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The rook and pawn versus rook endgame is a fundamentally important, [2] [3] [4] [5] [6] widely studied [7] [8] chess endgame. Precise play is usually required in these positions. With optimal play, some complicated wins require sixty moves [9] to either checkmate, capture the defending rook, or successfully promote the pawn. [10] In some cases, thirty-five moves are required to advance the pawn once. [11]
The play of this type of ending revolves around whether or not the pawn can be promoted, or if the defending rook must be sacrificed to prevent promotion. If the pawn promotes, that side will have an overwhelming material advantage. If the pawn is about to promote, the defending side may give up their rook for the pawn, resulting in an easily won endgame for the superior side (a basic checkmate). In a few cases, the superior side gives up their rook in order to promote the pawn, resulting in a winning queen versus rook position (see Pawnless chess endgame § Queen versus rook).
A rule of thumb (with exceptions) is: if the king on the side without the pawn can reach the queening square of the pawn, the game is a draw; otherwise it is a win for the opponent (except with a rook pawn , i.e. a- or h- file ). [12] The side with the pawn can cut off the opposing king or strive for the Lucena position, which is a win. The defender can aim for the Philidor position (which is a draw) or try to set up one of the other defensive techniques that draw. [13] A rook and two pawns usually win against a rook, but there are plenty of exceptions.
Endings with rooks and any number of pawns are the most common type to occur in games, occurring in about 8 to 10 percent of all games. [14] [15] A majority of rook and pawn endings with more pawns have the potential of being reduced to this type of endgame (rook and one pawn versus rook). [16] [17] John Nunn wrote a 352-page book about this ending, Secrets of Rook Endings. [18] Volume 2 of the Encyclopedia of Chess Endings devotes 92 pages to the analysis of 428 positions of this type. [19] André Chéron wrote over 150 pages analyzing 120 positions of this endgame in their famous book Lehr- und Handbuch der Endspiele. [20] [21] In 100 Endgames You Must Know by Jesús de la Villa, 17 are of this type. [22] [23] [24] Nunn covers 100 topics in Understanding Chess Endgames – eight are about this type of endgame. [25] [26]
This table summarizes results from games compiled from several game databases, where this position was reached. "Max DTC" is the maximum number of moves in depth to conversion, either a checkmate or conversion to a winning endgame via promotion of the pawn or capture of the opposing rook.
Pawn | Max DTC | Percentage | Winning % |
---|---|---|---|
a/h | 51 | 26% | 34% |
b/g | 60 | 31% | 48% |
c/f | 57 | 29% | 44% |
d/e | 59 | 15% | 43% |
In his 1958 book Chess Endgames, Nikolay Kopaev gave these general guidelines for when the pawn is on the sixth or seventh rank:
In order to force a win with the extra pawn, normally the black king must be cut off from the pawn by the white rook along a rank or file , and that is not always sufficient.
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If the black king is cut off from the pawn along a rank (as in the diagram), White wins easily if the king is behind the pawn:
Checks from the front or side do not help Black.
and the pawn will soon promote. [29]
When cutting the defending king off by a rank, a perfect cut is when the pawn is on the same rank as the defending king. An imperfect cut is when the king is on the rank ahead of the pawn. These general rules apply:
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In this position, White has a perfect cut and wins:
This is the same position but advanced one rank. Now the process is repeated:
White threatened Rh7, b7, and Kb6 so Black tries checks from the rear. However, play will soon lead to a Lucena position (see below), which easily wins for White. [31]
When the black king is cut off from the pawn's file the outcome depends on where the black king is in relation to the pawn. Black's king is often cut off from the pawn along a file. Some general rules (with exceptions) are:
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The rule of five is for positions in which the pawn is protected and the opposing king is cut off by files: Add the number of rank of the pawn to the number of files the defender's king is cut off. If the sum is more than five, it is usually a win. Otherwise it is normally a draw. [33] [34] For example, in the diagram, white wins by:
The white king must have this file available.
and White will win.
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The position by Chéron is basically the same, except moved over two files. Now the white king has less room to maneuver on the left of the pawn's file, and Black can prevent the advance of the pawn and draw. If White starts with 1. Ka4, the rook checks the king, and the king is forced back to b3. White can try:
Or 7.Ra7 Rc1, and the black king reaches the pawn's file, for a draw. Another try for White is:
and the position is drawn. If the pieces are moved one file to the right, White has a win. [35]
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In the discussion above about the defending king being cut off by files, it is assumed that the defending rook is already in position to check the attacking king along files (usually from its first rank). In this position by José Capablanca, White wins because the white pawn can reach its fourth rank before the black rook can check along files. If the black rook were already at h8 and it were Black's move, Black would draw by checking the king and by playing ...Rf8 when the white king moves to f1. [36] With White to move in the diagrammed position:
and White will win. With Black to move,
3.f4 draws after 3...Rd7 or 3...Kc7.
and White wins.
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There is a simple way of winning if the pawn is a bishop pawn or central pawn (i.e. on the c-, d-, e-, or f-file) and its king can reach the promotion square of the pawn.
In the diagram, 1. Rc2+ would start the process of winning as in the Lucena position (below). However, White also wins more easily by:
Now either
and White wins easily, or the white king can approach the black rook on the two files next to the pawn's file until it can no longer check:
and the black rook can no longer attack, and the pawn promotes.
This method does not work for rook pawns (e.g. a- and h-files) or knight pawns (e.g. b- and g-files), because the white king does not have room to maneuver. [38] However, the Lucena position (below) is a win for White if the pawn is not a rook pawn.
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The Lucena position is one of the most famous and important positions in chess endgame theory. It is a win for the side with the pawn. The essential characteristics are that White's king is on the queening square in front of their pawn, the pawn is on the b- through g-files, the black rook cuts off White's king from escaping away from the black king, and the Black king is cut off on a file.
White wins in the position in the diagram by
forcing the black king one file farther away, then bringing their rook to the fourth rank to make a "bridge" to protect the king, then bringing out the king, which will be checked by Black's rook. White maneuvers their king to the fifth rank (without giving up the pawn) and then when the black rook checks, White interposes their rook and has a winning position. See Lucena position for more details. [39]
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If the defending rook is on the superior side's fourth rank, it prevents the rook from making a bridge on that rank. In that case, the win is straightforward.
The black rook is not far enough away from the white king to keep safely checking.
Other fourth moves by Black are no better. If 4...Rd4+ then 5.Ke5 wins, as the rook cannot stop the pawn. If Black tries a different move, say 4...Re2 then White moves 5.Rc5 and builds a bridge on the fifth rank.
and Black cannot stop the pawn. [40]
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It may not be necessary to build a bridge (as in the Lucena position) to win, if the king is on its pawn's promotion square. White wins in this position:
Or 1...Kd6 2.Kd8 Rxe7 3.Rd2+ Ke6 4.Re2+ wins the rook.
Often White will not be able to utilize one of the winning methods. Black has several defensive methods available, depending mainly on the position of the pawn and their king.
If the defending king is in front of the pawn and the attacking king and pawn have not yet reached their sixth rank, the Philidor position (or Philidor defense) easily works to secure a draw. If the defending king cannot get in front of the pawn but is not cut off, the short-side defense can be used. If the pawn is a rook pawn or knight pawn, the back-rank defense can be used. The back-rank defense can also be used when the pawn is on other files if the attacking king has not reached the sixth rank. If the king is cut off along a file, the frontal defense may work, depending on the file of the pawn and how far advanced it is.
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Philidor's position (see the diagram) illustrates an important drawing technique in this endgame. The technique is also known as the third-rank defense and works when the defending king is in front of the pawn and the attacking king and pawn have not reached their sixth rank. Black keeps their rook on their third rank to keep the white king from reaching that rank. If White advances the pawn to its sixth rank (Black's third rank), then the king is deprived of shelter, so Black moves their rook to the eighth (or seventh) rank, and keeps checking the white king from behind. It is very important that the defender keep their rook on their third rank, and move to the far side of the board only after the attacking pawn has moved to its sixth rank. (An exchange of rooks will result in a drawn position, see king and pawn versus king endgame.) See Philidor position for more details. [42]
There are three errors that Black must avoid:
Philidor's defense can also be used with the black rook on the fourth rank, if White's king and pawn have not reached that rank. If this defense is used, the black king should be on the second rank. The principle is the same: Black keeps their rook on the fourth rank, keeping the white king from advancing to that rank. If the pawn advances to that rank, Black moves the rook to the eighth rank and checks the king from behind.
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The back-rank defense always works if the pawn is a rook pawn or knight pawn and the defending king is in front of the pawn. The defending king blocks the pawn and the rook is on the first rank preventing checks by the rook. In the diagram, Black draws. If 1.g7 then 1...Rb6+ draws, and if 1.Rg7+ then 1...Kh8 draws. White's best attempt is:
Waiting passively, also known as the passive defense.
The only trick for White.
If 3...Kf8? then 4.Kh7 Rb1 5.Rf7+ Ke8 6.Rf4 and White gets to the Lucena position.
and White makes no progress. The defense fails for other pawns (if the attacking king has reached the sixth rank) because White has another file available to go around the pawn. [43]
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If the attacking king has not reached the sixth rank, the defense works for any pawn. In the second diagram, White to move wins by getting their king to the sixth rank so the defending rook can not leave the back rank because of the threat of checkmate. This illustrates how the defense fails for a bishop pawn or central pawn :
If Black is to move in the diagrammed position, they draw with
which neutralizes the threat of Kg6, because Black can check from behind and there is no immediate threat of checkmate by White. [44] Black checks from behind, as in the Philidor defense.
If neither the pawn or king have reached the sixth rank, Black can normally draw by reaching the Philidor position, above.
Sometimes, the defender's king is in front of the pawn, but the rook cannot get to its third rank to reach the Philidor position. Thus, they have two choices: try to attack from behind, or retreat to the back rank with their rook to guard the mating threats. The diagrams show such back-rank positions. For a bishop pawn (see first diagram) or central pawn , if the defending rook is tied down to the back rank, the defender loses:
Black cannot reach the Philidor position, and loses. |
Similar position with knight's pawn, but Black draws. |
winning the rook. But the defender can hold the draw with an accurately conducted "active defense" from behind the pawn while it is still on the fifth rank, with the king moving to the short side (see next section).
With a knight pawn (see second diagram), however, the attacker has no file equivalent to 2.Rh7, so they cannot make progress. Here, the defender should avoid the active defense (attacking the pawn from behind while it is on the fifth with the rook). It fails because their king will be forced to the long side (stepping the other way would lose immediately because of the corner, allowing immediate mate).
The defender can draw against the rook pawn either way, because most king and pawn versus king positions are drawn with the rook pawn (see King and pawn versus king endgame § Rook pawn). [45] [46] [47]
Not all positions similar to the Lucena position above are wins for the superior side – it depends on the position of Black's rook and king (relative to White's pawn), and which side is to move. In positions such as the position in this diagram, the defending rook must be at least four files away from the pawn on the "long side" for the defense to work (the "checking distance"); otherwise the white king can support its pawn and approach the black rook to drive it away. The black king needs to be on the "short side" so it will not block checks by its own rook.
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As an example, Black to move draws in this diagram. The reason is that Black can check the white king from the side with their rook, and the rook is just far enough away from the white king that if it tries to approach the rook to stop the checks, the rook can get behind the pawn and win it, resulting in a drawn position. For example:
If 5...Ra8 6.Ra1! (Either Black takes the rook and the white pawn queens, or it forces the enemy rook off the vital a-file that has "checking distance", the rook moves on the back rank, followed by 7.Kd7, and the pawn promotes.)
with a draw after winning the pawn, which can no longer be defended by its king. [48]
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If White's king and pawn are moved to the left, White wins as in the Lucena position above. With a few exceptions, the defending rook must be at least four files over from the pawn for this defense to work (which is why the defending king should go to the short side, to not block checks by their rook).
1...Rc2 leads to a Lucena position.
and White wins. [49] The rook was too close to the pawn, so White's king could both approach the rook to prevent checks and return to protect the pawn.
This threatens 2.Ra8+ Ke7 3.f6+ driving the black king far from the pawn. (See the Lucena Position next section for White's winning method.) 1...Rb6+ is too late because of 2.f6, forcing Black to retreat to the back rank, which is a loss as shown in the previous section. The point of Philidor's third rank defense is to prevent White from moving the king to the sixth rank before the pawn.
Black to move should play 1...Rb6 with an easy Philidor draw. But White to play can prevent that, and Black must be careful. |
Position after 2.Kf6. Black is at a crossroads: they must move their king to the side to avoid mate, but which square? |
Black's defense is:
Tarrasch rule, rook behind pawn.
2.Ra8+ Ke7 and now the black rook stops 3.f6+.
Going to the short side is vital, as will become clear.
Other moves make no progress because of Black's obeying the Tarrasch rule. E.g. 4.Ke6 Kg7 and 5.f6+ is impossible. The main move protects the pawn and threatens 5.Ke7 followed by f6.
Now Black threatens to check from the side to keep White from making any progress. Black needs space to do this, which is why the king must move out of the way to the short side. There must be at least three files between Black's rook and the pawn, otherwise White's king can protect White's pawn while attacking Black's rook and gain time necessary to advance the pawn.
One try, to use the rook to block the checks from the side.
Black moves behind the pawn again, so 6.Ke6 is answered by 6...Kg7, as per note to move 4. [50]
If the black king went to the long side, Black would not have the resource of checking from the side. For example, from the second diagram above, where 2...Kg8! draws as shown above:
There is no room to check on the side. If 5...Rg1+ then 6.Kf7 followed by f6.
The point of 4.Rf8.
6...Ke6 7.Re8+ Kd7 8.Re2 and converts to Lucena position, next section.
followed by Ra8 then Ra2-d2+ (or any other safe check on the d-file). After this, and the same if Black prevents the check by placing their own rook on the d-file, White plays Kg7 Rg(any)+; Kf8 then f7, reaching the Lucena position.
If the pawn is a central pawn, going to the long side with the defending king will sometimes give the rook just enough checking distance if it is on the rook file on the opposite side of the pawn. [51] Defending this way is a far more arduous task, so moving the defending king to the short side is always recommended. [52] With the defending rook three files over from the pawn, the attacker usually wins, but there are exceptions, depending on the location of the attacking rook. [53]
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In the diagram, Black draws:
If 2...Rg8 then 3.Ra1!. If 2...Kf6 then 3.Ra1! Rb8 4.Rf1+ Kg7 5.Kc6 Ra8 6.Ra1, a winning position.
and White can not make any progress. [54]
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The Frontal Defense is a way that Black may keep White from getting to the Lucena position, even if the defending king is cut off from the pawn's file. Black's rook is well-placed on its first rank and can check the white king or offer itself for exchange when the resulting king and pawn versus king endgame is a draw. The farther back the pawn is, the more likely the defense is to be successful. To have good drawing chances, there should be at least three ranks between the pawn and the defending rook (called the rule of three). The file of the pawn matters too: a bishop pawn gives the best winning chances, followed by a central pawn , followed by a knight pawn , with a rook pawn having little chance of winning. [55]
If White is to move in the diagram, Black draws by using the frontal defense:
and White cannot make any progress. [56]
If Black to move in this position, they have an alternative drawing method that requires knowledge of the king and pawn versus king endgame:
To bring the king over to the pawn.
Avoids losing the opposition. 3.Kh4 is met the same way.
or 4.Kg5 Kg7, and the position is a draw.
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The frontal defense may or may not work for bishop pawns and central pawns , even if there are three ranks between the pawn and the defending rook. In the diagram from Emms, White to move wins:
and White will reach the Lucena position.
Black to move in that position draws, by reaching a drawn king and pawn versus king endgame position:
Black to move in that position also draws with 1... Kd6, getting the king to a favorable position. [57]
Endings with a rook pawn arise frequently because they are more likely to be the last remaining pawn. [58] If the pawn is a rook pawn, the chances of a draw are much greater. Even the equivalent of the Lucena position is no guarantee of success (it depends on the location of the white rook and who is to move). [59] These endings are more likely to be a draw because (1) the pawn can protect the king from checks from the rear only, and not from the side, and (2) the edge of the board reduces the king's mobility in trying to support the pawn. [60]
With a rook pawn, usually in actual play the defending rook or king is able to get in front of the pawn. If the defending king gets in front of the pawn, the game is a draw. If the defending rook gets in front of the pawn, the result depends on which king arrives on the scene first. [61]
The attacking king or rook may be in front of the pawn.
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In this diagram, the only way for White to make progress is to get their rook to b8, but this allows the black king to get to the c-file and draw.
This is the simplest way for Black. Now there is no way to force the black king away from the c-file.
and Black draws.
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If the black king is cut off by four or more files, White wins, as in this diagram:
and White wins. [62]
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In this position, the black king needs to get to one of the marked squares in order to draw. If it gets to one of the squares marked with "x", the king can move next to the pawn and the rook can capture the pawn for a draw. Otherwise, the king needs to stay on the squares marked with dots: g7 and h7. The reason is that if the black king is on another rank, the white rook can check and then the pawn promotes and wins. For example, if the black king were on f6 instead, with White to move, 1.Rf8+ followed by 2.a8=Q wins. Also, the black king needs to be on g7 or h7 rather than d7, e7, or f7. If it were White's move in this position, White wins by 1.Rh8 Rxa7 (otherwise the pawn promotes and wins) 2.Rh7+, skewering the rook. [63] If the black king is on g7 or h7 and the white king approaches the pawn (to protect it while the rook moves out of the way), the black rook will check from behind and the king has no cover from the checks.
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The Vančura position (see diagram) is a drawing position with a rook and rook's pawn versus a rook, when the pawn is not beyond its sixth rank, and the stronger side's rook is in front of the pawn. [64] It was studied by Josef Vančura (1898–1921), published in 1924. Black's rook keeps attacking the pawn from the side from some distance away, while preventing the white king from finding cover from checks. [65] The black king must be on the opposite side of their rook as the pawn to not block the attacks. The black rook moves behind the pawn as soon as the pawn moves up to its seventh rank. Also, Black's king must be near the corner on the opposite side of the board if the pawn advances to its seventh rank so the white rook cannot check the black king and then support the advance of the pawn, or sacrifice its pawn to skewer Black's king and rook on the seventh rank, as in the section above.
Protecting the pawn in order to free the rook to move. If 1.a7 Ra6! 2.Kb5 Ra1 3.Kb6 Rb1+ 4.Kc7 Rc1+ 5.Kd7 Ra1, and White cannot win. Note that if Black's king were on g6 there would follow 2.Rg8+ with 3.a8=Q, and if it were on f7 White would win with 2.Rh8! Rxa7 3.Rh7+.
An important square for the rook. Black now checks on the f-file and aims to maintain a sideways attack on the pawn.
Maintaining sideways contact with the pawn.
But not 7...Rf4+? 8.Ke5! and White wins.
Or 9.a7 Ra6! with a draw.
and White cannot win. The white king cannot advance because of the checks and the pawn cannot advance because the black rook gets behind the pawn. [66]
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In Shakhmaty v SSSR in 1950, Peter Romanovsky published a drawing zone (see diagram). If Black is to move and the white king is on one of the marked squares, Black draws by reaching the Vančura position. Otherwise White wins. [67] [68]
Cecil Purdy gives the most common type of rook endgame as one with a rook and rook pawn versus a rook, with the rook in front of its pawn.
With the white king anywhere, Black to move draws. |
White wins with either side to move. |
With the white king anywhere, Black to move draws. This is an exception to the Tarrasch rule. |
In the second diagram, White wins easily. If it is Black's move:
and White wins. They can force their king out by Kb7 or if the black rook prevents that by going to the seventh rank, then Rh8 and Kb8.
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In this diagram, White to move wins, starting with 1.Ke2. Black to move draws. [69]
The positions discussed above are somewhat idealized, but they are fundamental to practical play. Here are some examples of this endgame from master games.
Position after 65.Rxh6 |
Position after 80.Kg8 |
The game Bent Larsen–Walter Browne, Las Palmas 1982, [70] illustrates an alternate winning method with a knight pawn. A variation of moves would have resulted in the "building a bridge" method.
Or if 80...Rh3, then 81.Re1+ Kd7 82.Re4 Rh2 83.Kf7 Rf2+ 84.Kg6 Rg2+ 85.Kf6 Rf2+ 86.Kg5 Rg2+ 87.Rg4 and White will win by building a bridge. [71]
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60... Re2! (cutting the white king off) 61. Kf3 Re7 62. Kf2 Kc6 63. Kf3 Kb6 64. Rd5 c3 65. Rh5 c2 66. Rh1 Rc7 67. Rc1 Kb5 68. Ke2 Kb4 69. Kd2 Kb3 70. Rh1 Kb2! 0–1 [72]
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Black can not reach the Philidor position, but still draws.
45... Rf4!! 46. Ra8+ Kh7 47. Ke6 Kg7 48. Ra7+ Kf8 49. Kf6 Kg8 50. Ra8+ Kh7 51. Rf8 Ra4! 52. Rf7+ Kg8 53. Re7 Kf8 54. Re6 Ra7 55. Rb6 Rf7+ 56. Kg5 Ra7 57. f6 Kf7 ½–½ [73]
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95... Rb4+ 96. Kg3 Kh5 97. Ra3 Rg4+ 98. Kh3 Rh4+ 99. Kg3 Rb4 100. Re3 Rb5 101. Ra3 g4 102. Rc3 Kg5 103. Ra3 Rc5 ½–½ [74]
Nikolay Grigoriev, 1937
White to move wins. | Grigoriev, 1937
White to move, draw. |
There can be subtle differences in positions that make the difference between a win and a draw. Two examples of this are shown in the diagrams. [75]
Grigoriev, 1937
Black to move, White wins. | Siegbert Tarrasch, 1906
Black to move, draw. |
There are exactly 209 positions of reciprocal zugzwang among rook and pawn versus rook endgames. All of them were tabulated and published. [76] [77] [78] The full list is available online. [79] Some of the zugzwangs are easy to understand (see position at the middle); some requires up to 54 moves to win. The position at left is a position that could have occurred in the 1961 game between Viacheslav Kalashnikov and the young Anatoly Karpov. [80] White to move in this position draws, but Black to move loses. Karpov's 49th move in the actual game avoided the zugzwang and the game was drawn. [81]
Kalashnikov vs. Karpov (analysis position)
After alternate 49th move for Black. Mutual zugzwang: White to move draws, Black to move loses. | Easy-to-understand zugzwang (Haworth № KRPKR-00025)
White to move draws, Black to move loses. | Longest-to-win zugzwang of this type (№ KRPKR-00149)
White to move draws, Black to move loses in 54 moves. |
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A rook and two pawns generally win against a rook, but there are exceptions. In actual games, the side with the pawns wins 82% of the time. [83]
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.
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.
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.
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.
Triangulation is a tactic used in chess to put one's opponent in zugzwang. Triangulation is also called losing a tempo or losing a move.
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.
In chess, a queen sacrifice is a move that sacrifices a queen, the most powerful piece, in return for some compensation, such as a tactical or positional advantage.
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, 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.
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.
In chess, a swindle is a ruse by which a player in a losing position tricks their opponent and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to obtaining a win or draw from a clearly losing position. I. A. Horowitz and Fred Reinfeld distinguish among "traps", "pitfalls", and "swindles". In their terminology, a "trap" refers to a situation where players go wrong through their own efforts. In a "pitfall", the beneficiary of the pitfall plays an active role, creating a situation where a plausible move by the opponent will turn out badly. A "swindle" is a pitfall adopted by a player who has a clearly lost game. Horowitz and Reinfeld observe that swindles, "though ignored in virtually all chess books", "play an enormously important role in over-the-board chess, and decide the fate of countless games".
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.
In chess, particularly in endgames, a key square is a square such that if a player's king can occupy it, he can force some gain such as the promotion of a pawn or the capture of an opponent's pawn. Key squares are useful mostly in endgames involving only kings and pawns. In the king and pawn versus king endgame, the key squares depend on the position of the pawn and are easy to determine. Some more complex positions have easily determined key squares while other positions have harder-to-determine key squares. Some positions have key squares for both White and Black.
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 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 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.