Reading the evaluation bar
The vertical bar beside the board, the number above it, and the captured pieces below.
The evaluation is the single most useful thing on the screen and the easiest to misread. It is not a prediction of who will win, and it is not a score you accumulate. It is the engine's opinion about one position, expressed in a unit borrowed from material.
Centipawns
A centipawn is one hundredth of a pawn. The readout divides by a hundred and shows two decimals, always signed from White's point of view:
| Readout | Means |
|---|---|
+0.35 | White is better by about a third of a pawn |
-1.20 | Black is better by roughly a pawn and a bit |
+0.00 | dead level |
? | not analyzed yet |
The sign convention matters: the number is always from White's perspective, whichever side you are playing and whichever way the board is facing. A move by Black that improves Black's position makes the number go down. This is why the bar is often easier to read than the figure — you do not have to remember which direction is good for you.
"A third of a pawn better" does not mean anyone is winning. Below roughly
half a pawn, most positions are simply unclear, and the difference between
+0.20 and +0.35 is usually noise rather than
insight. Treat small numbers as "balanced" and pay attention to the
changes instead.
Mate scores
When the engine sees a forced mate it stops counting pawns and counts moves instead:
| Readout | Means |
|---|---|
M3 | White mates in 3 moves |
-M2 | Black mates in 2 moves |
# | mate is on the board — the game is over |
A forced mate outranks any material count. M5 is better than
being nine pawns up, because it ends the game. This is also why the move
classifications treat mate separately: see
how moves are classified.
Why the bar stops moving
The bar fills from White's end and saturates at ten pawns
in either direction. An evaluation of +10.00 and one of
+25.00 look identical, and any forced mate pins the bar
completely to one end.
That is deliberate. Past about ten pawns the position is decided, and a bar that kept scaling would spend its whole range on the difference between "winning" and "winning more", leaving no visible movement in the range where games are actually decided. Clamping keeps the interesting band — roughly minus three to plus three — occupying most of the bar.
Before the engine has evaluated a position, the bar sits at an even fifty-fifty in grey rather than guessing. And if you flip the board, the bar flips with it, so your own side is always on your end.
Captured pieces and the material count
Below the board, each side's captures are listed with a +X
next to whoever is ahead. The values are the standard ones:
| Piece | Value |
|---|---|
| Pawn | 1 |
| Knight | 3 |
| Bishop | 3 |
| Rook | 5 |
| Queen | 9 |
The king has no value here — it is never captured, so counting it would just add a constant to both sides.
One detail worth knowing: the advantage is computed from the material currently on the board, not by adding up the captured pile. Those two numbers come apart the moment a pawn promotes. If you promote to a queen, nothing was captured, but you are genuinely eight points better off than you were — counting captures would miss that entirely, while counting the board catches it.
Material and evaluation disagree, and that is the point
The material count and the engine evaluation measure different things.
Being a pawn up with a shattered king position is +1 on
material and possibly -2.00 to the engine. When the two
disagree sharply, that gap is the story of the position: someone
has traded material for activity, and the engine is telling you whether
the trade was sound.
Watch changes, not values
The most practical habit is to stop reading the evaluation as a verdict
and start reading it as a derivative. A position sitting at
+0.400 for twenty moves tells you very little. A position that
moves from +0.30 to -1.40 in one move tells you
exactly where to look, and the move list will already have coloured that
move for you.