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TheRisingHero
Principle 1 – Rule of the SquareIn King and Pawn endgames the King plays the part of both the attackerand defender. This endgame principle looks at both of these aspects. TheKing has to both attack the Pawn whilst defending the Pawn's promotionsquare.In this example, the Pawn is advanced on the f5 square, but cannot beprotected by the White King. The Pawn has to try and advance to f6, f7and f8 to promote. However, the Pawn the can be caught by the BlackKing.To tell whether the King is close enough to the Pawn to catch it before itpromotes we have two choices. One way, is that we can count the numberof squares and work out the possible variations. For example, the Pawntakes 3 moves to promote (on the f8 square). The King also needs at least3 moves to reach the promotion square. In this case we can see the King isquick enough to catch the Pawn before it promotes. However, in a morecomplicated position with numerous pawns counting squares can takevalue time and lead to mistakes.A quicker way to check whether the King is close enough to the Pawn is todraw a line from a Pawn to the promotion square. Use this line as oneside of a square, which must be drawn towards the side of the board thatis furthest away from the Pawn. If the King is inside the drawn square heis close enough to the Pawn to capture the Pawn. This is shown below.Note that if the Pawn advances to f6 the Black King must go to either d6or d7 to remain inside the square, which will now be a 3 by 3 square.If the Black King was on b4, in this example, he would be outside thesquare. Here, with the Black King on b4 and White Pawn on f5 whoevermoves is important. If White was to move, there would be a win for White,if Black was to move then after bringing his King to c5 (inside the square)a draw is possible.This principle and the understanding of the square rule becomesextremely important when examining endgames where Pawns are used asdecoys or sacrificed, so that other pawns can promote.Principle 2 – OppositionOpposition is one endgame principle that cannot have its importanceoverstated. Whilst primarily a defensive tool, opposition can also be usedto put your opponent in zugzwang.Having the opposition can allow the King to gain better control of squaresand advance to a better position. There are numerous types of opposition(some of which shown below) that occur when the Kings are on the samecolour square with an odd number of squares between them. WhicheverKing was last to move has the opposition.Looking through the King and Pawn endgames will show how oppositioncan be used.Vertical (near) OppositionDiagonal (near) OppositionHorizontal (near) OppositionDistant OppositionVirtual OppositionPrinciple 3 – Key SquaresIn King and Pawn endgames there are a number of important principlesto follow. The importance of obtaining the opposition and keeping theKing in reach of the promotion square (see: Pawn Endgame Principles 1and 2). Another principle that cannot be over-stressed but of equalimportance is understanding the key squares, which depends on thePawn's position on the board.Key squares are those squares, which when occupied by a King, force awin for the attacking side and a draw for the defending side. Key squaresare best illustrated in simple diagrams, but as you work through thepositions on this site you will see arise in more complicated endgames.Key squares depend on the position of the Pawn or Pawns in question.Position 1 - Pawn in Attacker's Half of the Board (Files b to g)In this first example the pawn is in the attacker's half of the board, i.e. onthe 2nd, 3rd or 4th rank. When this is the case the key squares are thesquare 2 ranks in front of the pawn, on the same file, and one squareadjacent to this. In this example, the pawn is on c3: the key squares areb5, c5 and d5.If the Pawn was on g2 the key squares would be f4, g4 and h4. Similarly,if the pawn was on e4 the key squares would be d6, e6 and f6.If the attacker (White in this case) can manoeuvre his King onto any of thekey squares, whilst protecting his Pawn, the attacker can force a win. It isworth noting that these positions rely heavily on gaining or maintainingopposition.It should also be noted that if the pawn moves the key squares change.In the example shown, if the White King was on the d6 square there arethree possible moves to get the White King onto a key square. Movingthe King from d6 to either c5 or d5 are two moves. An alternative wouldbe to move the Pawn from c3 to c4. If the Pawn moves to c4 the Kingwould be already standing on one of the key squares, which would havechanged to b6, c6 and d6.Position 2 - Pawn in Defender's Half of the Board (Files b to g)The closer a pawn gets to the 8th rank the greater it's value. It thereforemakes sense that once a pawn has passed into the defenders side of theboard it becomes harder to defend. The result of progressing passed the4th rank is that the number of key squares doubles. The original keysquares are the same key squares as a pawn in the attacker's half plus the3 squares directly in front of the pawn. In this example, the pawn is on c5:the key squares are b6, c6, d6, b7, c7 and d7.If the Pawn was on g6 the key squares would be f7, g7, h7, f8, g8 and h8.It is the objective of the attacking king to manoeuvre onto one of the keysquares, whilst protecting the pawn.The pawn's "force of radius" (squares it attacks) being the ones directly infront of it on the diagonals. In the example the pawn being on c5 meansthe force of radius is on the squares b6 and d6 (both key squares). Theopposition King cannot occupy these squares, making them naturaltargets for the attacking King, but they can be defended by the defendingKing (usually by occupying the square directly in front of the pawn).If the pawn progresses to the 7th rank the 3 squares directly in front ofthe pawn on the 8th rank are the key squares. For example a pawn on e7has the key squares d8, e8 and f8.Position 3 - Pawn on the Flank (Files a or h)The number of key squares for flank pawns drops dramatically, and moreimportantly do not exist until the pawn has progressed to the 6th rank.The reason for both of these principles is that flank pawns are harder topromote.If the defending King can get to the promotion square there is no way offorcing the King out of the corner, and the pawn cannot promote, becauseboth key squares are covered.The promotion square and square directly in front of the Pawn are alsonot key squares, in the example the squares a7 and a8. This is becausethe defending King can trap the attacking King on the flank by gainingdirect horizontal opposition, by occupying the squares c7 and c8respectively.The defending King should be aiming to occupy the one key square it can,in the example above this is the square b8.It is worth noting that even if the pawn is not as advanced as the 6th rankthe defending King does not have to "attack" the pawn. Simply movingbetween the corner square and adjacent square, on the same rank, willresult in a draw. For example a pawn on h2 can be stopped frompromoting by the defending King moving between g8 and h8, repeatedly.For examples of where these principles are applied in order to win or drawgames see www.michael-quigley.com .– Michael Quigley
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