Endgames and pawn play

Pawns decide more games than anything else on the board, and the ending is where that shows. Structures, the opposition, the crooked path, queening races and the many ways a game is drawn.

Pawns are the soul of chess

“… to play the pawns well; they are the soul of chess …”

— François-André Danican Philidor

Pawns define the shape of the game. Once moved they cannot go back, so every pawn move is a commitment — and a commitment you cannot take back is worth thinking about before you make it.

They are foot soldiers that never retreat. A pawn moves forwards, or diagonally to capture; on its first move it may go one square or two, and only one square at a time after that.

Pawn structures

These are the shapes worth recognising.

The pawn chain

A diagonal line of pawns, each one defending the one in front. Attack the base — that is the pawn nothing else is protecting.

A board with a red arrow drawn along a diagonal line of black pawns, each defending the one in front, and the pawn at the bottom of the line outlined.
Each pawn defends the one ahead of it. The one at the bottom is defended by nothing — attack that.

The isolated pawn

A pawn with no friendly pawns on either side of it. It cannot be defended by another pawn, so it has to be defended by a piece — which ties that piece down. Weak, but it can offer active play in return.

A board with a single black pawn marked in red, with no friendly pawn on either of the files beside it.
No pawn can ever defend it, so a piece has to — and that piece is then tied down.

Doubled pawns

Two of your pawns on the same file. Often a weakness, though they do control useful squares. If you are going to accept doubled pawns, try to get something for them.

A board with two black pawns marked in red, one directly in front of the other on the same file.
Two pawns on one file. They get in each other’s way and neither can be defended by the other.

The backward pawn

A pawn left behind its neighbours that cannot safely advance. It matters more than it looks: it is a structural weakness that can be attacked, and only a piece can defend it.

A board with a black pawn marked in red, sitting behind the pawns on either side of it with no safe square to advance to.
Left behind, unable to advance safely, and only a piece can look after it.

Passed pawns

A passed pawn is one with no enemy pawn in front of it or on either side to stop it reaching the eighth rank. They are very powerful in endgames, because sooner or later something has to be given up to stop them.

A king-and-pawn ending with a white pawn on the a file circled, and no black pawn anywhere on that file or beside it.
Nothing can stop it on the way. That is what makes a passed pawn so dangerous.
White’s pawns on b5, c4 and e5 are passed, and so is Black’s on d4.

Playing with pawns

A few things to bear in mind once the game is under way.

Take the centre if you are allowed to. Pawns on d4 and e4 control the middle of the board, and they let the bishops out to run riot.

A board with white pawns side by side on d4 and e4, and arrows drawn from them to the four squares in the middle they attack.
Two pawns in the centre take four squares away from Black and open lines for the bishops.
A cartoon bishop charging along with a lit torch.

Watch for pawn forks. A pawn can fork just like any other piece, and win material doing it. Keep an eye on where your opponent’s pieces are standing.

A board with a white pawn circled and arrows drawn from it to a black knight and a black bishop, both of which it attacks at once.
A pawn forks just like any other piece — and it is the cheapest attacker on the board.

Once you have castled, keep the pawns near the king. They shield it from attack. Every one of them that moves forward creates a weakness in the king’s defence — and in fact any pawn move anywhere creates a weakness somewhere. Think of it as a jail cell for the king: cramped, but safe.

A board showing a castled white king with the three pawns in front of it circled.
The three pawns in front of a castled king. Every one that moves opens a way in.
A cartoon king standing behind bars, looking out.

Use pawns to take squares away from a knight. A single move to c3 here stops the knight coming to b4 or d4 at all.

A cartoon white pawn charging forward with a sword raised.
A board with arrows showing that a white pawn on c3 covers b4 and d4, so a black knight cannot use either square.
One quiet pawn move, and the knight has nowhere useful to go.

Keep your pawns connected. In this position White has isolated pawns on h2 and f3, which are easy to attack, and doubled pawns on the c file, which is also bad. Black’s structure is much healthier.

White’s pawns on h2 and f3 are isolated and the c pawns are doubled. Black’s are all connected.

If your opponent has castled and you have not, consider a pawn storm. Advance the pawns towards their king and break the defence open. Here White is ready to follow up with rooks on the h file, and bishops and queen all supporting the running foot soldiers.

A cartoon rank of four determined pawns advancing shoulder to shoulder.
A board with red arrows driving the white f, g and h pawns forward at a castled black king, with rooks, bishops and the queen lined up behind them.
The pawns go first and the pieces follow down the lines they open.

A pawn on the seventh rank does not always have to be taken. It can be better to sit in front of it — after all, Black cannot capture his own pawn. If the white king took it in this position he would be exposed to a quick attack from the black queen and bishop working together.

A board with a black pawn one square from promoting, circled, and the white king standing directly in front of it.
The king sits in front of the pawn rather than taking it — Black cannot capture his own pawn.

The minority attack

When your opponent has more pawns than you on one side of the board, you can start what is called a minority attack. In the first picture below there are two white pawns against three black ones.

To break it up — in this simple example, and if Black allows it — advance the b pawn, sometimes with the a pawn alongside it, and take on c6. Black takes back, as in the second picture. That recaptured pawn is now a backward pawn: weak, because only a piece and not a pawn can defend it. It can then be attacked, as in the third.

A board with two white pawns on one side of the board marked in green against three black pawns.
Two white pawns against three. That is the minority.
The same board after White has advanced the b pawn and taken on c6, with an arrow showing Black recapturing.
White takes on c6 and Black takes back — which is exactly the point.
The same board again, with the recaptured black pawn now standing alone and behind its neighbours, under attack.
The recapture leaves a backward pawn, and only a piece can defend it.

The en passant trick

If you have a pawn on your fifth rank and your opponent moves a pawn two squares so that it lands beside yours, you may capture it as though it had only moved one. You do not have to — but if you are going to, it has to be on your very next move, or the chance is gone.

There is a fuller explanation, with boards you can play through, on Getting started.

A board with an arrow drawn from a white pawn on the fifth rank diagonally onto the sixth, landing behind a black pawn that has just gone two squares.
The capture happens as though the black pawn had only moved one square.
A board with a green arrow for a black pawn going two squares, a red arrow for the white pawn capturing diagonally, and a cross marking the captured pawn.
Green for the two-square advance, red for the reply.

Knight against bishop

They are each worth about three pawns, but they are not the same piece at all. Here are some of the pros and cons to think about.

Graham’s comparison of the knight and the bishop.
KnightBishop
Good in the opening and middle gameGood in the endgame when there are fewer pieces on the board
Slow movements, needs to stop for hay!Fast on open diagonals, but needs space and can get blocked in
Jumps over pieces, best in the middle of the boardA bishop pair is better in the endgame
Difficult to predict its movementsEasy to see where it can go
Super tricky with forksCan help to create a battery with the queen
Not easy to stop advancing pawnsCan block a queening pawn
Can combine nicely with a rook or queen in a checkmateOpposite-coloured bishops can be draw-ish
Cannot be used as the checking piece in a discovered checkCan be used in a discovered check, and in windmill tactics
Covers all the squaresCovers only half the squares
Can’t create a batteryOnly trade a bishop for a knight if it is to your advantage
Can get trapped or blocked by a bishopPut your pieces on the opposite colour to your own bishop
Trade for a bishop if your opponent’s bishop looks strongIf your opponent has only one bishop, try to put your remaining pieces on the other colour

The opposition

Opposition is when one king moves directly in front of the other, forcing the opposing king to move to the side or backwards. It is how you make progress in a king-and-pawn ending, and it is the difference between winning and drawing far more often than anything clever.

By taking the opposition you force the other king to give way, which lets your pawn advance and eventually promote. ⚠️ You must never let the pawn get in front of or alongside your own king, or Black can force a draw.

Two kings facing each other with one square between them, and the squares the defending king is being pushed towards shaded.
The kings face each other with one square between. Whoever has to move first gives way.

White to play

If it is your move and your king is directly in front of your opponent’s, they have to move aside or back, and you can keep advancing. That is how you escort a pawn to promotion.

White has the opposition, and wins 1–0
1. Kd4  Kc6  2. Ke5  Kd7  3. Kd5  Kc7  4. Ke6  Kc6  5. d4  Kc7
          6. d5  Kd8  7. Kd6  Ke8  8. Kc7  Ke7  9. d6+  Ke8  10. d7+  Ke7
          11. d8=Q+
          1–0
White steps in front, Black must give way, and the pawn walks through to promote.

Black to play

Opposition defends just as well as it attacks. By moving straight back each time the pawn advances, the defending king holds the opposition, blocks the pawn’s path, and draws. It is especially effective with a flank pawn, where the king can reach the corner and be stalemated.

The same position, Black to move, and it is a draw 1/2–1/2
1… Ke5  2. d4+  Kd5  3. Kd3  Kd6  4. Ke4  Ke6  5. d5+  Kd6  6. Kd4
          6… Kd7  7. Kc5  Kc7  8. d6+  Kd7  9. Kd5  Kd8  10. Ke6  Ke8  11. d7+
          11… Kd8  12. Kd6
          1/2–1/2
Black takes the opposition instead, backs straight up each time, and the game ends in stalemate.

The crooked path

The crooked path is useful when you are walking your king towards a pawn or an important square. Unlike moving in a straight line, a zigzag lets your king influence more squares on the way and control where the other king can go.

If your king takes a zigzag route towards a pawn it can cut off the opposing king, force it to waste moves, and gain a crucial tempo. It is also how you stop your own king being trapped, or your pawn being stopped.

Notice that every route from e1 to e8 below is only seven moves. The straight one and the crooked one cost exactly the same — the crooked one just does more on the way.

A cartoon king striding along a zigzagging path.
An empty board with three different coloured routes drawn from e1 to e8 — one straight up the file and two zigzagging — each one seven moves long.
Three routes from e1 to e8. All of them take seven moves; only two of them do anything on the way.

In the first example White goes straight at the black pawn. Black has just enough time, and saves the draw.

The straight line — and a draw 1/2–1/2
1. Ke7  Kc3  2. Kd7  Kd4  3. Kc7  Kc5  4. Kb7  Kd6  5. Kxa7  Kc7
          6. Ka8  Kc8  7. a7  Kc7
          1/2–1/2
White marches at the pawn in a straight line. Black has just enough time to arrive and hold the draw.

The same seven moves taken crookedly block the black king and force it to step aside. White gains the tempo, and wins.

The crooked path — and a win 1–0
1. Ke6  Kc3  2. Kd5  Kb4  3. Kc6  Kc4  4. Kb7  Kc5  5. Kxa7  Kc6
          6. Kb8  Kb6  7. a7  Kc6
          1–0
The same seven moves, taken diagonally. The white king cuts across Black on the way and gains the tempo that wins.

A queening race

When both sides can queen a pawn on their next move, it matters enormously that whoever queens first stops the other one doing the same. This shows how — but only if the opposing pawn is on the knight, king or queen files. On the others a draw can be forced if it is played correctly.

Both sides are queening — how to stop the other one 1–0
1. g6
              White can win if Black’s pawn is on the b, d, e or g file. On the a, c, f or h files it can be a draw if Black plays it correctly.
          1… b4  2. g7  b3  3. g8=Q  b2
              White has queened first, and now has to stop Black doing the same.
          4. Qg6+  Kc1  5. Qc6+  Kd2
              The idea is to force the black king in front of its own pawn.
          6. Qd5+  Kc1  7. Qc4+  Kd2  8. Qb3  Kc1  9. Qc3+  Kb1
              Now the white king can march up the board to help.
          10. Kg5  Ka2  11. Qa5+  Kb3  12. Qb5+  Ka2  13. Qa4+  Kb1  14. Kf4
          14… Kc1  15. Qc4+  Kd2  16. Qb3  Kc1  17. Qc3+  Kb1  18. Ke3
              Once more.
          18… Ka2  19. Qa5+  Kb3  20. Qb5+  Ka2  21. Qa4+  Kb1
              Careful — not d2, which is stalemate.
          22. Kd3  Kc1
              The only move, and mate follows.
          23. Qc2#
          1–0
White queens first, then walks the black king in front of its own pawn and brings the king up to finish.

King and rook against a lone king

Last week we went through checkmate with king and queen. This is the same job with a rook, and it is worth knowing properly, because it comes up again and again.

The idea is to drive the enemy king to the edge of the board and keep it there. Two things to hold on to: keep your own king supporting the rook, and only check when the two kings are directly facing each other. If the enemy king gets close to your rook, move the rook far away along its line.

King and rook against a lone king 0–1
1… Rg6
              The object is to drive the White King to the edge of the board
          2. Kf5
              If the King gets too close to the Rook, move it as far away as possible
          2… Ra6  3. Ke5  Kd7
              Keep the Black King supporting the Rook
          4. Kd5
              As soon as White’s King moves directly in front of the Black king, Check with the Rook and the White King has to retreat
          4… Ra5+  5. Kd4  Ke6
              Bring the King up but NOT directly in front of the opposing King, wait till he does that
          6. Kc4  Kd6
              Track the King across the board, when the White King gets near the Rook, move it far away
          7. Kb4  Rh5  8. Kc4
              This is where you need to be alert, Black to move, you do not want to put your King opposite White’s King, so we make a waiting move — just move the Rook one square
          8… Rg5  9. Kd4
              Now with Kings Opposite, check with the Rook and the White King is driven back
          9… Rg4+  10. Ke3  Kd5
              Proceed with previous instructions
          11. Kf3  Ra4  12. Kg3  Ke5  13. Kh3  Kf5  14. Kg3
              waiting move now required
          14… Rb4  15. Kf3  Rb3+  16. Ke2  Kf4  17. Kd2  Ke4  18. Kc2  Rh3
          19. Kd2  Rg3  20. Kc2  Kd4
              Tracking the King across the board, never cross onto the same line as the Rook
          21. Kb2  Kc4  22. Ka2  Kb4  23. Kb1
              Now the King is on the edge of the board, keep him there
          23… Rg2  24. Kc1  Kb3  25. Kd1  Kc3  26. Ke1  Kd3  27. Kf1  Ra2
          28. Ke1  Rb2  29. Kd1  Rb1#
          0–1
Drive the king to the edge, keep your own king opposite, and check only when the two kings face each other.

Play it through one move at a time and watch the black king being squeezed into a smaller and smaller box. Notice move 8, the waiting move — the rook shuffles one square so that it is Black to move again, with the kings still opposite.

Draws and stalemate

This one is not about wins or losses, but draws. There are a few ways a game can end in one:

  1. Insufficient material — not enough pieces left to mate with, such as king and bishop against king, or king and knight against king.
  2. By agreement — you or your opponent offers a draw and it is accepted.
  3. Threefold repetition — if the same position occurs three times in a game, a player can claim a draw.
  4. The fifty-move rule — if no pawn has moved and no piece has been captured in fifty moves by each player, the game is drawn.
  5. Stalemate — it is a draw when the player to move is not in check but cannot move without moving into check.
  6. Perpetual check — repeating the same check over at least three times.

Two stalemates worth avoiding

If Black moves the queen to e3 — not even giving check — the white king has nowhere to go. Stalemate, and a draw from a winning position.

A board with an arrow drawn showing a black queen moving to e3, where it takes the last square from the white king without giving check.
The move that throws it away: the white king has nowhere to go and is not in check.

And here, if White leaves the queen on f7 and walks the king closer, the black king has nowhere to go either. To avoid it, keep the queen on the seventh rank but further away — e7, d7, c7.

Black to move, not in check, and nowhere to go. Stalemate, from a completely winning position.

Perpetual check

White is ready to mate the black king. Black’s queen forces the draw anyway by checking, and checking, and checking — White has no way to escape it.

Perpetual check saves a lost game 1/2–1/2
1… Qf1+  2. Kh2  Qf2+  3. Kh1  Qf1+  4. Kh2  Qf2+  5. Kh1  Qf1+
          1/2–1/2
White is a move away from mate. Black checks and checks, White has no way out of it, and the game is drawn.

Next: Getting started covers the rules these endings assume you know, and Blunders and dangerous squares is about not throwing the game away before you reach one.