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Deciding: the game to know when to take a trade, or not

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The moment of truth: you have read it all, now you have to decide. And sometimes the best decision is to do nothing. Chapter 7 of the beginner path. A real moment of a session: the trend, the decision, then the stop and the target. The decision is scored, not the result.

How to play

Read the trend, decide, then place the stop and the target if you get in. At the end, what came next shows how the trade ended. A well-built trade can lose: the score does not change.

The rule that keeps score

Up: look to buy. Down: to sell. Range: do nothing. And nothing either if the target is closer than the stop, less than 1 R: the trade would risk more than it aims for. If you get in, stop and target follow the rules of chapter 6.

The decision is scored, not the result. Losing trades are shown like the others, and no win rate is displayed.

The beginner path

Eight chapters and an exam, from the market to the first trade: the market, the candle, highs and lows, the trend, the break of structure, support and resistance, risk, then the decision, and the final exam that brings it all together. Each one can be played on its own, in any order; Easy is for practice; a chapter is passed when every chart of a game at Medium or Hard is. It is an exercise on past data, not a trading signal.

Ready to play for real?Today’s battle: a real session, the same candles for everyone, and a leaderboard. Free, a quarter of an hour.

The beginner path

In any order you like, but each chapter assumes the ones before it.

The ICT concepts

What comes after the beginner path: each ICT concept has its game, on real charts, with its written rule.

Change of Character

The first break against the trend.

3 levels · 3 charts per gamePlay →
Displacement

The big candle that shows real intent.

3 levels · 3 charts per gamePlay →
CISD

The close that flips the delivery.

3 levels · 3 charts per gamePlay →
Equal highs / lows

Two highs at the same level: a pool of stops.

3 levels · 3 charts per gamePlay →
STH, ITH, LTH

The high that survived a return of price.

3 levels · 3 charts per gamePlay →
Buy-side / sell-side

Where the stops sit, above and below.

3 levels · 3 charts per gamePlay →
Stop hunt

The wick that goes for the stops, then comes back.

3 levels · 3 charts per gamePlay →
Draw on liquidity

The liquidity price goes for.

3 levels · 3 charts per gamePlay →
Fair Value Gap

The price gap left by a candle that moved too fast.

3 levels · 3 charts per gamePlay →
Inversion FVG

The FVG price went through, and that switches sides.

3 levels · 3 charts per gamePlay →
Balanced Price Range

Two opposite FVGs that overlap.

3 levels · 3 charts per gamePlay →
Breakaway gap

The first FVG of a pair, which price never fills.

3 levels · 3 charts per gamePlay →
Order block

The last opposite candle before an impulsive move.

3 levels · 3 charts per gamePlay →
Breaker block

The order block that gave way, and switches sides.

3 levels · 3 charts per gamePlay →
Mitigation block

The order block revisited, that holds, and that price leaves from.

3 levels · 3 charts per gamePlay →
Premium / discount

The middle of the range: expensive above, cheap below.

3 levels · 3 charts per gamePlay →
Optimal Trade Entry

The pullback zone between 62 and 79%.

3 levels · 3 charts per gamePlay →
Sessions

London, New York, and the hours they overlap.

3 levels · 3 charts per gamePlay →
Killzones

The hours when the market really moves.

3 levels · 3 charts per gamePlay →
Silver bullet

The FVG formed in the right hour.

3 levels · 3 charts per gamePlay →