Double Isolated Pawns, Or Split Pawns


I'd rather have split pawns in most cases. If, for example, you are down to endgame just kings and pawns, opponent can't cover both pawns with his king. One will promote.

The reason I started wondering about this is that I had a rapid game today where my opponent who was down material was forced to give up his knight. I was wondering if he would move it back to f3 or h3. He resigned, oh well.

I really try to avoid doubled pawns even early in the game. When my knight is pinned by a bishop, I try to make sure that if he chooses to trade, I can take back with a bishop, queen or another knight....not a pawn. Sometimes doubled pawns are worse than just losing a pawn...they can really block development.


Doubled Pawns aren't really a problem if they cover important squares.
One of the main reasons that doubled Pawns are bad in general is that the collective mobility of the entire Pawn constellation... the total sum of the mobilities of each of the individual Pawns... is reduced when Pawns get doubled.
But if the doubled Pawns cover important squares, you probably wouldn't have been moving them anyway, so the loss of mobility (due to the doubling) is not an issue.

Split pawns imply one of the pawns is isolated, so it's a strange list.
Anyway, doubled pawns are typically undervalued by newer players who learn it's a structural defect (which is true) but don't realize it's not so bad. With doubled pawns, other than decreased overall mobility as @blueemu points out, it can eliminate your ability to create a passed pawn in an endgame... but backward pawns and isolated pawns are typically more of an issue since they can't be defended by friendly pawns.