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Game Report: a move-by-move breakdown of every game

After every game the question is the same: where did it slip? You know something went wrong around move 20, but without a proper review you're guessing. Game Report is built to answer that for a single game — what happened, where the position turned, and what you would have played if you'd seen what the engine sees.

Here's a quick taste of what one looks like — and then we'll walk through every part.

Game Report landing screen — board on the left, summary panel on the right with the full classification legend

The board sits on the left with player nameplates above and below. The summary panel on the right holds the eval graph, accuracy circles, and the classification tally. Start Review at the bottom drops you into the first interesting moment in the game.

How to open a Game Report

  1. From Home, pick a recent game from your linked Chess.com or Lichess account — or open Game Report directly and select one.
  2. The engine begins evaluating every position in the background. A progress indicator shows depth as it advances, and you can start scrubbing the moment the first moves are ready.
  3. When analysis completes the page lands you on the first interesting moment — usually your first mistake — not on move 1. The point is to drop you where the lesson is.

The classification badges

Every move gets a label that compresses the engine's verdict into one symbol. Classifications are based on win probability, not raw eval drop — so a 1-pawn loss in a sharp middlegame is weighted differently from the same number in a quiet endgame.

Game Report summary panel showing the eval graph, accuracy circles, rating, and the classification tally for both players

The summary panel after analysis: eval graph at the top, accuracy circles per player, and the full classification tally — one count per side. The same badges appear on the board, one per move, as you scrub through the game.

  • Book — an established theory move from the opening repertoire.
  • Brilliancy — a sacrifice or only-move that holds the position together.
  • Smart — the unique correct reply to an opponent's error.
  • Best — the engine's top choice for the position.
  • Excellent — within a hair of best.
  • Good — sound move with minimal loss.
  • Inaccuracy — small slip, position still defensible.
  • Mistake — a clear error that flips the assessment.
  • Missed — a winning line you didn't take.
  • Blunder — a game-changing error.

The board

Pieces animate along the actual move path. Captures slide into the captured square rather than jumping. Every move is tagged with a classification badge on the destination square, and when your move wasn't best, a best-move arrow appears pointing at what the engine preferred.

Right-click drag draws your own arrows. Right-click a square fills it red. Both clear when you switch moves, so the board is yours to annotate as you analyse.

Game Report in review mode — board with a brilliant-move badge and best-move arrow, commentary panel beside the board, classified move list on the right

Review mode: each move gets a badge on the destination square, the engine's preferred move is drawn as a translucent arrow, and the side panel updates with one or two sentences explaining what's actually happening.

The summary panel

The panel on the right of the board condenses the whole game into one column. From top to bottom: the eval graph with a coloured dot on every move that wasn't best, a one-line narrative describing the arc of the game, accuracy circles per player, ratings, and the per-side classification tally — how many Books, Bests, Inaccuracies, Mistakes, Blunders each of you had.

Click any dot on the eval graph and the board jumps to that move. Click any badge in the tally and you scroll through just that bucket — only your blunders, or just the opponent's missed wins.

Coach commentary

Underneath the board, a panel updates as you move through the game. Three layers stack on the same move when relevant:

  • Opening lines name the variation and call out where you (or your opponent) left book.
  • Tactical lines name the motif when one fires — pin, fork, discovered attack, back-rank, x-ray, removal of the defender, deflection, decoy.
  • Narrative lines track the arc of the game: who's pressing, who's defending, when the position turned.
Game Report board after Start Review, showing a Book classification badge on the destination square and the eval graph now populated with move dots

Each move's classification appears as a badge on the destination square. Commentary that fires for that move shows next to the board — and stays quiet when there's nothing real to say.

Quiet when it should be

Commentary is keyed to actual position content. It won't tell you a recapture is a brilliant sacrifice, and it won't talk about a "decisive attack" in a balanced endgame. Most moves get no commentary — only the ones with something real to say.

Challenge mode

Inside Focus mode, every mistake card has a Try again button. Click it and the board flips into a mini-puzzle from that position. Your previous move is hidden. You have to find the better one on the board.

  • Find it → the position releases and the next mistake loads.
  • Miss it → you get one hint, then the answer with a short explanation.

Why this matters

Most analysis tools tell you what you should have done. This one asks whether you can actually find it now that you've slept on the position. If you can't solve it with no clock, that's a training target — not a one-off blunder.

Controls and settings

  • Arrow keys step through moves. Home / End jump to first/last.
  • F flips the board. 0 jumps to your most recent mistake.
  • The bottom row has back, forward, next-mistake, flip, and settings.
  • Settings covers move sound, classification audio cue volume, autoplay speed, board theme, and engine analysis depth. Choices persist across games.

How to actually use it

  1. Open the report and let it land you on the first mistake. Don't start from move 1 — that game is over and you already know how the opening went.
  2. Switch to Focus mode. For every mistake card, ask yourself: would I have found the right move with ten more seconds, or did I just not see the pattern? Time-pressure and pattern-recognition are different problems.
  3. For pattern-recognition mistakes, hit Try again. If you can't solve it from the position even with no clock, that's a training target.
  4. Check the eval graph for surprises. A drop you don't remember is usually more interesting than the blunder you knew you made. Click into it.
  5. Read the narrative line at the final position. "You were winning until move 28" gives you the shape of the game in one sentence, and tells you whether the lesson is about converting wins, defending, or something earlier.

The point

Done well, a Game Report is a 10-minute session that surfaces one or two genuine training targets — not a 45-minute slog through every move.

Try it on your last game

Pick any game from your linked account and the report opens in seconds.

Open Game Report