Play a line, then watch what it actually did
A computer game is useful when you give it one job: pick a jump you like, play it out, and then rewind to see whether it opened the position or handed over the back row. The score can wait. The reason for each hop cannot.
Give the sitting one job
Spend a game only on “find the forced jump first.” Spend the next one only on “do not strip the back row for nothing.” A smaller target is easier to notice when the replay starts.
If you stall, check the idea — do not tough it out
Choose a candidate yourself, then look at the hint. If a hop feels wrong, take it back and try the other landing square. Those tools compare positions. They are not there to finish the game for you.
Steal one moment from the replay
Mark the first forced jump, the first crowning, or the move that opened the last row. Carry that single sentence into the next game. A vague “I played badly” will not travel.
- The opponent
- Four local search strengths. Pick the one that matches what you want to practise today.
- A hint
- Use it to compare with the jump you already had in mind, not as a substitute for looking.
- Undo
- Replay a key hop the other way and watch how the computer answers.