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Capture chain

Every move takes a piece, and the last one standing must land on the marked square. One wrong capture ends the climb.

What it trains

Seeing an order of moves before you play the first one. A board here dies quietly, several captures before it looks dead, so the only way up the ladder is to plan the chain rather than take what gleams: the seed of calculation in a real game.

How to use it

Every move must capture a piece, and the last piece standing has to stand on the marked square. The board is all one colour on purpose, an exercise rather than a position: no kings, no checks, any piece takes any other. A pawn captures one square diagonally up the board and becomes a queen on the last rank.

One run is the whole ladder: twelve boards from two pieces to twelve, the top size dealt twice, a fresh board every time. One wrong capture ends the climb, and the drill calls it the moment it happens: after every move it checks, exactly, whether a winning order still exists, so a fatal capture is a computed fact, not an opinion, and the panel shows you the order that was still alive. There is no time limit, only a clock that runs while the board is yours and pauses between boards; your bests are how many boards you cleared, and the fastest full climb.

The other drills

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