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. [1] 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. [2]
The study of some pawnless endgames goes back centuries by players such as François-André Danican Philidor (1726–1795) and Domenico Lorenzo Ponziani (1719–1796). On the other hand, many of the details and recent results are due to the construction of endgame tablebases. Grandmaster John Nunn wrote a book (Secrets of Pawnless Endings) summarizing the research of endgame tablebases for several types of pawnless endings.
The assessment of endgame positions assumes optimal play by both sides. In some cases, one side of these endgames can force a win ; in other cases, the game is a draw (i.e. a book draw).
When the number of moves to win is specified, optimal play by both sides is assumed. The number of moves given to win is until either checkmate or the position is converted to a simpler position that is known to be a win. For example, with a queen versus a rook, that would be until either checkmate or the rook is captured , resulting in a position that leads to an elementary checkmate.
Checkmate can be forced against a lone king with a king plus (1) a queen, (2) a rook, (3) two bishops, or (4) a bishop and a knight. Checkmate is possible with two knights, but it cannot be forced.
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A queen wins against a lone rook, unless there is an immediate draw by stalemate or due to perpetual check [3] (or if the rook or king can immediately capture the queen). In 1895, Edward Freeborough edited an entire 130-page book of analysis of this endgame, titled The Chess Ending, King & Queen against King & Rook. Normally, the winning process involves first winning the rook with the queen via a fork and then checkmating with the king and queen, but forced checkmates with the rook still on the board are possible in some positions or against incorrect defense. With perfect play, in the worst winning position, the queen can win the rook or checkmate within 31 moves. [4]
The third-rank defense is when the rook is on the third rank or file from the edge of the board, his king is closer to the edge and the enemy king is on the other side (see the diagram). This defense is difficult for a human to defeat. For example, the winning move in the position shown is the counterintuitive withdrawal of the queen from the seventh rank to a more central location, 1. Qf4, so the queen can make checking maneuvers to win the rook with a fork if it moves along the third rank. If the black king emerges from the back rank, 1... Kd7, then 2. Qa4+ Kc7; 3. Qa7+ forces Black into a second-rank defense (defending king on an edge of the board and the rook on the adjacent rank or file) after 3... Rb7. This position is a standard win, as White heads for the Philidor position with a queen versus rook (in the next section). [5] A possible continuation: 4. Qc5+ Kb8 5. Kd6 Rg7 6. Qe5 Rc7 7. Qf4 Kc8 8. Qf5+ Kb8 9. Qe5 Rb7 10. Kc6+ Ka8 11. Qd5 Kb8 12. Qa5 [Philidor—mate in 7].
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The Philidor position is a queen vs. rook position.
If Black is to move in this position, he quickly loses his rook by a fork (or gets checkmated). For example,
thus forking the rook on b1.
If, on the other hand, White is to move in this position, he would like to be in this position except with Black to move. This can be accomplished by triangulation:
and now it is back to the same arrangement, but Black has to move and is in zugzwang. [6] [7] Nunn describes that with the pieces in the center of the board the queen ought to force the rook towards the Philidor position. Nunn describes the various retreat positions for the rook, the "fourth, third, second" rank defenses, then the "Philidor position". It is usually easy for White to force Black into the Philidor position. [8] When it is Black's turn to play in the Philidor position, the rook can be won in a few moves. [9]
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In this 2001 game [10] between Boris Gelfand and Peter Svidler, [11] the player with the queen should win, but the game was drawn because of the fifty-move rule after Black was unable to find the winning maneuvers to fork and capture the rook.
The same position but with colors reversed occurred in a 2006 game between Alexander Morozevich and Dmitry Jakovenko – it was also drawn. [12] [13] At the end of that game, the rook became a desperado, and the game ended in stalemate after the rook was captured (otherwise, the game would have eventually been a draw by threefold repetition).
The queen versus rook endgame was one of the first endgames completely solved by computers constructing an endgame tablebase. A challenge was issued to Grandmaster Walter Browne in 1978 where Browne would have the queen in a difficult position, defended by Belle using the queen versus rook tablebase. Browne could have won the rook or checkmated in 31 moves with perfect play. After 45 moves, Browne realized that he would not be able to win within 50 moves, according to the fifty-move rule. [14] Browne studied the endgame and, later in the month, played another game from a different starting position. This time, he won by capturing the rook on the 50th move. [3] [15]
Game 1
| Game 2
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Karstedt 1903
| Ponziani 1782
| Lolli 1763
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Defensive fortresses exist for any of the two minor pieces versus the queen. However, except in the case of two knights, the fortress usually cannot be reached against optimal play. (See fortress for more details about these endings.)
John Nunn lists these types of pawnless endgames as being common: (1) a rook versus a minor piece and (2) a rook and a minor piece versus a rook. [2]
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Philidor, 1749
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J. Polgar vs. Kasparov, 1996 [40]
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Other types of pawnless endings have been studied. [42] Of course, there are positions that are exceptions to these general rules stated below.
The fifty-move rule is not taken into account, and it would often be applicable in practice. When one side has two bishops, they are assumed to be on opposite colored squares, unless otherwise stated. When each side has one bishop, the result often depends on whether or not the bishops are on the same color, so their colors will always be stated.
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In endgames with queens, a minor piece advantage is not often decisive. Tempo is often more important than material in these situations. Two queens can win against two queens and a knight about half the time, when they have the move. [65]
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An endgame with queen and knight versus queen is usually drawn, but there are some exceptions where one side can quickly win material. In the game between Nyazova and Levant, White won:
If 1...Kxh5? then 2.Qg6+ Kh4 3.Qh6+ skewers the black queen.
If 6...Kf1 then 7.Qe2+ Kg1 8.Qe1+ Kh2 9.Qf2+ Qg2 10.Qxg2#.
White could have won more quickly by 1.Qg8+ Kh4 2.Qg3+ Kxh5 3.Qg6+ Kh4 4.Qh6+ and White skewers the black queen. [71]
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The second position is from a 1982 game between former world champion Boris Spassky and then world champion Anatoly Karpov. [74] The position is a theoretical draw but Karpov later blundered in time trouble and resigned on move 84.
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In this 1967 study by Vitaly Halberstadt, White wins. The solution is:
Not 2.Qxf7?? stalemate.
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Encyclopedia of Chess Endings (ECE) #1907, Belle
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An ending with two bishops versus a knight occurred in the seventeenth game of the 1961 World Chess Championship match between Mikhail Botvinnik and Mikhail Tal. The position occurred after White captured a pawn on a6 on his 77th move, and White resigned on move 84. [98]
White to move could reach the semi-fortress from this position: 1.Nb7+ Kd5 2.Kc7 Bd2 3.Kb6 Bf4 4.Nd8 Be3+ 5.Kc7. [99] White gets his knight to b7 with his king next to it to form a long-term fortress. [100]
The game might continue 84.Kd7 Kb6 85.Nb3 Be3, followed by ...Bd1 and ...Bd4, [101] for example 86.Kd6 Bd1 87.Na1 Bd4 88.Kd5 Bxa1. [99]
An extra minor piece on one side with a queen versus queen endgame or rook versus rook endgame is normally a theoretical draw. An endgame with two minor pieces versus one is also drawn, except in the case of two bishops versus a knight. But a rook and two minor pieces versus a rook and one minor piece is different. In these two examples from games, the extra minor piece is enough to win.
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In this position, if the bishops were on the same color, White might have a chance to exchange bishops and reach an easily drawn position. (Exchanging rooks would also result in a draw.) Black wins:
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In this position, if White could exchange bishops (or rooks) he would reach a drawn position. However, Black has a winning attack:
Speelman gave these conclusions in 1981:
Later tablebase analysis confirmed that rook and two minor pieces versus rook and one minor piece is a general win. [65]
Grandmaster Ian Rogers summarized several of these endgames. [105]
Attacker | Defender | Status | Assessment |
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Win | Difficult [106] | ||
Draw | Easy, if defender goes to the correct corner | ||
Draw | Easy | ||
Draw | Easy, if the Cochrane Defense is used [107] | ||
Draw | Easy | ||
Draw | Easy, but use care [108] | ||
Win | Easy | ||
Draw | Easy | ||
Draw | Difficult | ||
Draw | Easy |
John Nunn also covers many pawnless chess endings in his book. He gives a "general result", which he describes as: "derived ... not by looking at statistics for winning percentages, which can be very misleading, but by personally examining the endings concerned." [109]
In his landmark 1941 book Basic Chess Endings , Reuben Fine inaccurately stated, "Without pawns one must be at least a Rook ahead in order to be able to mate. The only exceptions to this that hold in all cases are that the double exchange wins and that a Queen cannot successfully defend against four minor pieces." [110] Kenneth Harkness also stated this "rule". [111] Fine also stated "There is a basic rule that in endings without pawns one must be at least a rook ahead to be able to win in general." [112] This inaccurate statement was repeated in the 2003 edition revised by Grandmaster Pal Benko. [113] However, Fine recognized elsewhere in his book that a queen wins against a rook [114] and that a queen normally beats a knight and a bishop (with the exception of one drawing fortress). [115] The advantage of a rook corresponds to a five-point material advantage using the traditional relative value of the pieces (pawn = 1, knight = 3, bishop = 3, rook = 5, queen = 9). It turns out that there are several more exceptions, but they are endgames that rarely occur in actual games. Fine's statement has been superseded by computer analysis. [116]
A four-point material advantage is often enough to win in some endings without pawns. For example, a queen wins versus a rook (as mentioned above, but 31 moves may be required); as well as when there is matching additional material on both sides, i.e.: a queen and any minor piece versus a rook and any minor piece; a queen and a rook versus two rooks; and two queens versus a queen and a rook. Another type of win with a four-point material advantage is the double exchange – two rooks versus any two minor pieces. There are some other endgames with four-point material differences that are generally long theoretical wins. In practice, the fifty-move rule comes into play because more than fifty moves are often required to either checkmate or reduce the endgame to a simpler case: two bishops and a knight versus a rook (requires up to 68 moves); and two rooks and a minor piece versus a queen (requires up to 82 moves for the bishop, 101 moves for the knight).
A three-point material advantage can also result in a forced win, in some cases. For instance, some of the cases of a queen versus two minor piece are such positions (as mentioned above). In addition, the four minor pieces win against a queen. Two bishops win against a knight, but it takes up to 66 moves if a bishop is initially trapped in a corner. [117]
There are some long general theoretical wins with only a two- or three-point material advantage, but the fifty-move rule usually comes into play because of the number of moves required: two bishops versus a knight (66 moves); a queen and bishop versus two rooks (two-point material advantage, can require 84 moves); a rook and bishop versus a bishop on the opposite color and a knight (a two-point material advantage, requires up to 98 moves); and a rook and bishop versus two knights (two-point material advantage, but it requires up to 222 moves). [118] [119]
Finally, there are some other unusual exceptions to Fine's rule involving underpromotions. Some of these are (1) a queen wins against three bishops of the same color (no difference in material points), up to 51 moves are required; (2) a rook and knight win against two bishops on the same color (two point difference), up to 140 moves are needed; and (3) three bishops (two on the same color) win against a rook (four point difference), requiring up to 69 moves, and (4) four knights win against a queen (85 moves). This was proved by computer in 2005 and was the first ending with seven pieces that was completely solved. (See endgame tablebase.)
Many of these endings are listed as a win in a certain number of moves. That assumes perfect play by both sides, which is rarely achieved if the number of moves is large. Also, finding the right moves may be exceedingly difficult for one or both sides. When a forced win is more than fifty moves long, some positions can be won within the fifty move limit (for a draw claim) and others cannot. Also, generally all of the combinations of pieces that are usually a theoretical draw have some non-trivial positions that are a win for one side. Similarly, combinations that are generally a win for one side often have non-trivial positions which result in draws.
This a table listing several pawnless endings, the number of moves in the longest win, and the winning percentage for the first player. The winning percentage can be misleading – it is the percentage of wins out of all possible positions, even if a piece can immediately be captured or won by a skewer, pin, or fork. The largest number of moves to a win is the number of moves until either checkmate or transformation to a simpler position due to winning a piece. Also, the fifty-move rule is not taken into account. [120]
Attacking pieces | Defending pieces | Longest win | Winning % |
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— | 10 | 100 | |
— | 16 | 100 | |
10 | 42 | ||
31 | 99 | ||
18 | 35 | ||
27 | 48 | ||
— | 19 | 99.97 | |
— | 33 | 99.5 | |
30 | 94 | ||
67 | 92.1 | ||
33 | 53.4 | ||
41 | 48.4 | ||
71 | 92.1 | ||
42 | 93.1 | ||
63 | 89.7 | ||
59 | 40.1 | ||
33 | 35.9 | ||
66 | 91.8 |
Attacking pieces | Defending pieces | Longest win | Winning % |
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243 [122] | 78 | ||
223 | 96 | ||
190 | 72 | ||
153 | 86 | ||
140 | 77 | ||
101 | 94 | ||
99 | 69 | ||
98 | 87 | ||
92 | 86 | ||
92 | 83 | ||
86 | 94 | ||
85 | 92 | ||
82 | 96 | ||
75 | 72 | ||
73 | 87 | ||
73 | 81 | ||
72 | 94 | ||
71 | 90 | ||
69 | 80 | ||
68 | 95 | ||
65 | 98 | ||
63 | 85 | ||
54 | 73 | ||
52 | 65 | ||
51 | 82 | ||
49 | 53 | ||
48 | 92 | ||
46 | 66 | ||
44 | 83 | ||
44 | 75 | ||
38 | 63 | ||
37 | 94 | ||
36 | 68 | ||
35 | 75 | ||
32 | 62 | ||
32 | 61 | ||
31 | 99 | ||
29 | 63 | ||
27 | 57 | ||
18 | 67 | ||
12 | 62 |
Chess strategy is the aspect of chess play concerned with evaluation of chess positions and setting goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares. Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances, which tend to persist for many moves, from dynamic imbalances, which are temporary. This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to ultimately decide the outcomes of games more often than strategy. Many chess coaches thus emphasize the study of tactics as the most efficient way to improve one's results in serious chess play.
The bishop is a piece in the game of chess. It moves and captures along diagonals without jumping over interfering pieces. Each player begins the game with two bishops. The starting squares are c1 and f1 for White's bishops, and c8 and f8 for Black's bishops.
The endgame is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.
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.
Stalemate is a situation in chess where the player whose turn it is to move is not in check and has no legal move. Stalemate results in a draw. During the endgame, stalemate is a resource that can enable the player with the inferior position to draw the game rather than lose. In more complex positions, stalemate is much rarer, usually taking the form of a swindle that succeeds only if the superior side is inattentive. Stalemate is also a common theme in endgame studies and other chess problems.
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.
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 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.
Much literature about chess endgames has been produced in the form of books and magazines. A bibliography of endgame books is below.
The rook and bishop versus rook endgame is a chess endgame where one player has just a king, a rook, and a bishop, and the other player has just a king and a rook. This combination of material is one of the most common pawnless chess endgames. It is generally a theoretical draw, but the rook and bishop have good winning chances in practice because the defense is difficult. Ulf Andersson won the position twice within a year, once against a grandmaster and once against a candidate master; and grandmaster Keith Arkell has won it 27 times out of 27. In positions that have a forced win, up to 59 moves are required. Tony Kosten has seen the endgame many times in master games, with the stronger side almost always winning. Pal Benko called this the "headache ending." David Howell observed, "Especially below elite grandmaster level, this is one of the hardest endgames to draw."
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.
The camel or long knight is a fairy chess piece with an elongated knight move. It can jump three squares horizontally and one square vertically or three squares vertically and one square horizontally, regardless of intervening pieces. Therefore, it is a (1,3)-leaper.
The queen versus rook endgame is a chess endgame where one player has just a king and queen, and the other player has just a king and rook. As no pawns are on the board, it is a pawnless chess endgame. The side with the queen wins with best play, except for a few rare positions where the queen is immediately lost, or because a draw by stalemate or perpetual check can be forced. However, the win is difficult to achieve in practice, especially against precise defense.
Bibliography