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A shared chessboard for coaches and students

Teach chess online with ChessPigeon's shared chessboard. Create a classroom, send students the invitation link, and review positions together using moves, arrows and chat. Students join in their browser with just a name.

A lesson in progress

Coach Maria's Classroom with five people online. The board shows 5.Nxf7 marked as a blunder, with green, red, blue and yellow arrows, the evaluation bar at -5.8, Chloe and David with raised hands, EV and Accuracy switched on, move labels beside every move and a chat about the blunder.
Coach Maria is explaining why 5.Nxf7 is a blunder. Five people are online, two of them have raised a hand, the evaluation bar and move labels are on, and each arrow colour marks a different idea.

Why a shared board

Teach the position, not the screen share

Screen sharing shows a picture of a board. In ChessPigeon everyone is on the same board: you move the pieces, your student answers on it, and nobody has to read coordinates out loud.

Everything a lesson needs sits beside the board: the people in the room, the moves with their labels, the engine switches and the chat. Students only need a browser and the link you send them.

  • One position for everyone, kept in sync live
  • Shared arrows and highlights in four colours, stored with the lesson games
  • Optional evaluation bar and move labels, turned on by the coach
  • Chat with emoji, clickable links and a raise-hand button
  • Import a PGN, FEN or Chess.com games into the lesson
  • Save or download every lesson game, at any time

Who it is for

Online lessons, clubs and study partners

Coaches running one-to-one or small group lessons, club trainers going through a game with their team, and friends who want to look at a position together.

A lesson can hold up to 50 participants. The coach decides who may move, so a group can watch while one student plays White and another plays Black.

Nothing has to be installed. The lesson runs in the browser on a computer, tablet or mobile device, and the engine runs only in the coach's browser.

Invitation walkthrough

How can I teach chess online?

Create a classroom, copy its invite link and share it with your students. Follow the first lesson guide for board controls and permissions.

  1. Create the classroom

    Open Classroom, type Your name and press Create classroom. The lesson starts from the initial position, ready for you to play moves or import a game.

  2. Copy the invite link

    Use the copy button (Copy invite link) at the top of the Classroom panel and send the link to your students by email or message.

  3. Students join

    They open the link, type their name and press Join classroom. They appear in your participant list straight away and see your board.

Who is in the room

See everyone at a glance

The top of the Classroom panel counts how many people are connected, for example 5 online. Below it, every participant has a row with their name, a status dot and their role.

  • Status dots are lit for people who are connected. If someone closes the lesson or loses their connection, their dot turns grey.
  • Roles are changed from the menu at the end of each student's row. A student playing Black gets a Flipped badge, because their board faces the other way from yours.
  • Raised hands appear as a hand next to the student's name, and you hear a short sound. Select the hand to lower it once you have answered.
  • Students who leave stay in the list, greyed out with a Left label, so you can see who has gone.
Participant list: Coach Maria marked Coach, Anna set to White, and Ben set to Black with a Flipped badge.
Anna plays White and Ben plays Black, so his board is flipped.
Participant list: Chloe and David watching with raised-hand icons, and Eva greyed out with a Left label.
Chloe and David are waiting for an answer. Eva has left the lesson.

Roles

You decide who controls the board

Everyone joins as Watching. Change a participant's control from the list at any time, as often as the lesson needs: give one student White for a game, then hand the board to someone else for the next exercise.

Classroom roles
ControlWhat the participant can do
WatchingFollow the board, chat, add emoji, raise a hand, flip their own view, save and download. Cannot move or draw.
White or BlackMove only that colour and draw shared arrows. Their board turns to face their colour.
Full boardMove both sides, step through moves, explore variations and import or switch lesson games.
CoachEverything above, plus the engine switches, the session timer, permissions and ending the lesson.

Position setup

Arrange an exercise with the piece drawer

Open the left-pointing arrow handle on the right edge of the lesson panel to add, remove or freely move pieces. The drawer slides out from the border to the left. It is available on wider screens; it is hidden on mobile devices with narrow screens.

While the drawer is open, students see Coach is editing. They can pick up pieces, but attempted moves snap back and make the message briefly blink coral. Using another Classroom button, including Import games, closes the drawer before continuing. You can also close it with its arrow. Incomplete or illegal positions stay paused until the coach corrects them.

Grabbing a board piece turns the drawer’s inner piece area red and shows a trash icon. Drop the piece there to remove it, or release it elsewhere to leave trash mode. Editing starts a new position in the current lesson game. If it already has moves, the original game is kept as a separate copy. New game in the import dialog adds a standard starting position while keeping your previous games. Clean Board removes all pieces for an empty setup.

Read the position-editing steps, including how to keep a legal position ready for saving.

Arrows and highlights

Draw your ideas in four colours

Right-drag from one square to another to draw an arrow, or right-click a square to highlight it. Hold a key while drawing to change the colour, so each idea gets its own meaning:

Drawing colours
ColourHow to draw it
GreenRight-drag
RedShift + right-drag
BlueCtrl or ⌘ + right-drag
YellowAlt + right-drag

Drawings appear on every board in the room at once. They belong to the position they were drawn on and are saved with the lesson game, so they come back when you step to that move again and are kept when you save or download the games.

The coach and students playing White, Black or Full board can draw. Student drawing pauses while the coach edits a position. Watching students see the drawings but can't add their own.

Close-up of the lesson board after 5.Nxf7: a green arrow from g5 to g2, a red arrow from d4 to f3, a blue arrow from f7 to h8, a yellow arrow from f7 to g5 and a red highlight on g2.
Green: Black's queen takes on g2. Red: the knight joins with check. Blue and yellow: the white knight's fork of the rook and queen.

Engine help

Stockfish, only when you want it

Four coach-only switches add engine help for the whole room. They all start off, so students think for themselves first. Stockfish runs in the coach's browser, and everyone sees the results the coach turns on.

The four Classroom engine switches, Engine Moves, Post-Move Only, EV and Accuracy, all switched on.
All four switches turned on. Only the coach can change them; students see them locked.
Move list with labels after each move: Book for the opening, an inaccuracy for 3...Nd4, a mistake for 4.Nxe5, a blunder for 5.Nxf7 and Best for Black's queen moves.
Book moves for the opening, then a mistake (4.Nxe5?) and a blunder (5.Nxf7??) that Black punishes with best moves.
Engine Moves
Shows the engine's best-move arrow and its top lines for the current position.
Post-Move Only
With Engine Moves on, keeps the best move hidden until a move has been played. Ideal for "find the move" exercises.
EV
Adds the evaluation bar beside the board. The number is in pawns from White's side: -5.8 means Black is almost six pawns ahead.
Accuracy
Labels every move in the list and marks the moved piece on the board: Brilliant, Book, Best, Excellent, Good, Inaccuracy, Mistake or Blunder.

The student's side

Ask, answer and follow along

Students see the same board, arrows, labels and chat as the coach. The engine switches stay visible but locked, so everyone knows what is turned on.

  • Chat: type in Message the room… and press Enter. Links become clickable, and the emoji button adds an emoji to your message.
  • Raise hand: the hand button sits next to the message box. Once raised it turns yellow and shows Wait for coach to respond; only the coach can lower it.
  • Sounds: a short sound plays for new chat messages, and for the coach when a hand goes up. They follow the Move sounds setting.
  • Leaving: students can select Leave classroom at any time. Coming back through the link joins them again as a new participant, starting as Watching.
Chloe's chat: Anna asks why Nxf7 is a blunder, Coach Maria answers, and Chloe's raised-hand button is lit in yellow next to the message box and emoji button.
Chloe's hand is raised and lit in yellow, next to the message box and the emoji button.

Session timer

Keep the lesson on time

The clock button next to Save shows how long the lesson has been running: its hand turns once an hour, and hovering shows the minutes so far. The coach can turn it into a countdown at any time.

Session timer picker opened from the clock button: a minute ruler set to 45, the readout 45:00 and a Set time button.
Choose a length. Select the clock, then scroll the ruler (one minute per step, ten with Shift) or type the minutes, from 1 to 360. Select Set time.
The clock button counting down, with a coral sector for the remaining time and the tooltip 45 minutes left.
Watch it count down. A coral slice shows the time remaining and the tooltip gives the minutes left. Students see the same clock but can't change it.
The clock button turned coral after the countdown ended, with the tooltip Time is up.
Wrap up. At zero the clock turns coral and pulses, and the coach hears a short three-note alarm. The lesson stays open until you end it.

Make it yours

Every participant chooses how the board looks

Settings are personal and saved in each person's browser. Changing them never changes the lesson for anyone else, so a student can pick the board and pieces they find easiest to read.

Board and pieces

Choose the board colours and piece set you read most easily. The preview updates as you pick, and the choice applies to every board in ChessPigeon, not only the lesson.

  • Six boards: Walnut, Green, Blue, Gray, Purple and Sage.
  • Six piece sets: Classic, Merida, Chessnut, Spatial, Celtic and Eel.
  • Engine: the same window holds the analysis depth and number of engine lines. In a lesson, the coach's choices apply.
Board appearance settings with a preview, five board colours (Walnut, Green, Blue, Gray and Purple) and five piece sets.
The preview shows your choice before you close Settings.

Arrows and colours

Arrows & drawings decides how drawing feels on your board: whether arrows start from the square centre or behind the piece, avoid overlapping, appear as you drag or when you let go, and whether a left-click clears them.

You can also pick the exact shade of each drawing colour. A red arrow stays red for everyone in the room; you only choose which red you see.

Arrows & drawings settings: switches for arrow behaviour, square names and drawn move notation, and colour pickers for the best move arrow and the green, red, blue and yellow annotations.
Drawing switches, then a colour for the best-move arrow and each of the four drawing colours.

Label every arrow and square

Two switches in Arrows & drawings add text to the drawings on your own board, which helps when a lesson gets busy or a student is still learning the square names.

  • Show drawn move notation writes the move each arrow stands for, such as Qxg2 or Nf3+.
  • Show highlighted square names names every highlighted square.

Both are off by default, and turning them on doesn't change what anyone else sees.

The same board with drawing labels switched on: each arrow is labelled with its move, such as Qxg2, Nf3+, Nxh8 and Nxg5, and the highlighted square is labelled g2.
The lesson board with both label switches on.

Before your lesson

The practical details

Lesson length
A classroom closes six hours after it was created, whatever is happening. Plan longer sessions as two lessons, and save the games before the end.
Stay in the same tab
Your seat belongs to the browser tab. Reloading keeps it; opening the link on another device joins as a new participant who starts as Watching. The coach role cannot move to another device.
Keyboard
Anyone can press F to flip their own board. With full control of the board, ← and → step through moves for the whole room, and Shift + ← or → (or Home and End) jump to the first or last position.
Group joining
If many students join at once from one school or club network, ask them to join a few at a time.
After the lesson
Choose End lesson to close it for everyone. The coach can't leave a lesson any other way. Games and drawings stay available to download. Saving and Open in Analysis require legal positions; the latter appears once the lesson has ended.

Your next lesson is one link away

Type your name, create the classroom and send the invitation. Your student only needs a browser.