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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. [1]
Karsten Müller and Frank Lamprecht say that this endgame occurs quite frequently but Mark Dvoretsky says that it occurs quite seldom. [2] [3] This is the second most common "piece and pawn versus piece" endgame, next to the rook and pawn versus rook endgame. [4]
Before about 1940 all that was known about this endgame was based on some superficial analysis of a few positions from the time of Philidor (1726–95). Analysts gradually started to analyze the endgame. The endgame occurred in a 1944 game between Botvinnik and Ravinsky (below) and much analysis followed. Paul Keres published a large amount of analysis in 1947–49. This analysis was put to the test in the 1954 game between Botvinnik and Minev (below). Minev followed the suggestions of Keres and lost – revealing major flaws in the analysis. In 1955, Shakhmaty v SSSR started a competition for the best analysis of this endgame. Several theorists had contributed useful analysis by the time the competition ended in 1959. Early analysts thought that the ending was almost always drawn with a knight pawn, but Yuri Averbakh questioned that in the 1950s. Averbakh, working with previous analysis, published his extensive analysis in 1962. [5]
A complete analysis was not done until the advent of endgame tablebases, which showed that more positions can be won than was previously thought. Before tablebases, Averbakh provided the best coverage, but the 70 pages of analysis in Comprehensive Chess Endgames mainly covered only simple positions with the pawn already on the seventh rank . [6] John Nunn wrote three books based on the most important endgames in the five-piece endgame tablebases but omitted this endgame because "... it proved too hard to understand". [7] He also commented "This is the trickiest of all five-man endings, which is unfortunate as it is one of the most common to arise in practice." [8]
According to Reuben Fine and Pal Benko, this ending is a draw unless the pawn is a bishop pawn or a central pawn (i.e. king pawn or queen pawn ) and the pawn is in the seventh rank and is supported by its king. If the defending king can get in front of the pawn, the game is a draw; otherwise it is best for the defender to keep their king far away from the pawn. The defender should keep checking until they run out of checks, and then, if possible, pin the pawn. [9] Based on computer analysis, Müller and Lamprecht give a different description. According to them, normally the defending king needs to be in front of the pawn. A rook pawn or knight pawn is a theoretical draw if the defending king is in front or near the pawn or if the king is in the corner opposite the pawn's promotion square. A knight pawn has more practical winning chances than a rook pawn. A bishop pawn or central pawn is a win if the defending king is not in front of the pawn. A bishop pawn has better winning chances than a central pawn. The position of the defending king is especially important. [10] John Nunn states that analysis since Fine's initial work (published in 1941 in Basic Chess Endings ) has shown that there are many more winning positions than were known at that time (ignoring the fifty-move rule in some cases). [11] Wins by the side with the pawn take up to 59 moves. [12] A cross-check may be necessary to win.
Edmar Mednis gave this breakdown when the defending king is not able to help:
John Nunn gives this summary for the defense:
Naturally, the less advanced the pawn is, the better the defensive chances. [14]
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In 1985 the chess computer Belle completed the endgame tablebase for this ending. The rook pawn is the most important for actual games since it arises the most frequently, since it is the least likely pawn to have been exchanged. [15] A rook pawn needs to be on at least the sixth rank to have decent winning chances. [16]
Mednis gave the following guidelines, based on his analysis of the tablebase. Assume that White has a pawn on the h- file .
To draw:
To win:
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A knight pawn should be on at least the fifth rank to have good winning chances. A knight pawn on the fifth rank has better winning chances than a rook pawn on the sixth rank. There are two reasons for this:
The best place for the defending king is in front of the pawn and the second-best place is in the corner opposite its promotion square. [20]
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A bishop pawn offers the best winning chances. One reason is that there is no drawing zone in the opposite corner for the black king if the pawn is on at least the fourth rank. If the pawn is on the fifth rank the defender's chances are small unless the king is in front of the pawn. A pawn on the sixth rank wins unless the defending king is in front of the pawn. [21]
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A central pawn has better chances to win than a rook pawn or knight pawn, but not as good as a bishop pawn. As with the bishop pawn, there is no drawing zone for the defending king in the opposite corner. It is better for the defending king to be on the "short side" of the pawn rather than the "long side". [22]
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In 1944, Botvinnik played a perfect endgame against Grigory Ravinsky. [25] The starting position, after 86...b1=Q, is winning.
87.Qa7+! [The only move that wins! [26] ] 87...Kf6 88.Qf7+ Ke5 89.Kh6 Qh1+ 90.Kg7 Kd4 91.Qf6+ Kc5 92.Kg8 Kb5 93.g7 Ka4 94.Kf7 Qh5+ 95.Ke7 Qc5+ 96.Qd6 Qg5+ 97.Kf8 Qf5+ 98.Ke8 Qh5+ 99.Kf8 Qf5+ 100.Ke7 Qg5+ 101.Qf6 Qc5+ 102.Kd7 Qd5+ 103.Kc7 Qa5+ 104.Kb7 Qb5+ 105.Qb6 Qd7+ 106.Qc7! Qb5+ 107.Ka7 Qd5 108.Kb8 Qg8+ 109.Ka7 Qd5 110.Qf4+ Ka5 111.Qf6 Qc5+ 112.Kb7 Qb5+ 113.Kc7 Qc5+ 114.Kd7 Qd5+ 115.Ke7 Qc5+ 116.Kf7 Qc4+ 117.Ke7 Qc5+ 118.Ke6 Qc8+ 119.Ke5 Qc3+ 120.Kf5 Qd3+ 121.Kg5 Qe3+ 122.Kg6 Qe8+ 123.Kh6 Qg8 124.Qe5+ Ka4 125.Kg6 Qc8 126.Qf4+ 1–0
A possible continuation, by endgame tablebases, could have been:
126...Kb3 127.Qf7+ Ka4 128.g8=Q Qg4+ 129.Kh6 Qh4+ 130.Kg7 Qg3+ 131.Kf8 Qd6+ 132.Qe7 Qh6+ 133.Qgg7 Qf4+ 134.Qgf7 Qb8+ 135.Qfe8++-[Exchanging queens.]
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Ten years later, analyzing his adjourned game against Nikolay Minev, [27] Botvinnik improved the winning method. [28] But even then he erred two times (at 61 and 77). The position after 55...a1=Q is drawn. The game continued:
56.Qg4+ [26] Ka5 57.Qxe6 Qh8+ 58.Kg6 Qc3 59.g4 Qd2 60.g5 Qd4? [60...Ka4=] 61.Qf5+? [61.Kh7!+-] 61...Ka4= 62.Kh5 Qh8+ 63.Kg4 Qh1? [63...Ka3=] 64.Qf4++- Ka5 65.Qe5+ Ka4 66.g6 Qd1+ 67.Kg5 Qd8+ 68.Kf5 Qc8+ 69.Kf4 Qc1+ 70.Qe3 Qc7+ 71.Qe5 Qc1+ 72.Kf5 Qc8+ 73.Kg5 Qd8+ 74.Qf6 Qd5+ 75.Qf5! Qd8+ 76.Kh5 Qe8 77.Qf4+? [77.Kg4+-] 77...Ka5? [77...Ka3!=] 78.Qd2++- Ka4 79.Qd4+ Ka5 80.Kg5 Qe7+ 81.Kf5 Qf8+ 82.Ke4 Qh6 83.Qe5+ Ka4 84.g7 Qh1+ 85.Kd4 Qd1+ 86.Kc5 Qc1+ 87.Kd6 Qd2+ 88.Ke6 Qa2+ 89.Qd5 Qe2+ 90.Kd6 Qh2+ 91.Kc5 1–0
Now either a cross-check will force the exchange of queens, or else the pawn will promote.
This is usually a win for the two pawns, but victory can be difficult to achieve even in winning positions, as even the slightest inaccuracy may lead to perpetual check. Positions in which one of the pawns is vulnerable to attack may be drawn, but they are unusual. [29]
There are a number of other drawing exceptions, most notably with connected rook and knight pawns (a- & b-pawns, or g- & h-pawns) in which the defending king is ahead of the pawns. [30]
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An example is Smbat Lputian vs. Gevorg Harutjunyan, 2001. [32] The position after 86.h6 (the last pawn move of the game) is a draw. Play continued until move 142, with inaccuracies on both sides swinging the position from a draw to a forced win , and back again. Interestingly, Black could have claimed a draw by the fifty-move rule for the last several moves, including the final position in which he resigned, but he did not. [33]
Lomonosov tablebases
White mates in 297. | Kasparov vs. the World
Position after 54.Qf4. |
Normally this is a win for the two pawns, but a surprising result of seven-piece Lomonosov tablebases is that the longest possible win requires 594 plies. In Kasparov versus the World, however, Kasparov was the side with a single pawn, but won because his pawn was far more advanced than the world team's pawns, which also hindered perpetual checks by them.
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.
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.
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.
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. Grandmaster Jesús de la Villa said, "[The Lucena and Philidor positions] are the most important positions in this type of endgame [...] and in endgame theory."
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.
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.
In chess, opposition is a situation in which two kings are two squares apart on the same rank or file. Since kings cannot move adjacent to each other, each king prevents the other's advance, creating a mutual blockade. In this situation, the player not having to move is said to have the opposition. It is a special type of zugzwang and most often occurs in endgames with only kings and pawns. The side with the move may have to move their king away, potentially allowing the opposing king access to important squares. Taking the opposition is a means to an end, normally to force the opponent's king to move to a weaker position, and is not always the best thing to do.
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.
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.
Basic Chess Endings is a book on chess endgames which was written by Grandmaster Reuben Fine and originally published on October 27, 1941. It is considered the first systematic book in English on the endgame phase of the game of chess. It is the best-known endgame book in English and is a classic piece of chess endgame literature. The book is dedicated to World Champion Emanuel Lasker, who died in 1941. It was revised in 2003 by Pal Benko.
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.
Kasparov's immortal is a chess game played by Garry Kasparov as White against Veselin Topalov as Black at the Hoogovens Wijk aan Zee Chess Tournament 1999 chess tournament. This is one of Kasparov's most famous games; it is considered a masterpiece and Chess.com has listed it as the No. 1 chess game ever played.
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.