3 x 1. Introduction (1.00 avg depth)
1 x 2. PART 1: BUILDING BLOCKS (1.00 avg depth)
8 x 3. Weaknesses (10.13 avg depth)
7 x 4. Activity (8.43 avg depth)
6 x 5. Passed Pawns (9.33 avg depth)
7 x 6. Exchanging (8.86 avg depth)
1 x 7. PART 2: GENERAL ENDGAME IDEAS (1.00 avg depth)
8 x 8. The Importance of Theoretical Endgames (14.63 avg depth)
8 x 9. Mini-Plans (17.75 avg depth)
12 x 10. Creating Weaknesses (10.00 avg depth)
10 x 11. Activating Your Pieces (15.80 avg depth)
13 x 12. When Bishops Beat Knights (10.92 avg depth)
23 x 13. Monster Knights (11.00 avg depth)
27 x 14. Making the Right Exchange (10.44 avg depth)
1 x 15. PART 3: CONVERTING BETTER POSITIONS (1.00 avg depth)
4 x 16. Trading Pieces, not Pawns (7.25 avg depth)
12 x 17. Do Not Rush (12.92 avg depth)
11 x 18. Eliminating Counterplay (7.82 avg depth)
17 x 19. Principle of Two Weaknesses (12.24 avg depth)
17 x 20. Creating and Using Passed Pawns (12.65 avg depth)
7 x 21. Winning with Opposite-Coloured Bishops (13.71 avg depth)
1 x 22. PART 4: HOLDING WORSE ENDGAMES (1.00 avg depth)
6 x 23. Trading Pawns, not Pieces (12.33 avg depth)
18 x 24. Active Defence (10.17 avg depth)
4 x 25. Drawing with Opposite-Coloured Bishops (10.25 avg depth)
10 x 26. Fortresses (15.10 avg depth)
7 x 27. Desperados, Traps and Swindles (9.29 avg depth)
2 x 28. PART 5: CONCLUSION (1.00 avg depth)