | There’s only one legal move. It still counts, but it’s worth just 2. | 2 |
If the master’s move was clearly worse than the engine’s choice, it stays at 4. You still get full points for guessing it, since the point is to predict what was played.
Credit for other moves
Stockfish’s evaluation of each move is turned into winning chances. Your move is compared with the game move by how much of those chances it gives up.
| Your guess | Compared with the game move | Credit | On a 5-point move |
|---|---|---|---|
| The game move | Exactly what was played. | Full | 5 |
| Just as good | Gives up 2% winning chances or less. | Full | 5 |
| Close | Gives up 6% or less. | 60% | 3 |
| Playable | Gives up 12% or less. | 30% | 2 |
| Anything else | Gives up more than that. | None | 0 |
| Missed a critical move | On an only-move, a guess that gives up 30% or more. | Penalty | −1 |
| Skipped | You had the trainer show the move, or the clock ran out. | None | 0 |
Where the analysis comes from
Every game in the library was analyzed ahead of time with Stockfish at about a million positions per move, keeping the five best moves in each position. That’s why library games score instantly. If you guess a move outside those five and it could still earn credit, the trainer checks it on the spot.
Games you paste or upload are analyzed in your browser while you play, a little less deeply. Scoring works the same way.
Your score and par
At the end, your points are divided by the points possible and scaled to 100. A 30-move game and a 12-move game are on the same scale.
| Score | Estimated strength | Rating |
|---|---|---|
| 95–100 | Senior master | 2400+ |
| 85–94 | Master | 2200–2399 |
| 75–84 | Expert | 2000–2199 |
| 65–74 | Class A | 1800–1999 |
| 55–64 | Class B | 1600–1799 |
| 45–54 | Class C | 1400–1599 |
| 35–44 | Class D | 1200–1399 |
| Under 35 | Developing player | under 1200 |
The bands are rough estimates, not an official rating. One game is a small sample, so a few games tell you more than one.
Par for the game
Par is the score a typical club player, around 1800, would be expected to get on this game, playing the side you chose from the move you started on. It’s worked out from the analysis of every position you’ll face. Games full of non-obvious moves have a lower par. Games where many moves are about equally good have a higher one.
Across the library, par runs from the high 40s to the high 70s, and the average game sits around 65. You’ll see the par in the Score panel as soon as a library game starts, so you know what you’re aiming for. It’s an estimate from a model, not an average of real players’ scores.
Two finished games
Here’s how two completed games might look. The guesses are made up, but every point value comes from the trainer’s real analysis of these games.
Botvinnik vs. Capablanca, AVRO 1938
A strong session. Several guesses weren’t Botvinnik’s moves but scored full points anyway because Stockfish rates them as just as good. The two costly moments came in the famous finish: missing 30.Ba3, the quiet bishop move that sets up the combination, and then 31.Qc7+ instead of the only-move 31.Nh5+, which loses a point.
| Move | Played | Your guess | Par | Points | Result |
|---|---|---|---|---|---|
| 12 | Bb2 | f3 | 5 | +5 | Just as good |
| 13 | a4 | Ng3 | 5 | +5 | Just as good |
| 14 | Qd3 | Qd3 | 5 | +5 | Game move |
| 15 | Qc2 | Qd2 | 5 | +5 | Just as good |
| 16 | Rae1 | Rae1 | 5 | +5 | Game move |
| 17 | Ng3 | Ng3 | 4 | +4 | Game move |
| 18 | f3 | e4 | 5 | 0 | Missed |
| 19 | e4 | e4 | 4 | +4 | Game move |
| 20 | e5 | Qf2 | 4 | +2 | Close |
| 21 | Qf2 | Qf2 | 4 | +4 | Game move |
| 22 | f4 | h4 | 5 | +5 | Just as good |
| 23 | exf6 | exf6 | 4 | +4 | Game move |
| 24 | f5 | h3 | 4 | +1 | Playable |
| 25 | Rxe1 | Qxe1 | 6 | −1 | Missed a critical move |
| 26 | Re6 | Re6 | 6 | +6 | Game move |
| 27 | fxe6 | fxe6 | 6 | +6 | Game move |
| 28 | Qf4 | Qf4 | 6 | +6 | Game move |
| 29 | Qe5 | Qe5 | 4 | +4 | Game move |
| 30 | Ba3 | Qc7+ | 5 | 0 | Missed |
| 31 | Nh5+ | Qc7+ | 6 | −1 | Missed a critical move |
| 32 | Qg5+ | Qg5+ | 6 | +6 | Game move |
| 33 | Qxf6+ | Qxf6+ | 6 | +6 | Game move |
| 34 | e7 | e7 | 4 | +4 | Game move |
| 35 | Kf2 | Kf2 | 6 | +6 | Game move |
| 36 | Kg3 | Kg1 | 4 | +4 | Just as good |
| 37 | Kh4 | Kh4 | 5 | +5 | Game move |
| 38 | Kxh5 | Kxh5 | 6 | +6 | Game move |
| 39 | Kh4 | Kh6 | 4 | +4 | Just as good |
| 40 | g4 | g4 | 4 | +4 | Game move |
| 41 | Kh5 | Kh5 | 4 | +4 | Game move |
- Points
- 118 of 147 possible
- Estimated strength
- Expert (2000–2199)
- Par for this game
- 60 — finished 20 above par
Kasparov vs. Karpov, World Championship 1985, game 11
A shorter, tougher game. Plenty of reasonable moves picked up partial credit, but the whole game turns on 23.Qxd7!!, the queen sacrifice. Guessing 23.Re8+ there costs a point, and letting the clock run out on the next move earns nothing. The score lands just below this game’s par.
| Move | Played | Your guess | Par | Points | Result |
|---|---|---|---|---|---|
| 14 | Bg3 | Bb3 | 5 | +5 | Just as good |
| 15 | Ba2 | Qe2 | 5 | +3 | Close |
| 16 | d5 | d5 | 4 | +4 | Game move |
| 17 | Nxd5 | Bxd5 | 4 | +2 | Close |
| 18 | hxg3 | fxg3 | 4 | +2 | Close |
| 19 | Bxd5 | Qd3 | 4 | +2 | Close |
| 20 | Qa4 | Rc2 | 5 | +5 | Just as good |
| 21 | Rcd1 | Red1 | 4 | +2 | Close |
| 22 | Qg4 | Qg4 | 5 | +5 | Game move |
| 23 | Qxd7 | Re8+ | 6 | −1 | Missed a critical move |
| 24 | Re8+ | — | 6 | 0 | Skipped (clock ran out) |
| 25 | Be4+ | Be4+ | 6 | +6 | Game move |
- Points
- 35 of 58 possible
- Estimated strength
- Class B (1600–1799)
- Par for this game
- 64 — finished 4 below par