Chess endgame

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The endgame (or ending) is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.

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A typical endgame position

The line between the middlegame and the endgame is often not clear, and may occur gradually or with a quick exchange of pieces. The endgame, however, tends to have different characteristics from the middlegame, and the players have correspondingly different strategic concerns. In particular, pawns become more important as endgames often revolve around attempts to promote a pawn by advancing it to the eighth rank . The king, which normally is kept safe during the game, [1] becomes active in the endgame, as it can help escort pawns to promotion, attack enemy pawns, protect other pieces, and restrict the movement of the enemy king. Not all chess games reach an endgame; some of them end earlier.

All chess positions with up to seven pieces on the board have been solved by endgame tablebases, [2] so the outcome (win, loss, or draw) of best play by both sides in such positions is known, and endgame textbooks teach this best play. However, most endgames are not solved, so textbooks teach useful strategies and tactics about them. The body of chess theory devoted to endgames is known as endgame theory. Compared to opening theory, which changes frequently, giving way to middlegame positions that fall in and out of popularity, endgame theory is less subject to change.

Many endgame studies have been composed; they consist of endgame positions which are solved by finding a win for White when there is no obvious way to win, or finding a draw when White appears to lose. In some compositions, the starting position would be unlikely to occur in an actual game; but if the starting position is not artificial, the composition may be incorporated into endgame theory.

Endgames are usually classified based on the type of pieces that remain.

The start of the endgame

There is no strict criterion for when an endgame begins, and different authors have different opinions. [3] The former World Chess Champion Alexander Alekhine said, "We cannot define when the middle game ends and the endgame starts." [4] Using the standard system for chess piece relative value, Speelman considers that endgames are positions in which each player has thirteen or fewer points in material (not counting the king). Alternatively, they are positions in which the king can be used actively, but there are some famous exceptions to that. [5] Minev characterizes endgames as positions having four or fewer pieces other than kings and pawns. [6] Fine considers endgames to be positions without queens. [3] Flear considers endgames to be positions where both players have at most one piece (other than kings and pawns) [7] whereas Dvoretsky considers them to be positions in which at least one player has such a material configuration. [8] Some problem composers believe that the endgame starts when the player to move can force a win or a draw against any variation of moves. [9]

Alburt and Krogius give three characteristics of an endgame: [10]

  1. Endgames favor an aggressive king.
  2. Passed pawns increase greatly in importance.
  3. Zugzwang is often a factor in endgames and rarely in other stages of the game.

Mednis and Crouch address the question of what constitutes an endgame negatively. They believe that the game is not in the endgame if these apply:

General considerations

Generally, the player having a material advantage tries to exchange pieces but avoids exchanging pawns in the endgame. Some exceptions to this are:

  1. Endings in which both sides have two rooks and some pawns – the player with more pawns should not exchange a pair of rooks
  2. Endings in which both sides have bishops on opposite colors with other pieces – the stronger side should avoid exchanging the other pieces
  3. Endings in which all the pawns are on the same side of the board – the stronger side should try to create a passed pawn by exchanging pawns

Usually, endings with pawns on both sides of the board are easier to win and the first player to promote a pawn to a queen wins if the opponent is unable to do so on the turn immediately after. [12]

Max Euwe and Walter Meiden give these five generalizations:

  1. In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases.
  2. In endgames with pieces and pawns, an extra pawn is a winning advantage in 50 to 60 percent of the cases. It becomes more decisive if the stronger side has a positional advantage.
  3. The king plays an important role in the endgame.
  4. Initiative is more important in the endgame than in other phases of the game. In rook endgames, the initiative is usually worth at least a pawn.
  5. Two connected passed pawns are very strong. If they reach their sixth rank, they are as powerful as a rook. [13]

Common types of endgames

Endings with no pawns

Basic checkmates

Many endings without pawns have been solved, that is, best play for both sides from any starting position can be determined, and the outcome (win, loss, or draw) is known. For example, the following are all wins for the side with pieces:

  1. king and queen against a king—A queen, with its king, can easily checkmate a lone king.
  2. king and rook against a king
  3. king and two bishops of opposite colour against a king
  4. king, bishop, and knight against a king

See Wikibooks – Chess/The Endgame for a demonstration of the first two checkmates, which are generally taught in textbooks as basic knowledge. The last two are sometimes taught as basic knowledge as well, although the procedure for mate with bishop and knight is relatively difficult and many tournament players do not know it.[ citation needed ]

Other endings with no pawns

The ending of king and bishop versus king is a trivial draw, in that checkmate is not even possible. Likewise for king and knight versus king.

Two knights cannot force checkmate against a lone king (see Two knights endgame). While there is a board position that allows two knights to checkmate a lone king, such requires a careless move by the weaker side to execute. If the weaker side also has material (besides the king), checkmate is sometimes possible. [14] The winning chances with two knights are insignificant except against a few pawns. (Haworth, Guy McC (2009). "Western Chess:Endgame Data". CentAUR.) The procedure can be long and difficult. In competition, the fifty-move rule will often result in the game being drawn first.

The endgame of king and three knights against king will not normally occur in a game, but it is of theoretical interest. The three knights win. [15]

Fine & Benko, diagram 967
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White to play wins; Black to play draws.

Two of the most common pawnless endgames (when the defense has a piece in addition to the king) are (1) a queen versus a rook and (2) a rook and bishop versus a rook. A queen wins against a rook — see Queen versus rook endgame. A rook and bishop versus a rook is generally a theoretical draw, but the defense is difficult and there are winning positions (see Rook and bishop versus rook endgame).

King and pawn endings

King and pawn endgames involve only kings and pawns on one or both sides. International Master Cecil Purdy said, "Pawn endings are to chess as putting is to golf." Any endgame with pieces and pawns has the possibility of simplifying into a pawn ending. [16]

In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases. [17] Getting a passed pawn is crucial (a passed pawn is one which does not have an opposing pawn on its file or on adjacent files on its way to promotion). Nimzowitch once said that a passed pawn has a "lust to expand". An outside passed pawn is particularly deadly. The point of this is a deflection – while the defending king is preventing the outside passed pawn from queening, the attacking king wins pawns on the other side.

Opposition is an important technique that is used to gain an advantage. When two kings are in opposition, they are on the same file (or rank ) with one empty square separating them. The player having the move loses the opposition. That player must move the king and allow the opponent's king to advance. However, the opposition is a means to an end, which is penetration into the enemy position. The attacker should try to penetrate with or without the opposition. The tactics of triangulation and zugzwang as well as the theory of corresponding squares are often decisive.

Unlike most positions, king and pawn endgames can usually be analyzed to a definite conclusion, given enough skill and time. An error in a king and pawn endgame almost always turns a win into a draw or a draw into a loss – there is little chance for recovery. Accuracy is most important in these endgames. There are three fundamental ideas in these endgames: opposition, triangulation, and the Réti manoeuvre. [18]

King and pawn versus king

Müller & Lamprecht,
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White to move wins with 1.Kb6. Black to move draws with 1...Kc5.
Müller & Lamprecht [19]
diagram 2.03
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White to play draws. Black to play loses after 1...Ke8 2.e7 Kf7 3.Kd7 and the pawn queens.

This is one of the most basic endgames. A draw results if the defending king can reach the square in front of the pawn or the square in front of that (or capture the pawn). [20] If the attacking king can prevent that, the king will assist the pawn in being promoted to a queen or rook, and checkmate can be achieved. A rook pawn is an exception because the king may not be able to get out of the way of its pawn.

Knight and pawn endings

Knight and pawn endgames feature clever manoeuvring by the knights to capture opponent pawns. While a knight is poor at chasing a passed pawn, it is the ideal piece to block a passed pawn. Knights cannot lose a tempo, so knight and pawn endgames have much in common with king and pawn endgames. As a result, Mikhail Botvinnik stated, “A knight ending is really a pawn ending.” [21]

Knight and pawn versus knight

Fine & Benko, diagram 228
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White to play wins; Black to play draws.

This is generally a draw since the knight can be sacrificed for the pawn, however, the king and knight must be covering squares in the pawn's path. If the pawn reaches the seventh rank and is supported by its king and knight, it usually promotes and wins. In this position, White to move wins: 1. b6 Nb7! 2. Ne6! Na5 3. Kc8! N-any 4. Nc7#. If Black plays the knight to any other square on move 2, White plays Kc8 anyway, threatening b7+ and promotion if the knight leaves the defense of the b7 square. Black to move draws starting with 1... Nc4 because White cannot gain a tempo. [22]

Bishop and pawn endings

Molnar vs. Nagy, 1966
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White to move. White has a good bishop, Black has a bad one.

Bishop and pawn endgames come in two distinctly different variants. If the opposing bishops go on the same color of square, the mobility of the bishops is a crucial factor. A bad bishop is one that is hemmed in by pawns of its own color, and has the burden of defending them.

The adjacent diagram, from Molnar–Nagy, Hungary 1966, illustrates the concepts of good bishop versus bad bishop, opposition, zugzwang, and outside passed pawn. White wins with 1. e6! (vacating e5 for his king) 1... Bxe6 2. Bc2! (threatening Bxg6) 2... Bf7 3. Be4! (threatening Bxc6) 3... Be8 4. Ke5! (seizing the opposition [i.e. the kings are two orthogonal squares apart, with the other player on move] and placing Black in zugzwang—he must either move his king, allowing White's king to penetrate, or his bishop, allowing a decisive incursion by White's bishop) 4... Bd7 5. Bxg6!

Bishop and pawn versus bishop on the same color

Centurini
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Draw
Centurini, 1856
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Centurini showed how White to move wins. White also wins if Black is to move. [23]

Two rules given by Luigi Centurini in the 19th century apply:

  • The game is a draw if the defending king can reach any square in front of the pawn that is opposite in color to the squares the bishops travel on.
  • If the defending king is behind the pawn and the attacking king is near the pawn, the defender can draw only if his king is attacking the pawn, he has the opposition, and his bishop can move on two diagonals that each have at least two squares available (other than the square it is on). [24] This is the case for central pawns and the bishop pawn whose promotion square is not the same color as the bishop. [25]

The position in the second diagram shows a winning position for White, although it requires accurate play. A knight pawn always wins if the defending bishop only has one long diagonal available. [26]

Portisch vs. Tal, 1965
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Position before 67.Bd5

This position was reached in a game from the 1965 Candidates Tournament between Lajos Portisch and former World Champion Mikhail Tal. [27] White must defend accurately and utilize reciprocal zugzwang. Often he has only one or two moves that avoid a losing position. Black was unable to make any progress and the game was drawn on move 83. [28]

Bishops on opposite colors

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White to play, a draw. White wins if the pawn is on f5 instead of e5. [29]

Endings with bishops of opposite color, meaning that one bishop works on the light squares, the other one working on dark squares, are notorious for their drawish character. Many players in a poor position have saved themselves from a loss by trading down to such an endgame. They are often drawn even when one side has a two-pawn advantage, since the weaker side can create a blockade on the squares on which his bishop operates. The weaker side should often try to make their bishop bad by placing their pawns on the same color of their bishop in order to defend their remaining pawns, thereby creating an impregnable fortress.

Bishop versus knight endings (with pawns)

Current theory is that bishops are better than knights about 60 percent of the time in the endgame. The more symmetrical the pawn structure, the better it is for the knight. The knight is best suited at an outpost in the center, particularly where it cannot easily be driven away, whereas the bishop is strongest when it can attack targets on both sides of the board or a series of squares of the same color. [30]

Fine and Benko [31] give four conclusions:

  1. In general the bishop is better than the knight.
  2. When there is a material advantage, the difference between the bishop and knight is not very important. However, the bishop usually wins more easily than the knight.
  3. If the material is even, the position should be drawn. However, the bishop can exploit positional advantages more efficiently.
  4. When most of the pawns are on the same color as the bishop (i.e. a bad bishop), the knight is better.

Bishop and pawn versus knight

Müller & Lamprecht, diagram 5.02
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White to move wins; Black to move draws.

This is a draw if the defending king is in front of the pawn or sufficiently close. The defending king can occupy a square in front of the pawn of the opposite color as the bishop and cannot be driven away. Otherwise the attacker can win. [32]

Knight and pawn versus bishop

Muller & Lamprecht, diagram 5.23
(from Fine, 1941)
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White to move wins; Black to move draws.

This is a draw if the defending king is in front of the pawn or sufficiently near. The bishop is kept on a diagonal that the pawn must cross, and the knight cannot both block the bishop and drive the defending king away. Otherwise, the attacker can win. [33]

Rook and pawn endings

Rook ending in Moscow, Russia. White has two additional pawns, White to move Ladeinik v tseitnote, Moskva, Luzhniki (25.06.2022).jpg
Rook ending in Moscow, Russia. White has two additional pawns, White to move

Rook and pawn endgames are often drawn in spite of one side having an extra pawn. (In some cases, two extra pawns are not enough to win.) An extra pawn is harder to convert to a win in a rook and pawn endgame than any other type of endgame except a bishop endgame with bishops on opposite colors. Rook endings are probably the deepest and most well studied endgames. They are a common type of endgame in practice, occurring in about 10 percent of all games (including ones that do not reach an endgame). [34] These endgames occur frequently because rooks are often the last pieces to be exchanged. The ability to play these endgames well is a major factor distinguishing masters from amateurs. [35] When both sides have two rooks and pawns, the stronger side usually has more winning chances than if each had only one rook. [36]

Three rules of thumb regarding rooks are worth noting:

  1. Rooks should almost always be placed behind passed pawns, whether one's own or the opponent's (the Tarrasch rule). A notable exception is in the ending of a rook and pawn versus a rook, if the pawn is not too far advanced. In that case, the best place for the opposing rook is in front of the pawn.
  2. Rooks are very poor defenders relative to their attacking strength, so it is often good to sacrifice a pawn for activity.
  3. A rook on the seventh rank can wreak mayhem among the opponent's pawns. The power of a rook on the seventh rank is not confined to the endgame. The classic example is Capablanca versus Tartakower, New York 1924 (see annotated game without diagrams or Java board)

An important winning position in the rook and pawn versus rook endgame is the so-called Lucena position. If the side with the pawn can reach the Lucena position, he wins. There are several important drawing techniques, however, such as the Philidor position, the back-rank defense (rook on the first rank, for rook pawns and knight pawns only), the frontal defense, and the short-side defense. A general rule is that if the weaker side's king can get to the queening square of the pawn, the game is a draw and otherwise it is a win, but there are many exceptions.

Rook and pawn versus rook

Fine & Benko, diagram 646
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White to play wins because of the Lucena position. Black to play draws with 1...Ra8+, either because of perpetual check or winning the pawn.

Generally (but not always), if the defending king can reach the queening square of the pawn the game is a draw (see Philidor position), otherwise the attacker usually wins (if it is not a rook pawn) (see Lucena position). [37] The winning procedure can be very difficult and some positions require up to sixty moves to win. [38] If the attacking rook is two files from the pawn and the defending king is cut off on the other side, the attacker normally wins (with a few exceptions). [39] The rook and pawn versus rook is the most common of the "piece and pawn versus piece" endgames. [40]

The most difficult case of a rook and pawn versus a rook occurs when the attacking rook is one file over from the pawn and the defending king is cut off on the other side. Siegbert Tarrasch gave the following rules for this case:

For a player defending against a pawn on the fifth or even sixth ranks to obtain a draw, even after his king has been forced off the queening square, the following conditions must obtain: The file on which the pawn stands divides the board into two unequal parts. The defending rook must stand in the longer part and give checks from the flank at the greatest possible distance from the attacking king. Nothing less than a distance of three files makes it possible for the rook to keep on giving check. Otherwise it would ultimately be attacked by the king. The defending king must stand on the smaller part of the board.

(See the short side defense at Rook and pawn versus rook endgame.)

Quotation

  • "All rook and pawn endings are drawn."

The context of this quote shows it is a comment on the fact that a small advantage in a rook and pawn endgame is less likely to be converted into a win. Mark Dvoretsky said that the statement is "semi-joking, semi-serious". [41] This quotation has variously been attributed to Savielly Tartakower and to Siegbert Tarrasch. Writers Victor Korchnoi, [42] John Emms, [43] and James Howell, [44] attribute the quote to Tartakower, whereas Dvoretsky, [45] Andrew Soltis, [46] Karsten Müller, [47] and Kaufeld & Kern [48] attribute it to Tarrasch. John Watson attributed to Tarrasch "by legend" and says that statistics do not support the statement. [49] Benko wonders if it was due to Vasily Smyslov. [50] Attributing the quote to Tarrasch may be a result of confusion between this quote and the Tarrasch rule concerning rooks. The source of the quote is currently unresolved. [51] Benko noted that although the saying is usually said with tongue in cheek, it is truer in practice than one might think. [52]

Queen and pawn endings

In queen and pawn endings, passed pawns have paramount importance, because the queen can escort it to the queening square alone. The advancement of the passed pawn outweighs the number of pawns. The defender must resort to perpetual check. These endings are frequently extremely long affairs. For an example of a queen and pawn endgame see Kasparov versus the World – Kasparov won although he had fewer pawns because his was more advanced. For the ending with a queen versus a pawn, see Queen versus pawn endgame.

Queen and pawn versus queen

Müller & Lamprecht, diagram 9.12A
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White to play wins; Black to play draws.

The queen and pawn versus queen endgame is the second most common of the "piece and pawn versus piece" endgames, after rook and pawn versus rook. It is very complicated and difficult to play. Human analysts were not able to make a complete analysis before the advent of endgame tablebases. [53] This combination is a win less frequently than the equivalent ending with rooks.

Rook versus a minor piece

Chéron, 1926
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White to play draws; Black to play wins. [54]

The difference in material between a rook and a minor piece is about two points or a little less, the equivalent of two pawns.

If both sides have pawns, the result essentially depends on how many pawns the minor piece has for the exchange:

Two minor pieces versus a rook

Capablanca vs. Lasker, 1914 [57]
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Black to play draws. [58]

In an endgame, two minor pieces are approximately equivalent to a rook plus one pawn. The pawn structure is important. The two pieces have the advantage if the opponent's pawns are weak. Initiative is more important in this endgame than any other. The general outcome can be broken down by the number of pawns.

Queen versus two rooks

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In this position, Kramnik (Black) played g5 and h6, maneuvered a rook to f4, and eventually captured White's backward f-pawn. He won after a blunder forced the trade of queen and rooks, and Leko resigned.

Without pawns this is normally drawn, but either side wins in some positions. A queen and pawn are normally equivalent to two rooks, which is usually a draw if both sides have an equal number of additional pawns. Two rooks plus one pawn versus a queen is also generally drawn. Otherwise, if either side has an additional pawn, that side normally wins. [61] While playing for a draw, the defender (the side with fewer pawns) should try to avoid situations in which the queen and rooks are forcibly traded into a losing king and pawn endgame.

Queen versus rook and minor piece

van Wely vs. Yusupov, 2000 [62]
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Black to move won.

If there are no pawns, the position is usually drawn, but either side wins in some positions. A queen is equivalent to a rook and bishop plus one pawn. If the queen has an additional pawn it wins, but with difficulty. A rook and bishop plus two pawns win over a queen. [63]

Queen versus rook

Philidor, 1777
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White wins with either side to move.
D. Ponziani, 1782
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Black to move draws. [64]

Piece versus pawns

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White to play wins.

Fine & Benko, diagram 1054
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White to play; Black wins.

There are many cases for a lone piece versus pawns. The position of the pawns is critical.

Effect of tablebases on endgame theory

Endgame tablebases have made some minor corrections to historical endgame analysis, but they have made some more significant changes to endgame theory too. (The fifty-move rule is not taken into account in these studies.) Major changes to endgame theory as a result of tablebases include the following: [70]

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This position was thought to be drawn, but White to move wins. Some similar positions are actually drawn (e.g. with the queen on e2).
abcdefgh
8
Chessboard480.svg
Chess blt45.svg
Chess ndt45.svg
Chess kdt45.svg
Chess klt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
This position was thought to be drawn (Kling and Horwitz, 1851), but White wins.

Longest forced win

In May 2006 a record-shattering 517-move endgame was announced (see first diagram). Marc Bourzutschky found it using a program written by Yakov Konoval. Black's first move is 1... Rd7+ and White wins the rook in 517 moves. This was determined using the easier-to-calculate depth-to-conversion method, which assumes that the two sides are aiming respectively to reduce the game to a simpler won ending or to delay that conversion. Such endgames do not necessarily represent strictly optimal play from both sides, as Black may delay checkmate by allowing an earlier conversion or White may accelerate it by delaying a conversion (or not making one at all). In September 2009, it was found that the distance to mate (not conversion) in that position was 545 (see the first diagram). [86] The same researchers later confirmed that this (along with variations of it) is the longest seven-piece pawnless endgame, and that, with pawns, the longest seven-piece endgame is the one depicted in the second diagram. White takes 6 moves to promote the pawn to a Knight (leading to a position similar to the first diagram), after which it takes another 543 moves to win the game, for a total of 549 moves. [87]

The fifty-move rule was ignored in the calculation of these results and lengths, and as of 2014, these games could never occur, because of the seventy-five-move rule.

Endgame classification

Endgames can be classified by the material on the board. The standard classification system lists each player's material, including the kings, in the following order: king, queen, bishops, knights, rooks, pawn. Each piece is designated by its algebraic symbol.

For example, if White has a king and pawn, and Black has only a king, the endgame is classified KPK. If White has bishop and knight, and Black has a rook, the endgame is classified KBNKR. KNBKR would be incorrect; bishops come before knights.

In positions with two or more bishops on the board, a "bishop signature" may be added to clarify the relationship between the bishops. Two methods have been used. The informal method is to designate one color of squares as "x" and the other color as "y". An endgame of KBPKB can be written KBPKB x-y if the bishops are opposite-colored, or KBPKB x-x if the bishops are same-colored. The more formal method is to use a four digit suffix of the form abcd:

Thus, the aforementioned endgame can be written KBPKB_1001 for opposite-color bishops, and KBPKB_1010 for same-color bishops.

In positions with one or more rooks on the board and where one or both players have one or both castling rights, a castling signature may be added to indicate which castling rights exist. The method is to use a one to four character suffix formed by omitting up to three characters from the string KQkq.

Thus the endgame where White has bishop and rook and Black has a rook can be written KBRKR if no castling rights exist or KBRKR_Kq if White may castle on the king's side and Black may castle on the queen's side. In case the position also has two or more bishops the castling signature follows the bishop signature as in KBBNKRR_1100_kq.

GBR code is an alternative method of endgame classification.

The Encyclopedia of Chess Endings (ECE) by Chess Informant had a different classification scheme, somewhat similar to the ECO codes, but it is not widely used. The full system is a 53-page index that was contained in the book The Best Endings of Capablanca and Fischer. The code starts with a letter representing the most powerful piece on the board, not counting kings. The order is queen, rook, bishop, knight, and then pawn. (Figurines are used to stand for the pieces.) Each of these has up to 100 subclassifications, for instance R00 through R99. The first digit is a code for the pieces. For instance, R0 contains all endgames with a rook versus pawns and a rook versus a lone king, R8 contains the double rook endgames, and R9 contains the endings with more than four pieces. The second digit is a classification for the number of pawns. For instance, R30 contains endgames with a rook versus a rook without pawns or with one pawn and R38 are rook versus rook endings in which one player has two extra pawns. [88]

Frequency table

The table below lists the most common endings in actual games by percentage (percentage of games, not percentage of endings; generally pawns go along with the pieces). [89]

Endgame frequency table
PercentPiecesPieces
8.45rookrook
6.76rook & bishoprook & knight
3.45two rookstwo rooks
3.37rook & bishoprook & bishop (same color)
3.29bishopknight
3.09rook & knightrook & knight
2.87king & pawnsking (and pawns)
1.92rook & bishoprook & bishop (opposite color)
1.87queenqueen
1.77rook & bishoprook
1.65bishopbishop (same color)
1.56knightknight
1.51rookbishop
1.42rook & knightrook
1.11bishopbishop (opposite color)
1.01bishoppawns
0.97rookknight
0.92knightpawns
0.90queen & minor piecequeen
0.81rooktwo minor pieces
0.75rookpawns
0.69queenrook & minor piece
0.67rook & pawnrook ( & no pawns)
0.56rook & two pawnsrook ( & no pawns)
0.42queenpawns
0.40queenrook
0.31queentwo rooks
0.23king & one pawnking
0.17queenminor piece
0.09queen & one pawnqueen
0.08queentwo minor pieces
0.02bishop & knightking
0.01queenthree minor pieces

Quotations

Literature

There are many books on endgames, see Chess endgame literature for a large list and the history. Some of the most popular current ones are:

See also

Endgame topics

Specific endgames

Related Research Articles

Zugzwang is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position.

The fifty-move rule in chess states that a player can claim a draw if no capture has been made and no pawn has been moved in the last fifty moves. The purpose of this rule is to prevent a player with no chance of winning from obstinately continuing to play indefinitely or seeking to win by tiring the opponent.

The Lucena position is a position in chess endgame theory where one side has a rook and a pawn and the defender has a rook. Karsten Müller said that it may be the most important position in endgame theory. It is fundamental in the rook and pawn versus rook endgame. If the side with the pawn can reach this type of position, they can forcibly win the game. Most rook and pawn versus rook endgames reach either the Lucena position or the Philidor position if played accurately. The side with the pawn will try to reach the Lucena position to win; the other side will try to reach the Philidor position to draw.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.

The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.

<span class="mw-page-title-main">Philidor position</span> Chess endgame drawing technique

The Philidor position is a chess endgame involving a drawing technique for the defending side in the rook and pawn versus rook endgame. This technique is known as the third-rank defense due to the positioning of the defending rook. It was analyzed by François-André Danican Philidor in 1777. Many rook and pawn versus rook endgames reach either the drawn Philidor position or the winning Lucena position. The defending side should try to reach the Philidor position; the attacking side should try to reach the Lucena position. Said grandmaster Jesús de la Villa, "[The Lucena and Philidor positions] are the most important positions in this type of endgame [...] and in endgame theory."

<span class="mw-page-title-main">Tarrasch rule</span> General principle in chess

The Tarrasch rule is a general principle that applies in the majority of chess middlegames and endgames. Siegbert Tarrasch (1862–1934) stated the "rule" that rooks should be placed behind passed pawns – either the player's or the opponent's. The idea behind the guideline is that (1) if a player's rook is behind their own passed pawn, the rook protects it as it advances, and (2) if it is behind an opponent's passed pawn, the pawn cannot advance unless it is protected along its way.

The chess endgame with a king and a pawn versus a king is one of the most important and fundamental endgames, other than the basic checkmates. It is an important endgame for chess players to master, since most other endgames have the potential of reducing to this type of endgame via exchanges of pieces. Players need to be able to determine quickly whether a given position is a win or a draw, and to know the technique for playing it. The crux of this endgame is whether or not the pawn can be promoted, so checkmate can be forced.

<span class="mw-page-title-main">Endgame tablebase</span> Database of precalculated chess analysis

In chess, the endgame tablebase, or simply tablebase, is a computerised database containing precalculated evaluations of endgame positions. Tablebases are used to analyse finished games, as well as by chess engines to evaluate positions during play. Tablebases are typically exhaustive, covering every legal arrangement of a specific selection of pieces on the board, with both White and Black to move. For each position, the tablebase records the ultimate result of the game and the number of moves required to achieve that result, both assuming perfect play. Because every legal move in a covered position results in another covered position, the tablebase acts as an oracle that always provides the optimal move.

In chess, the exchange is the material difference of a rook for a minor piece. Having a rook for a minor piece is generally advantageous, since the rook is usually more valuable. A player who has a rook for a minor piece is said to be up the exchange, and the other player is down the exchange. A player who wins a rook for a minor piece is said to have won the exchange, while the other player has lost the exchange. The opposing captures often happen on consecutive moves, but this is not strictly necessary. Although it is generally detrimental to lose the exchange, one may occasionally find reason to purposely do so; the result is an exchange sacrifice.

In chess, a fortress is an endgame drawing technique in which the side behind in material sets up a zone of protection that the opponent cannot penetrate. This might involve keeping the enemy king out of one's position, or a safe zone the enemy cannot force one out of. An elementary fortress is a theoretically drawn position with reduced material in which a passive defense will maintain the draw.

The rook and pawn versus rook endgame is a fundamentally important, widely studied chess endgame. Precise play is usually required in these positions. With optimal play, some complicated wins require sixty moves to either checkmate, capture the defending rook, or successfully promote the pawn. In some cases, thirty-five moves are required to advance the pawn once.

The chess endgame of a queen versus pawn is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.

The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and those bishops operate on opposite-colored squares. Without other pieces besides pawns and the kings, these endings are widely known for their tendency to result in a draw. These are the most difficult endings in which to convert a small material advantage to a win. With additional pieces, the stronger side has more chances to win, but still not as many as when bishops are on the same color.

A pawnless chess endgame is a chess endgame in which only a few pieces remain, and no pawns. The basic checkmates are types of pawnless endgames. Endgames without pawns do not occur very often in practice except for the basic checkmates of king and queen versus king, king and rook versus king, and queen versus rook. Other cases that occur occasionally are (1) a rook and minor piece versus a rook and (2) a rook versus a minor piece, especially if the minor piece is a bishop.

Much literature about chess endgames has been produced in the form of books and magazines. A bibliography of endgame books is below.

<span class="mw-page-title-main">Chess theory</span> Basic chess fundamentals and ideas developed to better understand the game

The game of chess is commonly divided into three phases: the opening, middlegame, and endgame. There is a large body of theory regarding how the game should be played in each of these phases, especially the opening and endgame. Those who write about chess theory, who are often also eminent players, are referred to as "chess theorists" or "chess theoreticians".

In a chess endgame of a king, bishop, and pawn versus king, a wrong rook pawn is a rook pawn whose promotion square is the opposite color from the bishop's square color. Since a side's rook pawns promote on opposite-colored squares, one of them may be the "wrong rook pawn". This situation is also known as having the wrong-colored bishop or wrong bishop. In many cases, the wrong rook pawn will only draw, when any other pawn would win. This is because the defending side can sometimes get their king to the corner in front of the pawn, after which the attacking side cannot chase the king away to enable promotion. A fairly common defensive tactic is to reach one of these drawn endgames, often through a sacrifice.

In a chess endgame, a wrong bishop is a bishop that would have been better placed on the opposite square color. This most commonly occurs with a bishop and one of its rook pawns, but it also occurs with a rook versus a bishop, a rook and one rook pawn versus a bishop, and possibly with a rook and one bishop pawn versus a bishop.

The queen and pawn versus queen endgame is a chess endgame in which both sides have a queen and one side has a pawn, which one tries to promote. It is very complicated and difficult to play. Cross-checks are often used as a device to win the game by forcing the exchange of queens. It is almost always a draw if the defending king is in front of the pawn.

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Bibliography

Further reading