Training Plan for 1000–1400 – Opening Principles & Simple Endgames
This training plan is aimed at improving players rated roughly 1000–1400.
You already spot simple tactics and know basic openings, but games are often decided by:
Poorly handled openings (falling behind in development or space)
Inaccurate or rushed endgames
Middlegame tactics that appear a few moves deep, not just “hanging pieces”
Lack of structured self-analysis after losses
At this stage, your biggest gains come from:
principled, repeatable opening play,
solid simple endgames, and
cleaner calculation – all backed by regular tactics practice.
🎯 Key Goals for 1000–1400 Players
Play the first 10–12 moves using clear opening principles, not random moves
Convert simple advantages in king & pawn and rook endgames
Visualise 2–3 moves ahead in forcing lines (checks, captures and threats)
Analyse your own games to find where and why things went wrong
Think of this plan as your bridge from “tactics and blunder fixing” to
strategic, calculated chess, which you’ll lean into more in the
1400–1800 – Strategy, Calculation & Endgame Depth plan.
đź§± Core Structure of the 1000–1400 Training Plan
Suggested weekly structure:
2 sessions: Tactics & calculation training
2 sessions: Openings & model games
1 session: Simple but critical endgames
1 session: Game analysis (especially your own losses)
Optional: Extra playing session (slow games or correspondence)
You can scale each session between 30–60 minutes depending on your schedule.
If time is tight, keep the structure but shorten each block.
Tactics still matter hugely at 1000–1400, but you should now:
raise the difficulty slightly and focus more on
calculation discipline, not just spotting 1-move shots.
Mixed puzzles with solutions in 2–3 moves
Include both attacking and defensive puzzles
Always ask: “What are my opponent’s threats?” before calculating your own ideas
A surprising number of 1000–1400 games reach endings where
one player is clearly better but doesn’t know how to win,
or a drawn position is lost through basic mistakes.
King & pawn basics:
opposition, key squares, “square of the pawn”, outside passed pawn ideas
Rook endings:
cutting off the king, putting the rook behind passed pawns, avoiding passive defence
Simple minor-piece endings (e.g., knight vs bishop with a passed pawn)
Common rook & pawn vs rook patterns (in outline, not deep theory)
When you can regularly:
reach playable middlegames, handle simple endgames confidently,
and calculate 2–3 moves ahead without constant blunders,
you’ll be well prepared for the more strategic and calculation-heavy work
of the 1400–1800 training plan.