What it teaches
Most endgame books are organized by material: pawn endings, rook endings and so on. Jeremy Silman had a better idea for learners. He organized his course by rating class, so each part teaches only the endings a player at that level actually needs, from the basic checkmates for complete beginners through key pawn and rook endings for club players, and on to finer points for experts and masters.
The result is a book you can grow with for years. You learn what matters now, skip what doesn't, and come back as your rating rises. Silman's explanations are clear and encouraging, and each section ends with tests.
Who it's for
Everyone from beginners to around 2200. It is one of the best "only endgame book you need" choices for adult improvers, and a favorite of coaches.
How to get the most from it
Start at your rating section, or a level below, and master every position before moving up. Play each key ending against a friend or an engine until you can win it, or hold the draw, every time.
Key takeaways
- Learn the endings that matter at your level first; ignore the rest for now.
- Opposition, key squares and rook activity decide a huge share of endgames.
- Knowing a handful of theoretical positions saves countless half-points.
- Practice endings until the technique is automatic, not just understood.
Read next
Move on to 100 Endgames You Must Know for the essential theory, then Endgame Strategy for the thinking behind practical endgames.




