Chess notation cheat-sheet (for new readers)
Pieces: K king · Q queen · R rook · B bishop · N knight · (a pawn move has no letter)
Actions: x takes · + check · # mate · O-O short castles · O-O-O long castles · e8=Q pawn promotes to queen
Annotations: ! good move · !! brilliant · ? mistake · ?? blunder
Kingside vs queenside attacks: which wing is yours to crack?
Middlegame puzzles split early into two big families: kingside assaults, where you pile pieces against a castled king and finish with a sacrifice on h7, g7 or f7, and queenside grinds, where you open a file with a pawn break and double rooks before the enemy king ever feels the pressure. Most positions on this page belong to one of those camps, and reading which camp you are in is half the battle. When I was stuck around 1500 on Lichess, my biggest leak was attacking the wing where my opponent had more pieces, just because that was where my queen happened to sit; once I started counting attackers on each flank before choosing a target, my middlegame puzzle score jumped 200 points in a month.
A fast tell for a kingside attack: opposite-side castling, a half-open h or g file for you, and a knight already on f5 or e5. A fast tell for a queenside push: pawn majority on a-c, an enemy queen tucked behind the king, and a closed center that buys you tempo. For the cleanest single-motif drills behind these patterns, the kingside-attack set and the queenside-attack set are the right warm-ups before you load the mixed slider here.
Isolated queen's pawn (IQP) middlegames: turning a weakness into pressure
A sizable share of the middlegame puzzles on this page run through an IQP structure, usually a white pawn on d4 with no friendly pawn on c or e. The puzzle nearly always turns on whether the IQP side strikes first or the blockading side wins the d5 outpost. As an IQP attacker, your cues are: rook lift to the third rank, bishop sliced into the long diagonal, knight hopping toward e5 or g5, and a queen-and-bishop battery aimed at h7. As the blockader, the cues invert: knight nailed to d5, light-squared bishop traded off, rooks doubled on the c file, and any endgame trade is your friend.
The trap you fell into for years as a 1600 was treating the IQP as a structural problem to solve quietly. It is not. The clock is ticking on the attacker the moment the IQP appears, so if you have it, every move should ask, "does this add a piece to your kingside attack, or am you drifting?" The advanced-pawn puzzles drill the d5 break specifically, and the Queen's Gambit Declined puzzles are the most common opening that drops you into an IQP middlegame.
Time-pressure pattern recognition: what to look at first when the clock burns
Most online middlegame mistakes happen between move 20 and move 35, with under three minutes on the clock. Puzzles will not give you that pulse, but they can train the scan order you fall back on when you are short on time. My scan when you have 20 seconds: loose pieces first, undefended king diagonals second, back rank third, candidate forcing move fourth. Anything past fourth on a 20-second clock is wishful thinking and you have lost rating points to every step further down the list.
Train this on the slider here: set the level where you score about 75 to 80%, then mentally cap yourself at 30 seconds per puzzle for a whole session. Speed-first sessions are how middlegame patterns become reflexes instead of riddles. For the underlying single-motif library, the hanging-piece puzzles drill loose-piece scanning and the exposed-king puzzles drill king-diagonal scanning. Combine the two and most blitz disasters disappear.
How to use this middlegame trainer
- Make your move. Click a piece then its target square, or drag it across the board. A correct move flashes green; a wrong one flashes red and the engine's best move appears so you can see what you missed.
- Tune the slider. The rating band is a 200-point window around your level; nudge it so you land 7 or 8 correct out of 10. Higher than that and you are coasting, lower and you are training frustration.
- Take hints in order. The first hint names the motif (fork, pin, kingside attack); the second hint tells you which piece to move. Use the Previous button to replay the last position and trace where your read of the wing or the IQP went off.