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Chess endgame
View on WikipediaThe endgame (or ending) is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.
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The line between the middlegame and the endgame is often not clear, and may occur gradually or with a quick exchange of pieces. The endgame, however, tends to have different characteristics from the middlegame, and the players have correspondingly different strategic concerns. In particular, pawns become more important as endgames often revolve around attempts to promote a pawn by advancing it to the eighth rank. The king, which normally is kept safe during the game,[1] becomes active in the endgame, as it can help escort pawns to promotion, attack enemy pawns, protect other pieces, and restrict the movement of the enemy king. Not all chess games reach an endgame; some of them end earlier.
All chess positions with up to seven pieces on the board have been solved by endgame tablebases,[2] so the outcome (win, loss, or draw) of best play by both sides in such positions is known, and endgame textbooks teach this best play. However, most endgames are not solved, and even those which are can be difficult for humans to play, so textbooks teach useful strategies and tactics about them. The body of chess theory devoted to endgames is known as endgame theory. Compared to opening theory, which changes frequently, giving way to middlegame positions that fall in and out of popularity, endgame theory is less subject to change.
Many endgame studies have been composed; they consist of endgame positions which are solved by finding a win for White when there is no obvious way to win, or finding a draw when White appears to lose. In some compositions, the starting position would be unlikely to occur in an actual game; but if the starting position is not artificial, the composition may be incorporated into endgame theory.
Endgames are usually classified based on the type of pieces that remain.
The start of the endgame
[edit]There is no strict criterion for when an endgame begins, and different authors have different opinions.[3] The former World Chess Champion Alexander Alekhine said, "We cannot define when the middle game ends and the endgame starts."[4] Using the standard system for chess piece relative value, Speelman considers that endgames are positions in which each player has thirteen or fewer points in material (not counting the king). Alternatively, they are positions in which the king can be used actively, but there are some famous exceptions to that.[5] Minev characterizes endgames as positions having four or fewer pieces other than kings and pawns.[6] Fine considers endgames to be positions without queens.[3] Flear considers endgames to be positions where both players have at most one piece (other than kings and pawns)[7] whereas Dvoretsky considers them to be positions in which at least one player has such a material configuration.[8] Some problem composers believe that the endgame starts when the player to move can force a win or a draw against any variation of moves.[9]
Alburt and Krogius give three characteristics of an endgame:[10]
- Endgames favor an aggressive king.
- Passed pawns increase greatly in importance.
- Zugzwang is often a factor in endgames and rarely in other stages of the game.
Mednis and Crouch address the question of what constitutes an endgame negatively. They believe that the game is not in the endgame if these apply:
- better development;
- open files for attacking;
- vulnerable king position;
- misplaced pieces.[11]
General considerations
[edit]Generally, the player having a material advantage tries to exchange pieces but avoids exchanging pawns in the endgame. Some exceptions to this are:
- Endings in which both sides have two rooks and some pawns – the player with more pawns should not exchange a pair of rooks
- Endings in which both sides have bishops on opposite colors with other pieces – the stronger side should avoid exchanging the other pieces
- Endings in which all the pawns are on the same side of the board – the stronger side should try to create a passed pawn by exchanging pawns
Usually, endings with pawns on both sides of the board are easier to win and the first player to promote a pawn to a queen wins if the opponent is unable to do so on the turn immediately after.[12]
Max Euwe and Walter Meiden give these five generalizations:
- In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases.
- In endgames with pieces and pawns, an extra pawn is a winning advantage in 50 to 60 percent of the cases. It becomes more decisive if the stronger side has a positional advantage.
- The king plays an important role in the endgame.
- Initiative is more important in the endgame than in other phases of the game. In rook endgames, the initiative is usually worth at least a pawn.
- Two connected passed pawns are very strong. If they reach their sixth rank, they are as powerful as a rook.[13]
Common types of endgames
[edit]Endings with no pawns
[edit]Basic checkmates
[edit]Many endings without pawns have been solved, that is, best play for both sides from any starting position can be determined, and the outcome (win, loss, or draw) is known. For example, the following are all wins for the side with pieces:
- king and queen against a king—A queen, with its king, can easily checkmate a lone king.
- king and rook against a king
- king and two bishops of opposite color against a king
- king, bishop, and knight against a king
See Wikibooks – Chess/The Endgame for a demonstration of the first two checkmates, which are generally taught in textbooks as basic knowledge. The last two are sometimes taught as basic knowledge as well, although the procedure for mate with bishop and knight is relatively difficult and many tournament players do not know it.[citation needed]
Other endings with no pawns
[edit]The ending of king and bishop versus king is a trivial draw, in that checkmate is not even possible. Likewise for king and knight versus king.
Two knights cannot force checkmate against a lone king (see Two knights endgame). While there is a board position that allows two knights to checkmate a lone king, such requires a careless move by the weaker side to execute. If the weaker side also has material (besides the king), checkmate is sometimes possible.[14] The winning chances with two knights are insignificant except against a few pawns. (Haworth, Guy McC (2009). "Western Chess:Endgame Data". CentAUR.) The procedure can be long and difficult. In competition, the fifty-move rule will often result in the game being drawn first.
The endgame of king and three knights against king will not normally occur in a game, but it is of theoretical interest. The three knights win.[15]
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Two of the most common pawnless endgames (when the defense has a piece in addition to the king) are (1) a queen versus a rook and (2) a rook and bishop versus a rook. A queen wins against a rook — see Queen versus rook endgame. A rook and bishop versus a rook is generally a theoretical draw, but the defense is difficult and there are winning positions (see Rook and bishop versus rook endgame).
King and pawn endings
[edit]King and pawn endgames involve only kings and pawns on one or both sides. International Master Cecil Purdy said, "Pawn endings are to chess as putting is to golf." Any endgame with pieces and pawns has the possibility of simplifying into a pawn ending.[16]
In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases.[17] Getting a passed pawn is crucial (a passed pawn is one which does not have an opposing pawn on its file or on adjacent files on its way to promotion). Nimzowitch once said that a passed pawn has a "lust to expand". An outside passed pawn is particularly deadly. The point of this is a deflection – while the defending king is preventing the outside passed pawn from queening, the attacking king wins pawns on the other side.
Opposition is an important technique that is used to gain an advantage. When two kings are in opposition, they are on the same file (or rank) with one empty square separating them. The player having the move loses the opposition. That player must move the king and allow the opponent's king to advance. However, the opposition is a means to an end, which is penetration into the enemy position. The attacker should try to penetrate with or without the opposition. The tactics of triangulation and zugzwang as well as the theory of corresponding squares are often decisive.
Unlike most positions, king and pawn endgames can usually be analyzed to a definite conclusion, given enough skill and time. An error in a king and pawn endgame almost always turns a win into a draw or a draw into a loss – there is little chance for recovery. Accuracy is most important in these endgames. There are three fundamental ideas in these endgames: opposition, triangulation, and the Réti manoeuvre.[18]
King and pawn versus king
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Müller & Lamprecht, diagram 2.11
White to move wins with 1.Kb6. Black to move draws with 1...Kc5.
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Müller & Lamprecht[19] diagram 2.03
White to play draws. Black to play loses after 1...Ke8 2.e7 Kf7 3.Kd7 and the pawn queens.
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This is one of the most basic endgames. A draw results if the defending king can reach the square in front of the pawn or the square in front of that (or capture the pawn).[20] If the attacking king can prevent that, the king will assist the pawn in being promoted to a queen or rook, and checkmate can be achieved. A rook pawn is an exception because the king may not be able to get out of the way of its pawn.
Knight and pawn endings
[edit]Knight and pawn endgames feature clever manoeuvring by the knights to capture opponent pawns. While a knight is poor at chasing a passed pawn, it is the ideal piece to block a passed pawn. Knights cannot lose a tempo, so knight and pawn endgames have much in common with king and pawn endgames. As a result, Mikhail Botvinnik stated, “A knight ending is really a pawn ending.”[21]
Knight and pawn versus knight
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This is generally a draw since the knight can be sacrificed for the pawn, however, the king and knight must be covering squares in the pawn's path. If the pawn reaches the seventh rank and is supported by its king and knight, it usually promotes and wins. In this position, White to move wins: 1. b6 Nb7! 2. Ne6! Na5 3. Kc8! N-any 4. Nc7#. If Black plays the knight to any other square on move 2, White plays Kc8 anyway, threatening b7+ and promotion if the knight leaves the defense of the b7 square. Black to move draws starting with 1... Nc4 because White cannot gain a tempo.[22]
Bishop and pawn endings
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Bishop and pawn endgames come in two distinctly different variants. If the opposing bishops go on the same color of square, the mobility of the bishops is a crucial factor. A bad bishop is one that is hemmed in by pawns of its own color, and has the burden of defending them.
The adjacent diagram, from Molnar–Nagy, Hungary 1966, illustrates the concepts of good bishop versus bad bishop, opposition, zugzwang, and outside passed pawn. White wins with 1. e6! (vacating e5 for his king) 1... Bxe6 2. Bc2! (threatening Bxg6) 2... Bf7 3. Be4! (threatening Bxc6) 3... Be8 4. Ke5! (seizing the opposition [i.e. the kings are two orthogonal squares apart, with the other player on move] and placing Black in zugzwang—he must either move his king, allowing White's king to penetrate, or his bishop, allowing a decisive incursion by White's bishop) 4... Bd7 5. Bxg6!
Bishop and pawn versus bishop on the same color
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Centurini
Draw
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Centurini, 1856
Centurini showed how White to move wins. White also wins if Black is to move.[23]
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Two rules given by Luigi Centurini in the 19th century apply:
- The game is a draw if the defending king can reach any square in front of the pawn that is opposite in color to the squares the bishops travel on.
- If the defending king is behind the pawn and the attacking king is near the pawn, the defender can draw only if his king is attacking the pawn, he has the opposition, and his bishop can move on two diagonals that each have at least two squares available (other than the square it is on).[24] This is the case for central pawns and the bishop pawn whose promotion square is not the same color as the bishop.[25]
The position in the second diagram shows a winning position for White, although it requires accurate play. A knight pawn always wins if the defending bishop only has one long diagonal available.[26]
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This position was reached in a game from the 1965 Candidates Tournament between Lajos Portisch and former World Champion Mikhail Tal.[27] White must defend accurately and utilize reciprocal zugzwang. Often he has only one or two moves that avoid a losing position. Black was unable to make any progress and the game was drawn on move 83.[28]
Bishops on opposite colors
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Endings with bishops of opposite color, meaning that one bishop works on the light squares, the other one working on dark squares, are notorious for their drawish character. Many players in a poor position have saved themselves from a loss by trading down to such an endgame. They are often drawn even when one side has a two-pawn advantage, since the weaker side can create a blockade on the squares on which his bishop operates. The weaker side should often try to make their bishop bad by placing their pawns on the same color of their bishop in order to defend their remaining pawns, thereby creating an impregnable fortress.
Bishop versus knight endings (with pawns)
[edit]Current theory is that bishops are better than knights about 60 percent of the time in the endgame. The more symmetrical the pawn structure, the better it is for the knight. The knight is best suited at an outpost in the center, particularly where it cannot easily be driven away, whereas the bishop is strongest when it can attack targets on both sides of the board or a series of squares of the same color.[30]
Fine and Benko[31] give four conclusions:
- In general the bishop is better than the knight.
- When there is a material advantage, the difference between the bishop and knight is not very important. However, the bishop usually wins more easily than the knight.
- If the material is even, the position should be drawn. However, the bishop can exploit positional advantages more efficiently.
- When most of the pawns are on the same color as the bishop (i.e. a bad bishop), the knight is better.
Bishop and pawn versus knight
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This is a draw if the defending king is in front of the pawn or sufficiently close. The defending king can occupy a square in front of the pawn of the opposite color as the bishop and cannot be driven away. Otherwise the attacker can win.[32]
Knight and pawn versus bishop
[edit](from Fine, 1941)
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This is a draw if the defending king is in front of the pawn or sufficiently near. The bishop is kept on a diagonal that the pawn must cross, and the knight cannot both block the bishop and drive the defending king away. Otherwise, the attacker can win.[33]
Rook and pawn endings
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Rook and pawn endgames are often drawn in spite of one side having an extra pawn. (In some cases, two extra pawns are not enough to win.) An extra pawn is harder to convert to a win in a rook and pawn endgame than any other type of endgame except a bishop endgame with bishops on opposite colors. Rook endings are probably the deepest and most well studied endgames. They are a common type of endgame in practice, occurring in about 10 percent of all games (including ones that do not reach an endgame).[34] These endgames occur frequently because rooks are often the last pieces to be exchanged. The ability to play these endgames well is a major factor distinguishing masters from amateurs.[35] When both sides have two rooks and pawns, the stronger side usually has more winning chances than if each had only one rook.[36]
Three rules of thumb regarding rooks are worth noting:
- Rooks should almost always be placed behind passed pawns, whether one's own or the opponent's (the Tarrasch rule). A notable exception is in the ending of a rook and pawn versus a rook, if the pawn is not too far advanced. In that case, the best place for the opposing rook is in front of the pawn.
- Rooks are very poor defenders relative to their attacking strength, so it is often good to sacrifice a pawn for activity.
- A rook on the seventh rank can wreak mayhem among the opponent's pawns. The power of a rook on the seventh rank is not confined to the endgame. The classic example is Capablanca versus Tartakower, New York 1924 (see annotated game without diagrams or Java board)
An important winning position in the rook and pawn versus rook endgame is the so-called Lucena position. If the side with the pawn can reach the Lucena position, he wins. There are several important drawing techniques, however, such as the Philidor position, the back-rank defense (rook on the first rank, for rook pawns and knight pawns only), the frontal defense, and the short-side defense. A general rule is that if the weaker side's king can get to the queening square of the pawn, the game is a draw and otherwise it is a win, but there are many exceptions.
Rook and pawn versus rook
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Generally (but not always), if the defending king can reach the queening square of the pawn the game is a draw (see Philidor position), otherwise the attacker usually wins (if it is not a rook pawn) (see Lucena position).[37] The winning procedure can be very difficult and some positions require up to sixty moves to win.[38] If the attacking rook is two files from the pawn and the defending king is cut off on the other side, the attacker normally wins (with a few exceptions).[39] The rook and pawn versus rook is the most common of the "piece and pawn versus piece" endgames.[40]
The most difficult case of a rook and pawn versus a rook occurs when the attacking rook is one file over from the pawn and the defending king is cut off on the other side. Siegbert Tarrasch gave the following rules for this case:
For a player defending against a pawn on the fifth or even sixth ranks to obtain a draw, even after his king has been forced off the queening square, the following conditions must obtain: The file on which the pawn stands divides the board into two unequal parts. The defending rook must stand in the longer part and give checks from the flank at the greatest possible distance from the attacking king. Nothing less than a distance of three files makes it possible for the rook to keep on giving check. Otherwise it would ultimately be attacked by the king. The defending king must stand on the smaller part of the board.
(See the short side defense at Rook and pawn versus rook endgame.)
Quotation
[edit]- "All rook and pawn endings are drawn."
The context of this quote shows it is a comment on the fact that a small advantage in a rook and pawn endgame is less likely to be converted into a win. Mark Dvoretsky said that the statement is "semi-joking, semi-serious".[41] This quotation has variously been attributed to Savielly Tartakower and to Siegbert Tarrasch. Writers Victor Korchnoi,[42] John Emms,[43] and James Howell,[44] attribute the quote to Tartakower, whereas Dvoretsky,[45] Andrew Soltis,[46] Karsten Müller,[47] and Kaufeld & Kern[48] attribute it to Tarrasch. John Watson attributed to Tarrasch "by legend" and says that statistics do not support the statement.[49] Benko wonders if it was due to Vasily Smyslov.[50] Attributing the quote to Tarrasch may be a result of confusion between this quote and the Tarrasch rule concerning rooks. The source of the quote is currently unresolved.[51] Benko noted that although the saying is usually said with tongue in cheek, it is truer in practice than one might think.[52]
Queen and pawn endings
[edit]In queen and pawn endings, passed pawns have paramount importance, because the queen can escort it to the queening square alone. The advancement of the passed pawn outweighs the number of pawns. The defender must resort to perpetual check. These endings are frequently extremely long affairs. For an example of a queen and pawn endgame see Kasparov versus the World – Kasparov won although he had fewer pawns because his was more advanced. For the ending with a queen versus a pawn, see Queen versus pawn endgame.
Queen and pawn versus queen
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The queen and pawn versus queen endgame is the second most common of the "piece and pawn versus piece" endgames, after rook and pawn versus rook. It is very complicated and difficult to play. Human analysts were not able to make a complete analysis before the advent of endgame tablebases.[53] This combination is a win less frequently than the equivalent ending with rooks.
Rook versus a minor piece
[edit]The difference in material between a rook and a minor piece is about two points or a little less, the equivalent of two pawns.
- A rook and a pawn versus a minor piece: normally a win for the rook but there are some draws. In particular, if the pawn is on its sixth rank and is a bishop pawn or rook pawn, and the bishop does not control the pawn's promotion square, the position is a draw.[55] See Wrong bishop.
- A rook versus a minor piece: normally a draw but in some cases the rook wins, see pawnless chess endgame.
- A rook versus a minor piece and one pawn: usually a draw but the rook may win.
- A rook versus a minor piece and two pawns: usually a draw but the minor piece may win.
- A rook versus a minor piece and three pawns: a win for the minor piece.
If both sides have pawns, the result essentially depends on how many pawns the minor piece has for the exchange:
- No pawns for the exchange (i.e. same number of pawns on each side): the rook usually wins.
- One pawn for the exchange (i.e. minor piece has one more pawn): the rook usually wins, but it is technically difficult. If all of the pawns are on one side of the board it is usually a draw.
- Two pawns for the exchange: this is normally a draw. With a bishop either side may have winning chances. With a knight, the rook may have winning chances and the defense is difficult for the knight if the pawns are scattered.
- Three pawns for the exchange: this is normally a win for the minor piece.[56]
Two minor pieces versus a rook
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In an endgame, two minor pieces are approximately equivalent to a rook plus one pawn. The pawn structure is important. The two pieces have the advantage if the opponent's pawns are weak. Initiative is more important in this endgame than any other. The general outcome can be broken down by the number of pawns.
- The two pieces have one or more extra pawns: always a win for the pieces.
- Same number of pawns: usually a draw but the two pieces win more often than the rook.
- The rook has one extra pawn: usually a draw but either side may have winning chances, depending on positional factors.
- The rook has two additional pawns: normally a win for the rook.[59]
Queen versus two rooks
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Without pawns this is normally drawn, but either side wins in some positions. A queen and pawn are normally equivalent to two rooks, which is usually a draw if both sides have an equal number of additional pawns. Two rooks plus one pawn versus a queen is also generally drawn. Otherwise, if either side has an additional pawn, that side normally wins.[61] While playing for a draw, the defender (the side with fewer pawns) should try to avoid situations in which the queen and rooks are forcibly traded into a losing king and pawn endgame.
Queen versus rook and minor piece
[edit]If there are no pawns, the position is usually drawn, but either side wins in some positions. A queen is equivalent to a rook and bishop plus one pawn. If the queen has an additional pawn it wins, but with difficulty. A rook and bishop plus two pawns win over a queen.[63]
Queen versus rook
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Philidor, 1777
White wins with either side to move.
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D. Ponziani, 1782
Black to move draws.[64]
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- Without pawns, the queen normally wins but it can be difficult and there are some drawn positions (see Philidor position § Queen versus rook).
- If the rook has one pawn drawing positions are possible, depending on the pawn and the proximity of the rook and king. See Fortress (chess) § Rook and pawn versus queen. Otherwise the queen wins.
- If the rook has two connected pawns the position is usually a draw. For any other two pawns, the queen wins except in the positions where a fortress with one pawn can be reached.
- If the rook has three or more pawns the position is usually a draw but there are cases in which the queen wins and some in which the rook wins.
- If the queen also has a pawn or pawns it wins except in unusual positions.[65]
Piece versus pawns
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Johann Berger, 1914 (Fine & Benko, diagram 1053)
White to play wins.
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Fine & Benko, diagram 1054
White to play; Black wins.
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There are many cases for a lone piece versus pawns. The position of the pawns is critical.
- Minor piece versus pawns: A minor piece versus one or two pawns is normally a draw, unless the pawns are advanced. Three pawns either draw or win, depending on how advanced they are. Three connected pawns win against a bishop if they all get past their fourth rank.[66] A knight can draw against three connected pawns if none are beyond their fourth rank.[67]
- Rook versus pawns: If the rook's king is not near, one pawn draws and two pawns win. If the rook's king is near, the rook wins over one or two pawns and draws against three. Four pawns usually win but the rook may be able to draw, depending on their position. More than four pawns win against the rook.[68]
- Queen versus pawns: A queen can win against any number of pawns, depending on how advanced they are. The queen would win against eight pawns on the second rank but one pawn on the seventh rank may draw (see Queen versus pawn endgame) and two advanced pawns may win.[69]
Effect of tablebases on endgame theory
[edit]Endgame tablebases have made some minor corrections to historical endgame analysis, but they have made some more significant changes to endgame theory too. (The fifty-move rule is not taken into account in these studies.) Major changes to endgame theory as a result of tablebases include the following:[70]
- Queen versus rook (see Queen_versus_rook_endgame#Philidor's_position). There are two changes here enabling the rook to put up a better defense, but the queen still wins. (a) People usually opt for a second-rank defense with the rook on the second rank and the king behind it (or symmetrical positions on the other edges of the board). Tablebases show that a third-rank defense takes a while to breach, which is difficult for a human to do. (b) People had assumed that the rook needs to stay as close to the king for as long as possible, but tablebases show that it is best to move the rook away from the king at some earlier point.[71]
- Queen and pawn versus queen. Tablebases have shown that this can be won in many more positions than was thought, but the logic of the moves is presently beyond human understanding.[72]
- Queen versus two bishops. This was thought to be a draw due to the existence of a drawing fortress position, but the queen can win most of the time by preventing the bishops from getting to the fortress. However, it can take up to 71 moves to force a win.[73]
| a | b | c | d | e | f | g | h | ||
| 8 | 8 | ||||||||
| 7 | 7 | ||||||||
| 6 | 6 | ||||||||
| 5 | 5 | ||||||||
| 4 | 4 | ||||||||
| 3 | 3 | ||||||||
| 2 | 2 | ||||||||
| 1 | 1 | ||||||||
| a | b | c | d | e | f | g | h | ||
- Queen versus two knights. This was thought to be a draw, and indeed it generally is, but the queen has more winning positions than was previously thought. Also, many analysts gave a position (see diagram) that they thought was a draw but it is actually a win for the queen.[74] In the diagram, White checkmates in 43 moves, starting with 1. Qc7 (the only winning move). Nunn says "The general result is undoubtedly a draw, but there are many losing positions, some of them very lengthy." On the other hand, 73.44% of positions are won by the queen, almost all of the remainder being positions where the side with two knights can immediately capture the queen – 97.59% of positions with the side with the queen to move are won by that side.[75] However, these percentages can be misleading, and most "general results" are based on the analysis of grandmasters using the tablebase data.[76][77] For instance, although nearly 90 percent of all of these positions are wins for the queen, it is generally a draw if the king is not separated from the knights and they are on reasonable squares.[78]
| a | b | c | d | e | f | g | h | ||
| 8 | 8 | ||||||||
| 7 | 7 | ||||||||
| 6 | 6 | ||||||||
| 5 | 5 | ||||||||
| 4 | 4 | ||||||||
| 3 | 3 | ||||||||
| 2 | 2 | ||||||||
| 1 | 1 | ||||||||
| a | b | c | d | e | f | g | h | ||
- Two bishops versus a knight. This was thought to be a draw but the bishops generally win. However, it takes up to 66 moves. The position in the diagram was thought to be a draw for over one hundred years, but tablebases show that White wins in 57 moves. All of the long wins go through this type of semi-fortress position. It takes several moves to force Black out of the temporary fortress in the corner; then precise play with the bishops prevents Black from forming the temporary fortress in another corner.[79] Before computer analysis, Speelman listed this position as unresolved, but "probably a draw".[80]
- Queen and bishop versus two rooks. This was thought to be a draw but the queen and bishop usually win. It takes up to 84 moves.[81]
- Rook and bishop versus bishop and knight, bishops on opposite colors. This was thought to be a draw but the rook and bishop generally win. It takes up to 98 moves.[82] Magnus Carlsen successfully converted this configuration within the 50-move limit against Francisco Vallejo Pons in 2019. Even with best play from the starting RB v BN position, the stronger side would have won a piece well within 50 moves.[83]
- Rook and bishop versus rook. The second-rank defense was discovered using tablebases.[84]
Longest known forced win
[edit]
Black's best move in this position is 1...Rd7+. White mates 545 moves later. |
White to play mates in 549 moves. |
White can capture Black's queen in 584 moves, starting with 1. Rf8.[85] (The resulting position is an easy win for White.)
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ignoring the fifty-move rule, the longest known forced win in an endgame takes 584 moves to convert, either by winning the defending side's queen or checkmate. It was found by Marc Bourzutschky in a partially-computed eight-piece tablebase. Previously, the longest known endgames based on seven-piece tablebases were 517 moves to conversion, or 549 moves to mate.[85][86] The longest six-piece endgame takes 262 moves to force mate; for five pieces it is 115 moves. The longest four-piece ending, of king and queen versus king and rook, can take over 30 moves.[85]
Endgame classification
[edit]Endgames can be classified by the material on the board. The standard classification system lists each player's material, including the kings, in the following order: king, queen, bishops, knights, rooks, pawn. Each piece is designated by its algebraic symbol.
For example, if White has a king and pawn, and Black has only a king, the endgame is classified KPK. If White has bishop and knight, and Black has a rook, the endgame is classified KBNKR. KNBKR would not be standard.
In positions with two or more bishops on the board, a "bishop signature" may be added to clarify the relationship between the bishops. Two methods have been used. The informal method is to designate one color of squares as "x" and the other color as "y". An endgame of KBPKB can be written KBPKB x-y if the bishops are opposite-colored, or KBPKB x-x if the bishops are same-colored. The more formal method is to use a four digit suffix of the form abcd:
- a = number of White light-squared bishops
- b = number of White dark-squared bishops
- c = number of Black light-squared bishops
- d = number of Black dark-squared bishops
Thus, the aforementioned endgame can be written KBPKB_1001 for opposite-color bishops, and KBPKB_1010 for same-color bishops.
In positions with one or more rooks on the board and where one or both players have one or both castling rights, a castling signature may be added to indicate which castling rights exist. The method is to use a one to four character suffix formed by omitting up to three characters from the string KQkq.
Thus the endgame where White has bishop and rook and Black has a rook can be written KBRKR if no castling rights exist or KBRKR_Kq if White may castle on the king's side and Black may castle on the queen's side. In case the position also has two or more bishops the castling signature follows the bishop signature as in KBBNKRR_1100_kq.
GBR code is an alternative method of endgame classification.
The Encyclopedia of Chess Endings (ECE) by Chess Informant had a different classification scheme, somewhat similar to the ECO codes, but it is not widely used. The full system is a 53-page index that was contained in the book The Best Endings of Capablanca and Fischer. The code starts with a letter representing the most powerful piece on the board, not counting kings. The order is queen, rook, bishop, knight, and then pawn. (Figurines are used to stand for the pieces.) Each of these has up to 100 subclassifications, for instance R00 through R99. The first digit is a code for the pieces. For instance, R0 contains all endgames with a rook versus pawns and a rook versus a lone king, R8 contains the double rook endgames, and R9 contains the endings with more than four pieces. The second digit is a classification for the number of pawns. For instance, R30 contains endgames with a rook versus a rook without pawns or with one pawn and R38 are rook versus rook endings in which one player has two extra pawns.[87]
Frequency table
[edit]The table below lists the most common endings in actual games by percentage (percentage of games, not percentage of endings; generally pawns go along with the pieces).[88]
| Percent | Pieces | Pieces |
|---|---|---|
| 8.45 | rook | rook |
| 6.76 | rook & bishop | rook & knight |
| 3.45 | two rooks | two rooks |
| 3.37 | rook & bishop | rook & bishop (same color) |
| 3.29 | bishop | knight |
| 3.09 | rook & knight | rook & knight |
| 2.87 | king & pawns | king (and pawns) |
| 1.92 | rook & bishop | rook & bishop (opposite color) |
| 1.87 | queen | queen |
| 1.77 | rook & bishop | rook |
| 1.65 | bishop | bishop (same color) |
| 1.56 | knight | knight |
| 1.51 | rook | bishop |
| 1.42 | rook & knight | rook |
| 1.11 | bishop | bishop (opposite color) |
| 1.01 | bishop | pawns |
| 0.97 | rook | knight |
| 0.92 | knight | pawns |
| 0.90 | queen & minor piece | queen |
| 0.81 | rook | two minor pieces |
| 0.75 | rook | pawns |
| 0.69 | queen | rook & minor piece |
| 0.67 | rook & pawn | rook ( & no pawns) |
| 0.56 | rook & two pawns | rook ( & no pawns) |
| 0.42 | queen | pawns |
| 0.40 | queen | rook |
| 0.31 | queen | two rooks |
| 0.23 | king & one pawn | king |
| 0.17 | queen | minor piece |
| 0.09 | queen & one pawn | queen |
| 0.08 | queen | two minor pieces |
| 0.02 | bishop & knight | king |
| 0.01 | queen | three minor pieces |
Quotations
[edit]- "[I]n order to improve your game, you must study the endgame before anything else; for, whereas the endings can be studied and mastered by themselves, the middlegame and the opening must be studied in relation to the endgame." (Emphasis in original.)[89]
- "... the endgame is as important as the opening and middlegame ... three of the five losses sustained by Bronstein in his drawn ... match with Botvinnik in 1951 were caused by weak endgame play."[90]
- "Studying the opening is just memorizing moves and hoping for traps, but studying the endgame is chess." – Joshua Waitzkin[91]
- "If you want to win at chess, begin with the ending." – Irving Chernev[92]
- "Repeating moves in an ending can be very useful. Apart from the obvious gain of time on the clock one notices that the side with the advantage gains psychological benefit." – Sergey Belavenets
- "It cannot be too greatly emphasized that the most important role in pawn endings is played by the king." – Siegbert Tarrasch
- "After a bad opening, there is hope for the middle game. After a bad middle game, there is hope for the endgame. But once you are in the endgame, the moment of truth has arrived." – Edmar Mednis
- "Patience is the most valuable trait of the endgame player." – Pal Benko
Literature
[edit]There are many books on endgames, see Chess endgame literature for a large list and the history. Some of the most popular current ones are:
- Basic Chess Endings, by Reuben Fine and Pal Benko, 1941, 2003, McKay. ISBN 0-8129-3493-8. The 1941 edition by Fine was the first of the modern endgame books in English. It was revised in 2003 by Benko.
- Dvoretsky's Endgame Manual, second edition, by Mark Dvoretsky, 2006, Russel Enterprises. ISBN 1-888690-28-3. A modern manual book by a noted chess teacher.
- Encyclopedia of Chess Endings III – Rook Endings 2, Andras Adorjan, Alexander Beliavsky, Svetozar Gligorić, Robert Hübner, Anatoly Karpov, Garry Kasparov, Viktor Kortchnoi, Anthony Miles, Nikolay Minev, John Nunn and Jan Timman., 1986, Chess Informant, ISBN 86-7297-005-5. Comprehensive book with 1746 endings divided in groups according to ECE classification. Annotated in System of chess signs .
- Essential Chess Endings: the Tournament Player's Guide, by James Howell, 1997, Batsford. ISBN 0-7134-8189-7. A small but comprehensive book.
- Fundamental Chess Endings, by Karsten Müller and Frank Lamprecht, 2001, Gambit Publications. ISBN 1-901983-53-6. Highly regarded – comprehensive and modern.
- Grandmaster Secrets: Endings, by Andrew Soltis, 1997, 2003, Thinker's Press, ISBN 0-938650-66-1. An elementary book.
- Just the Facts!: Winning Endgame Knowledge in One Volume, Lev Alburt and Nikolai Krogius, 2000, Newmarket Press. ISBN 1-889323-15-2. A good introductory book.
- Pandolfini's Endgame Course, by Bruce Pandolfini, 1988, Fireside, ISBN 0-671-65688-0. Many short elementary endgame lessons.
- Silman's Complete Endgame Course: From Beginner To Master, Jeremy Silman, 2007, Siles Press, ISBN 1-890085-10-3. Has a unique approach, it presents material in order of difficulty and the need to know of various classes of players. It starts with material for the absolute beginner and progresses up to master level material.
- Winning Chess Endings, by Yasser Seirawan, 2003, Everyman Chess. ISBN 1-85744-348-9. A good introductory book.
- One Pawn Saves the Day: A World Champion's Favorite Studies, by Sergei Tkachenko, 2017, Limited Liability Company Elk and Ruby Publishing House ISBN 5-950-04334-0. 100 studies whose common theme is that white ends up with just one pawn in the finale, yet manages to win or draw.
- One Knight Saves the Day: A World Champion's Favorite Studies, by Sergei Tkachenko, 2017, Limited Liability Company Elk and Ruby Publishing House ISBN 5-950-04335-9. 100 studies whose common theme is that white ends up with just one knight in the finale, yet manages to win or draw.
- One Bishop Saves the Day: A World Champion's Favorite Studies, by Sergei Tkachenko, 2017, Limited Liability Company Elk and Ruby Publishing House ISBN 5-950-04336-7. 100 studies whose common theme is that white ends up with just one bishop in the finale, yet manages to win or draw.
- One Rook Saves the Day: A World Champion's Favorite Studies, by Sergei Tkachenko, 2017, Limited Liability Company Elk and Ruby Publishing House ISBN 5-950-04337-5. 100 studies whose common theme is that white ends up with just one rook in the finale, yet manages to win or draw.
See also
[edit]Endgame topics
Specific endgames
- Bishop and knight checkmate
- King and pawn versus king endgame
- Lucena position
- Opposite-colored bishops endgame
- Philidor position
- Queen and pawn versus queen endgame
- Queen versus pawn endgame
- Réti endgame study
- Rook and bishop versus rook endgame
- Rook and pawn versus rook endgame
- Saavedra position
- Two knights endgame
References
[edit]- ^ "4 Basic Chess Opening Principles". Rafael Leitão. 2015-07-16. Retrieved 2022-12-07.
- ^ Fiekas, Niklas. "KvK – Syzygy endgame tablebases". syzygy-tables.info. Retrieved 2022-12-07.
- ^ a b (Fine 1952:430)
- ^ (Whitaker & Hartleb 1960)
- ^ (Speelman 1981:7–8)
- ^ (Minev 2004:5)
- ^ (Flear 2007:7–8)
- ^ Dvoretsky, Mark (2020-06-08). Dvoretsky's Endgame Manual (5th ed.). Russell Enterprises, Inc.
- ^ (Portisch & Sárközy 1981:vii)
- ^ (Alburt & Krogius 2000:12)
- ^ (Mednis & Crouch 1992:1)
- ^ (Dvoretsky & Yusupov 2008:134)
- ^ (Euwe & Meiden 1978:xvi–xvii)
- ^ (Troitzky 2006:197–257)
- ^ (Fine 1941:5–6)
- ^ (Nunn 2010:43)
- ^ (Euwe & Meiden 1978:xvi)
- ^ (Nunn 2007:113ff)
- ^ (Müller & Lamprecht 2001)
- ^ (Müller & Lamprecht 2007:16, 21)
- ^ (Beliavsky & Mikhalchishin 2003:139)
- ^ (Fine & Benko 2003:112–14)
- ^ (Müller & Lamprecht 2001:13)
- ^ (Fine & Benko 2003:152)
- ^ (Fine & Benko 2003:154)
- ^ (Fine & Benko 2003:155–56)
- ^ Portisch vs. Tal
- ^ (Nunn 1995:169)
- ^ (Fine & Benko 2003:184–92)
- ^ (Beliavsky & Mikhalchishin 1995:122)
- ^ (Fine & Benko 2003:205)
- ^ (Fine & Benko 2003:206)
- ^ (Fine & Benko 2003:209)
- ^ (Emms 2008:7)
- ^ (Nunn 2007:125)
- ^ (Emms 2008:141)
- ^ (Fine & Benko 2003:294)
- ^ (Speelman, Tisdall & Wade 1993:7)
- ^ (Fine & Benko 2003:294)
- ^ (Nunn 2007:148)
- ^ (Dvoretsky & Yusupov 2008:159)
- ^ (Korchnoi 2002:29)
- ^ (Emms 2008:41)
- ^ (Howell 1997:36)
- ^ (Dvoretsky 2006:158)
- ^ (Soltis 2003:52)
- ^ Müller, Karsten (2001). "Endgame Corner" (PDF). Chess Cafe.
- ^ (Kaufeld & Kern 2011:167)
- ^ (Watson 1998:81–82)
- ^ (Benko 2007:186)
- ^ Winter, Edward, "Rook endgames" – Chess Notes, Number 5498
- ^ (Benko 2007:189)
- ^ (Nunn 2007:148)
- ^ (Müller & Lamprecht 2001:273)
- ^ (de la Villa 2008:221)
- ^ (Fine & Benko 2003:459ff)
- ^ Capablanca vs. Lasker, 1914 Chessgames.com
- ^ (Müller & Lamprecht 2001:23)
- ^ (Fine & Benko 2003:449–58)
- ^ Leko vs. Kramnik
- ^ (Fine & Benko 2003:566–67)
- ^ Van Wely vs. Yusupov Chessgames.com
- ^ (Fine & Benko 2003:563)
- ^ (Müller & Lamprecht 2001)
- ^ (Fine & Benko 2003:570–79)
- ^ (Fine & Benko 2003:93ff, 129–30)
- ^ (Müller & Lamprecht 2001:62)
- ^ (Fine & Benko 2003:275, 292–93)
- ^ (Fine & Benko 2003:526ff)
- ^ (Müller & Lamprecht 2001:8, 400–406)
- ^ (Nunn 2002:49ff)
- ^ (Nunn 1995:265)
- ^ (Nunn 2002:290ff)
- ^ (Nunn 2002:300ff)
- ^ "Chess program Wilhelm". Archived from the original on December 8, 2008. + "Nalimov Engame Tablebases". AutoChess. 11 November 2012.
- ^ (Müller & Lamprecht 2001:406)
- ^ (Nunn 2002:324)
- ^ (Müller & Lamprecht 2001:339)
- ^ (Nunn 1995:265ff)
- ^ (Speelman 1981:109)
- ^ (Nunn 2002:367ff)
- ^ (Nunn 2002:342ff)
- ^ Francisco Vallejo Pons vs Magnus Carlsen, GRENKE Chess Classic, Karlsruhe GER, rd 2, 21 April 2019.
- ^ (Hawkins 2012:198–200)
- ^ a b c Silver, Albert (11 May 2022). "8-piece endgame tablebases - first findings and interview!". ChessBase. Retrieved 2 January 2024.
- ^ Bourzutschky, Marc. "8-men tablebase explorations: 'opposing 1 pawn' endgames". arves.org. Retrieved 14 November 2025.
- ^ "ECE classifications, PDF of EG article" (PDF). Archived from the original (PDF) on 2009-03-25. Retrieved 2009-02-03.
- ^ (Müller & Lamprecht 2001:11–12, 304)
- ^ (Capablanca 1966:19)
- ^ (Hooper & Whyld 1992)
- ^ "Endgame quotes". Archived from the original on 2009-04-03. Retrieved 2009-01-04.
- ^ Chess Life, Sept. 1961, p. 253
Bibliography
- Alburt, Lev; Krogius, Nikolai (2000), Just the Facts!: Winning Endgame Knowledge in One Volume, Newmarket Press, ISBN 1-889323-15-2
- Beliavsky, Alexander; Mikhalchishin, Adrian (1995), Winning Endgame Technique, Batsford, ISBN 0-7134-7512-9
- Beliavsky, Alexander; Mikhalchishin, Adrian (2003), Modern Endgame Practice, Batsford, ISBN 0-7134-8740-2
- Benko, Pal (2007), Pal Benko's Endgame Laboratory, Ishi Press, ISBN 978-0-923891-88-6
- Capablanca, José Raúl (1966), Last Lectures, Cornerstone Library
- de la Villa, Jesús (2008), 100 Endgames You Must Know, New in Chess, ISBN 978-90-5691-244-4
- Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, ISBN 1-888690-28-3
- Dvoretsky, Mark; Yusupov, Artur (2008), Secrets of Endgame Technique, Olms, ISBN 978-3-283-00517-7
- Emms, John (2008), The Survival Guide to Rook Endings, Gambit Publications, ISBN 978-1-904600-94-7
- Euwe, Max; Meiden, Walter (1978) [1966], The Road to Chess Mastery, McKay, ISBN 0-679-14525-7
- Fine, Reuben (1941), Basic Chess Endgames, David McKay Company Inc., ISBN 0-7134-0552-X
{{citation}}: ISBN / Date incompatibility (help) - Fine, Reuben (1952), The Middle Game in Chess, McKay
- Fine, Reuben; Benko, Pal (2003) [1941], Basic Chess Endings, McKay, ISBN 0-8129-3493-8
- Flear, Glenn (2007), Practical Endgame Play – beyond the basics: the definitive guide to the endgames that really matter, Everyman Chess, ISBN 978-1-85744-555-8
- Hawkins, Jonathan (2012), Amateur to IM: Proven Ideas and Training Methods, Mongoose, ISBN 978-1-936277-40-7
- Hooper, David; Whyld, Kenneth (1992), The Oxford Companion to Chess (2nd ed.), Oxford University Press, ISBN 0-19-866164-9
- Howell, James (1997), Essential Chess Endings: The tournament player's guide, Batsford, ISBN 0-7134-8189-7
- Kaufeld, Jurgen; Kern, Guido (2011), Grandmaster Chess Strategy: What amateurs can learn from Ulf Andersson's positional masterpieces, New in Chess, ISBN 978-90-5691-346-5
- Korchnoi, Victor (2002), Practical Rook Endings, Olms, ISBN 3-283-00401-3
- Mednis, Edmar (1987), Questions and Answers on Practical Endgame Play, Chess Enterprises, ISBN 0-931462-69-X
- Mednis, Edmar; Crouch, Colin (1992), Rate Your Endgame, Cadogan, ISBN 978-1-85744-174-1
- Minev, Nikolay (2004), A Practical Guide to Rook Endgames, Russell Enterprises, ISBN 1-888690-22-4
- Müller, Karsten; Lamprecht, Frank (2001), Fundamental Chess Endings, Gambit Publications, ISBN 1-901983-53-6
- Müller, Karsten; Lamprecht, Frank (2007), Secrets of Pawn Endings, Gambit Publications, ISBN 978-1-904600-88-6
- Nunn, John (1995), Secrets of Minor-Piece Endings, Batsford, ISBN 0-8050-4228-8
- Nunn, John (2002), Secrets of Pawnless Endings, Gambit Publications, ISBN 1-901983-65-X
- Nunn, John (2007), Secrets of Practical Chess (2nd ed.), Gambit Publications, ISBN 978-1-904600-70-1
- Nunn, John (2010), Nunn's Chess Endings, volume 1, Gambit Publications, ISBN 978-1-906454-21-0
- Portisch, Lajos; Sárközy, Balázs (1981), Six Hundred Endings, Pergamon Press, ISBN 978-0-08-024137-1
- Soltis, Andy (2003), Grandmaster Secrets: Endings, Thinker's Press, ISBN 0-938650-66-1
- Speelman, Jonathan (1981), Endgame Preparation, Batsford, ISBN 0-7134-4000-7
- Speelman, Jon; Tisdall, Jon; Wade, Bob (1993), Batsford Chess Endings, B. T. Batsford, ISBN 0-7134-4420-7
- Troitzky, Alexey (2006) [1937], Collection of Chess Studies, Ishi Press, ISBN 0-923891-10-2 The last part (pages 197–257) is a supplement containing Troitzky's analysis of two knights versus pawns.
- Watson, John (1998), Secrets of Modern Chess Strategy, Gambit, ISBN 978-1-901983-07-4
- Whitaker, Norman; Hartleb, Glenn (1960), 365 Ausgewählte Endspiele (365 Selected Endings), Ishi Press International, ISBN 0-923891-84-6
{{citation}}: ISBN / Date incompatibility (help)
Further reading
[edit]- Barden, Leonard (1975), How to Play the Endgame in Chess, Indianapolis/New York: The Bobbs-Merrill Company, Inc., ISBN 0-672-52086-9
- Huberman (Liskov), Barbara Jane (1968), A program to play chess end games, Stanford University Department of Computer Science, Technical Report CS 106, Stanford Artificial Intelligence Project Memo AI-65
- Stiller, Lewis (1996), Multilinear Algebra and Chess Endgames (PDF), Berkeley, California: Mathematical Sciences Research Institute, Games of No Chance, MSRI Publications, Volume 29
- Rogers, Ian (January 2010), "The Lazy Person's Guide to Endgames", Chess Life, 2010 (1): 37–41
External links
[edit]Chess endgame
View on GrokipediaDefinition and Characteristics
Defining the Endgame Phase
The endgame represents the concluding phase of a chess game, emerging after the middlegame through substantial exchanges of pieces and often the queens, resulting in a simplified board with limited material—typically fewer than three minor pieces or equivalent per side alongside pawns and the now-active kings. Unlike the opening's focus on development or the middlegame's tactical complexities, the endgame shifts emphasis to precise calculation, pawn promotion as the central objective, and the king's transformation from a defensive piece to an aggressive attacker that can traverse the board to support advances or deliver checkmate. This phase demands evaluation of subtle advantages, such as passed pawns or superior king position, where even a single pawn can decide the outcome due to the reduced forces.[2] The study of endgames traces its origins to the 18th century, pioneered by François-André Philidor in his seminal 1749 work Analyse du jeu des Échecs, where he analyzed critical positions like rook and pawn endings, famously declaring pawns the "soul of chess" for their structural importance in the finale. Philidor's insights marked a departure from tactical dominance toward positional understanding, influencing subsequent composers and theorists through the 19th century, including contributions from figures like Josef Kling and Bernhard Horwitz who composed intricate studies. By the 20th century, dedicated endgame treatises by authors such as Reuben Fine in Basic Chess Endings (1941) systematized theoretical knowledge, while modern computational advances, including endgame tablebases developed since the 1970s, have exhaustively solved all positions with seven or fewer pieces, providing perfect play evaluations and refining classical theory.[6][7] The shift to the endgame occurs gradually, signaled by criteria such as the simplification of pawn structures—often through captures that create passed pawns—and the king's safe centralization, freeing it from castled safety to contest key squares. Pawn promotion races become paramount, with players maneuvering to advance connected or outside pawns while blockading the opponent's. Material reduction serves as a rough metric, with endgames commonly featuring 8-12 total points per side (using standard valuations: pawn=1, minor piece=3, rook=5), exemplified by positions like king, rook, and two pawns versus king and three pawns, where zugzwang or opposition can tip the balance. These transitions highlight the endgame's strategic depth, where imprecise play in earlier phases can prove decisive.[2]Key Principles and Strategies
In chess endgames, the king transforms from a defensive piece into an active attacker, with centralization being a cornerstone principle to maximize its influence across the board. Positioning the king toward the center allows it to support pawn advances, restrict the opponent's king, and contest key squares more effectively, often turning a draw into a win. For instance, in king-and-pawn endings, the rule of the square provides a geometric method to assess whether the opposing king can intercept a pawn before promotion: imagine a square formed by the pawn's file and the number of ranks remaining to the promotion square (e.g., a pawn on the fifth rank creates a 4x4 square); if the enemy king can enter this square on its next move, it can catch the pawn, but if not, the pawn likely promotes.[8][9] Pawn structure plays a pivotal role in endgame success, particularly through majorities and passed pawns, which create imbalances exploitable for promotion. A pawn majority on one wing—such as three pawns against two—enables the creation of a passed pawn by advancing the unopposed pawns, as the opponent cannot block all advances simultaneously; this outside passed pawn then draws the enemy king away, allowing breakthroughs elsewhere. Passed pawns, unhindered by enemy pawns on adjacent files, gain value as they advance, especially on the seventh rank, where they become a potent threat: the pawn threatens to advance to the promotion square, forcing the opponent to capture it with the king (often losing tempo) or allow promotion.[10][4] Zugzwang, a position where any legal move worsens the player's situation, is a forcing technique essential for converting slight advantages, particularly when the opponent has no constructive moves left. In a classic example, consider a rook endgame where White's rook controls the seventh rank, pinning Black's pawns, but Black's king is active; White maneuvers into zugzwang by first securing the opposition, compelling Black to move their king away and lose control of a key pawn. Triangulation complements zugzwang by allowing a player to lose a tempo deliberately, often with the king forming a triangle on three squares (e.g., Kg1-Kf2-Ke3-Kf2), handing the move back to the opponent in a symmetrical setup to force them into zugzwang.[11][12] In symmetrical positions, where material and structure mirror each other, gaining a tempo through waiting moves becomes crucial to disrupt equilibrium and induce zugzwang. A waiting move, such as shifting a rook along the back rank (Ra1-Rb1-Ra1) without changing the position's essence, provokes the opponent into committing first, potentially exposing weaknesses; this is especially effective when the opponent lacks safe pawn moves, forcing their king or pieces into inferior spots. Tempo management thus amplifies small edges, as even one extra move can secure opposition or support a pawn push in balanced endings.[13][14] Endgame evaluation hinges on material, space, and activity, with rough point values providing a baseline: a rook approximates 5 points, a bishop or knight 3 points, and a pawn 1 point, though these are static and must be adjusted dynamically. Activity enhances value significantly—a centralized rook attacking pawns may outperform a passive queen (9 points), while space control (e.g., pawns advanced to cramp the opponent) and king activity can outweigh minor material deficits, as seen in positions where a passed pawn's promotion potential tips the balance despite equality elsewhere.[15][4]Basic Endgames Without Pawns
Fundamental Checkmates
Fundamental checkmates in chess endgames refer to the basic techniques for delivering checkmate using a king and one or two pieces against a lone king, without pawns. These combinations form the foundation for more complex endgames, teaching principles of piece coordination, king opposition, and driving the enemy king to the board's edge. Mastery of these mates is essential, as they occur frequently in practical play and underpin strategies in pawnless endings.[16] The queen versus king checkmate is the most straightforward, relying on the queen's power to restrict the enemy king's movement while the attacking king provides support. The primary technique involves using the queen to outflank and oppose the enemy king, gradually shrinking its safe squares until it reaches the edge. A key pattern is the "staircase mate," where the queen delivers a series of checks in a stepping motion (e.g., from d8 to f6 to h4), forcing the king backward toward a corner like h8, with the attacking king advancing to oppose and deliver the final mate, such as Qh3#. King opposition is crucial here to prevent escape, but common errors include failing to centralize the queen early or allowing stalemate by over-restricting the king without checks.[16][17] In the rook versus king checkmate, the rook's linear control excels at cutting off the enemy king from ranks and files, driving it to the edge through methodical checks. The cut-off method positions the rook to block the king's lateral movement (e.g., on the sixth rank to confine it to the last two), while the attacking king advances to gain opposition and support the mate. Typical patterns include the rook checking from the side or rear to force the king to a corner, culminating in a mate like Rh1 with the king on g2. Precursors such as the Lucena (winning) and Philidor (drawing) positions in rook-pawn endings illustrate rook usage but apply here in pure form by emphasizing cuts and coordination; errors often arise from premature rook placement on the edge or neglecting opposition, leading to king escapes or stalemates.[16][18] Two bishops versus king requires precise coordination, as the bishops control complementary diagonals to herd the enemy king toward the edge. The technique funnels the king using bishops on adjacent diagonals, with the attacking king blocking flight squares to force it into a corner for mate. Effective patterns involve the bishops sealing off escape routes, mating in any corner (e.g., bishops on f7 and g5 supporting Kg7 vs. Kh8), though the process demands the attacking king actively advance. Misaligning the bishops or delaying king support commonly allows the enemy king to centralize, while stalemate traps occur if bishops overly restrict without checks.[16] The bishop and knight versus king checkmate is the most challenging fundamental mate, possible only by driving the enemy king to a corner matching the bishop's color square. Coordination is key: the pieces form a "cage" to restrict the king, with the knight and bishop alternating checks to shrink its territory, often taking up to 33 moves from the worst position. A critical pattern is the "wazir" or "W-maneuver," where the knight traces a W or V route (e.g., knight to e5-f7-g5) to block the king's escape while the bishop covers diagonals, forcing it to the correct corner like a1 for a light-squared bishop. Philidor's maneuver serves as a precursor, guiding the knight's path; common pitfalls include targeting the wrong corner (leading to draws), poor piece harmony, or mechanical repetition that invites stalemate.[16][19]Pure Piece Combinations
In pure piece endgames, which involve only kings and non-pawn pieces on the board, outcomes depend heavily on material imbalances, piece mobility, and king activity, often leading to draws unless one side can exploit coordination or force zugzwang positions. These endgames emphasize restriction, separation of enemy forces, and precise maneuvering, where the absence of pawns removes promotion threats but heightens the role of perpetual checks or stalemates. Unlike basic checkmates, these configurations explore nuanced winning chances and defensive resources. The rook versus bishop endgame is typically a draw with optimal play, as the bishop's defender can maneuver the king to a safe corner of the opposite color from the bishop's diagonals, preventing the rook from delivering checkmate. The rook side wins only if it can drive the enemy king into the "wrong" corner—same color as the bishop—through aggressive checks and king opposition, restricting the bishop's scope. Similarly, in rook versus knight endgames, the rook generally prevails by separating the knight from its king and capturing it, though the knight's leaping ability allows draws if it remains centralized or the defending king supports it effectively.[20][21] Bishop versus knight endgames are drawish overall, but the bishop holds a slight edge in open positions where its long-range mobility outpaces the knight's short-range hops, enabling better control of key squares. In closed or cramped setups, the knight can equalize by hopping to strong outposts, but without pawns to dictate structure, neither piece can force a win alone against active defense.[22] Two knights versus a lone king is generally a draw due to stalemate risks; while checkmate positions exist, they cannot be forced, as the defending king can always move to avoid them or reach a stalemate trap. Exceptions arise only with external threats like pawn promotion, but in purely pawnless scenarios, the knights lack the power to coerce the king into a mating net without cooperation.[23] Three minor pieces versus a rook offers strong winning chances for the minor pieces side, particularly if including bishops for diagonal coordination, as they can overwhelm the rook's linear attacks and force trades or zugzwang. Knights in this imbalance provide flexibility but require careful harmony to avoid rook incursions; overall, the numerical and cooperative advantage typically secures victory unless the rook centralizes aggressively.[24] The active king plays a pivotal role in these endgames, often infiltrating to support piece trades, enforce zugzwang, or block escapes, turning theoretical draws into practical wins through superior activity. For instance, the stronger king can outflank opponents to zugzwang them into unfavorable exchanges. Historical examples from composers like Alexey Troitzky illustrate these dynamics, with his studies showcasing intricate rook-minor piece battles and knight coordinations that highlight zugzwang enforcement and king activity in pawnless settings. Troitzky's compositions, such as those involving multiple minors restricting a rook, demonstrate winning paths through precise geometry and tempo control.[25]Single Pawn Endings
King and Pawn vs King
The king and pawn versus king endgame represents the most fundamental pawn ending in chess, where one player possesses a king and a single pawn opposed by the opponent's lone king.[26] Victory for the side with the pawn hinges on whether its king can support the pawn's advance to promotion, while the defending king aims to capture the pawn or restrict the attacking king's activity.[26] Central to this endgame are concepts like opposition and geometric rules that determine if the pawn can queen or be stopped, with outcomes varying sharply based on the kings' relative positions and the pawn's file and rank.[26] Endgame tablebases confirm that all such 3-piece positions are classified as either wins or draws, with maximum distances to win around 16 moves for promotion. A primary tool for evaluating unsupported pawn advances is the rule of the square, which assesses whether the defending king can intercept the pawn before it promotes. To apply it, imagine a square with the pawn at the far corner from the promotion square, extending along the pawn's file to the eighth rank and perpendicularly across adjacent files for a side length equal to the number of ranks remaining (9 minus the pawn's current rank for White). For a central pawn on the fourth rank like e4, this forms a 5x5 square spanning files a to e and ranks 4 to 8 (adjusted for board edges). If the defending king is outside this square and it is the pawn's turn to move, the pawn can promote without interference, assuming no king involvement; otherwise, the king may enter and capture.[26] This rule simplifies calculation when the attacking king is distant, as seen in positions where a pawn on the fifth rank (e.g., f5) forms a 4x4 square, and the defender outside it loses the race.[26] Opposition is another cornerstone, referring to positions where the kings confront each other on the same rank or file with one square between them, limiting the opponent's movement.[26] There are three main types relevant to this endgame: direct opposition, where kings are two squares apart on a rank or file, allowing the player with the move to force the opponent back; distant opposition, occurring when kings are separated by an odd number of squares (e.g., three squares apart), enabling the attacker to gain tempo for pawn support; and diagonal opposition, where kings oppose along a diagonal, often used to maneuver toward key squares. For instance, with a pawn on the sixth rank (e.g., f6) and kings on f7 and f8, the defender gains a draw by taking direct opposition with ...Kg8, blocking the pawn's path.[26] Key positions include the attacking king two squares away from the defender on the pawn's file, where seizing opposition allows penetration to support promotion.[26] Critical squares dictate winning chances when the pawn reaches the fifth rank, as they are the positions the attacking king must occupy to guarantee promotion. For a pawn on the fifth rank (e.g., f5), these are the three squares two ranks ahead on the seventh rank (e.g., e7, f7, g7), adjusted for edges.[26] If the attacking king reaches one—such as f6 for a f5-pawn—it forces the defender back, enabling the pawn to advance safely (e.g., 1. Kf6! wins by controlling the promotion path).[26] On the sixth rank, the attacking king in front or beside the pawn typically secures the win, but the defender draws by occupying the queening square or using opposition to capture.[26] Certain configurations lead to drawing zones, particularly with rook's pawns (a- or h-file), where the defender can hold even against an active attacking king. If the pawn is on the a- or h-file and the defending king reaches the corner (e.g., a8 for a white a-pawn) or adjacent squares (e.g., b8, c8), it draws by stalemate or pawn capture, as the attacker cannot force promotion without allowing a draw.[26] For a pawn on the second rank, the draw holds unless the attacking king crosses to the sixth rank on the same wing; knight's pawns (b- or g-file) are often drawn due to similar edge restrictions.[26] Insufficient king support, such as the attacker being too far to contest these zones, results in a draw regardless of pawn structure.[26]Opposition and Related Concepts
Opposition is a fundamental concept in pawn endgames, where the kings confront each other directly, typically with one square separating them on the same rank, file, or diagonal, allowing the player who does not have to move to control key squares and restrict the opponent's king.[27] This positional advantage often determines whether a pawn can advance to promotion without interference. There are three primary types: direct opposition, where kings are two squares apart on a rank or file; diagonal opposition, where the kings are separated by one square along a diagonal; and distant opposition, where kings are farther apart but aligned such that the parity of moves maintains control, often leading to direct opposition.[27] These types enable the active king to block the enemy king from accessing critical squares near the passed pawn.[28] In single-pawn advances, gaining opposition allows the attacking king to support its pawn while blocking the defender from capturing it, often deciding if promotion occurs. For instance, if White's pawn is on e5 with kings on e3 (White) and e6 (Black), White can maneuver to secure opposition on e4, preventing Black's king from capturing the pawn and allowing White's to advance safely.[29] The side with the move may lose opposition if already aligned, but distant or diagonal opposition can regain it, ensuring the supporting king arrives in time.[27] Triangulation is a technique to deliberately lose a tempo with the king, forming a triangular path (two moves forward and one back) to regain opposition and force the opponent into zugzwang. This is useful in single-pawn positions where the attacker needs to maneuver the king past the defender without losing tempo.[30] For example, with the White king on d4 and pawn on e4, Black king on f5; White triangulates by moving to c3-d3-c3, forcing Black to move first and yield opposition, allowing White's king to advance and support the pawn.[31] Outflanking occurs when the attacking king maneuvers around the defending king to bypass opposition and reach the pawn's promotion path. In a single-pawn setup, if the Black king blocks directly on the file (e.g., White king on a3, pawn on a4, Black king on c5), White's king can shift sideways (e.g., to b2-a2) to outflank via an adjacent file, supporting the pawn's advance while sidelining the defender.[32] This tactic allows the outflanking king to shoulder the opponent aside and secure promotion.[33] Endgame tablebases, such as Syzygy, solve all king and single pawn vs. king positions exactly, confirming theoretical outcomes as wins or draws based on precise king and pawn placement.Minor Piece Endgames with Pawns
Knight and Pawn Configurations
In knight and pawn endgames, the knight's ability to jump over pieces allows it to fork the enemy king and support pawn advances, but its slower mobility compared to a bishop often hinders rapid pawn promotion efforts.[34] The knight excels in tactical maneuvers like forks to guard key squares, yet its effectiveness diminishes in open positions where long-range control is needed for pawn support.[35] In the configuration of a knight and pawn versus a lone king, the knight facilitates the pawn's advance by forking the opposing king away from critical squares, enabling the pawn to gain tempo and promote. However, this process is notably slower than with a bishop, as the knight requires multiple moves to reposition effectively, giving the defending king more opportunities to contest the promotion path.[36] A representative example involves the knight maneuvering to d5 in a central pawn structure, forking the king on e7 and allowing the pawn to push to the seventh rank unopposed.[37] When a knight faces one or more enemy pawns, it can capture isolated pawns through tactical infiltration, but it struggles significantly against passed pawns on the board's edges, such as a- or h-file pawns, due to limited safe attacking squares. In such cases, the knight often fails to blockade effectively without king support, allowing the pawn to promote if the defending king is distant. For instance, in a study by M. Neumann from 1926, the knight overcomes an apparently unstoppable edge passed pawn only through precise calculation, highlighting the need for accuracy in these precarious positions.[34] The two knights versus a single pawn endgame requires precise coordination to blockade the pawn and prevent promotion, often succeeding if the pawn is positioned behind the Troitzky line (a4-b6-c5-d4-e4-f5-g6-h4). One knight typically blocks the pawn directly, while the other, supported by the king, drives the enemy king toward a corner where checkmate becomes feasible, though this can exceed 50 moves and ignore the 50-move rule in theoretical analysis. In the game Karjakin vs. Sevian from the 2018 Chess.com Isle of Man International Masters, despite the pawn advancing beyond the Troitzky line (theoretically drawable), the two knights successfully blockaded it and won due to the defending king's suboptimal positioning.[38][39] In knight and pawn versus knight endgames, material equality shifts focus to pawn activity and establishing outposts for the knights on strong central squares like d5 or e5, where they control multiple key points and restrict the opponent's knight. The side with the more active pawn structure can create passed pawns or zugzwang positions to force concessions, as knights' slow speed favors the player who centralizes their king first. A key outpost on an advanced, undefended square often decides the outcome, turning a drawn material balance into a win through superior piece placement. Knights exhibit limitations in pawn endgames due to their inability to control long diagonals, rendering them ineffective against passed pawns on colors or files where repositioning takes too many moves, particularly on the edges where fork opportunities are scarce. Unlike bishops, which are strictly color-bound, knights alternate colors but still face challenges supporting pawns on opposite-color complexes without tactical support, often leading to stalemates or insufficient pressure.[37] A seminal study illustrating underpromotion to a knight is Harold Lommer's AUW composition from 1933, where White promotes sequentially to knight, bishop, and rook to avoid stalemate and secure victory: 1.fxg8Q! hxg1Q+ 2.Qxg1 Kb3 3.c8S! Rb5 4.d8B! Re5 5.e8R! Rxe8 6.Be7 wins. This demonstrates the knight's unique forking potential in precise endgame tactics.[40]Bishop and Pawn Configurations
In bishop and pawn versus king endgames, the bishop aids the king in promoting the pawn by controlling long diagonals that intersect the pawn's path, often adapting the rule of the square from pure pawn endgames to account for the bishop's influence on key approach squares.[41] The attacking king typically gains the opposition to support the pawn's advance, while the bishop restricts the defending king's entry into the promotion square's vicinity. This configuration is generally winning unless the defending king is sufficiently close to contest the promotion effectively.[41] A notable exception arises with the wrong-color bishop, particularly against rook pawns (on the a- or h-file), where the bishop cannot control squares of the promotion square's color, allowing the defending king to blockade the pawn without interference.[42] For instance, a light-squared bishop paired with an h-pawn promoting to h8 (a dark square) often results in a draw, as the bishop fails to attack the critical corner, enabling the king to fortify there.[41] When a bishop faces multiple enemy pawns, the defense hinges on controlling key squares to halt pawn storms, using the bishop's mobility to target weak pawns or support the king in blockading passed pawns. Elementary fortresses, such as positioning the bishop to guard promotion paths while the king opposes advancing pawns, can secure draws even against connected passed pawns. The bishop excels in open positions but struggles if pawns fixate on its color complex, emphasizing the need for active piece play to disrupt the opponent's structure. The two bishops and pawn versus lone king endgame forms a strong winning force through coordinated action, where the bishops control adjacent diagonals to restrict the enemy king and facilitate pawn promotion.[43] The attacking side maneuvers the bishops to cut off escape routes, often driving the king to the board's edge before advancing the pawn under king support. This setup leverages the bishop pair's control over both colors, making it nearly always winnable with precise play.[43] Opposite-color bishops with pawns tend to be drawish due to the bishops' inability to attack each other's pawns effectively, allowing blockades on protected squares of the opposite color.[44] The weaker side can often create a fortress by placing pawns on the color controlled by the opponent's bishop, neutralizing attacks and leading to perpetual checks or stalemates.[44] Winning requires a significant pawn majority or connected passed pawns to overcome this inherent defensive potential. The concepts of good and bad bishops relate to pawn structure harmony, where a good bishop operates on the opposite color from its own pawns, enabling it to attack enemy weaknesses without obstruction.[45] Conversely, a bad bishop is hemmed in by friendly pawns on the same color, limiting its scope and turning it into a liability in endgames.[45] Players aim to position pawns flexibly to maximize the good bishop's activity while minimizing the bad one's restrictions.Rook Endgames
Rook and Pawn vs Rook
The rook and pawn versus rook endgame is one of the most frequent and complex material imbalances in chess, often determining the outcome of games due to the rook's power in supporting or obstructing pawn promotion. In this configuration, the side with the extra pawn seeks to promote it while the defender aims to capture it or force a draw through perpetual checks, rook activity, or positional restrictions. Key theoretical positions like the Lucena and Philidor dictate whether the position is winnable or drawable, with optimal play hinging on king and rook coordination.[26] The Lucena position represents the cornerstone of winning strategy for the attacking side, where the rook shelters the king from checks to allow the pawn's advance toward promotion. Named after Luis Ramírez de Lucena (c. 1465–1530), this setup typically arises with the attacking pawn on the sixth or seventh rank and the king in front of it, opposed by the defending rook delivering rear checks. The critical technique is "bridge-building," where the attacking rook moves to the fourth rank (e.g., Rg4 in a standard diagram) to form a protective barrier, blocking checks while the king maneuvers to safety on the fifth or sixth rank. For instance, after 1. Rf4+ Ke2 2. Rg4, the rook on g4 shields the king at f5, enabling pawn promotion in a few moves despite defensive resistance. This method overcomes common defenses like the Philidor setup if executed precisely, turning a potentially drawn position into a win.[46][26] In contrast, the Philidor position provides a robust drawing resource for the defender, featuring the rook positioned behind the passed pawn on the third rank to cut off the attacking king and restrict its entry into the promotion race. Discovered by François-André Danican Philidor in 1777, it requires the defending rook to maintain activity on the sixth rank initially (e.g., Re3 to block the king at g3), preventing the attacker from gaining the seventh rank. If the pawn reaches the sixth rank, the defender shifts to rear checks or exchanges rooks only if the resulting king and pawn endgame is drawable, such as by retaining opposition. Accurate play here forces a stalemate or zugzwang on the attacker, as premature rook exchanges often lead to a lost pawn ending.[47][26] The relative placement of the rook to the pawn profoundly influences activity and outcome: a rook behind the passed pawn enhances its protection and advance (e.g., on the second rank supporting a seventh-rank pawn), often securing a win if the king provides frontal support, whereas a rook in front (e.g., on the seventh rank for the attacker) dominates by invading the defender's position and capturing loose pawns. Defensively, a rook on the seventh rank can tie down the opponent's king and rook, but it risks zugzwang if the attacker outflanks it. Rook activity rules emphasize control of the seventh rank for the superior side, as it restricts the enemy king and supports breakthroughs, while the inferior side prioritizes checks and pawn captures over passive defense.[26] With multiple pawns, the attacking side exploits pawn majorities to create passed pawns, using the rook for support in breakthroughs, such as lifting to the sixth rank to force promotion against a rook and one or two pawns. A rook and two connected passed pawns typically win if advanced beyond the defending king's influence, though exceptions arise with rook's pawns or doubled structures where the Vancura defense (rook cutting off behind the pawns) holds the draw. The rook facilitates pawn marches by preventing counterplay, turning pawn majorities into decisive advantages through coordinated king incursions.[26] Stalemate traps and zugzwang motifs frequently arise in these balances, offering drawing chances for the defender. For example, with a rook's pawn on the seventh rank, the defender can stalemate by retreating the king to the promotion square (e.g., Ka1 against Ra2), forcing a draw if the rook cannot capture safely. Zugzwang compels the attacker into concessions, such as in the Philidor where the rook must move from its cutting line, allowing king entry; conversely, the attacker uses it to outflank, as in Réti's theme where rook retreat to e2 zugzwangs the defender into passivity. These tactical elements underscore the endgame's precision demands.[26] Tablebase analysis and game statistics reveal that rook and pawn versus rook endgames are highly drawish, occurring in about 0.65% of games from a database of over four million, with approximately 53.67% ending in draws—implying a practical win rate of roughly 46% for the side possessing the pawn, though under optimal play the outcome depends on the specific position, and practical errors often tip the balance toward the superior side.[26]Rook vs Minor Piece
In rook versus minor piece endgames, the rook's long-range mobility often provides a significant advantage, particularly in open positions where it can control files and ranks to restrict the opponent's king and piece activity.[48] The rook typically outperforms a lone bishop or knight by delivering checks to disrupt coordination or force trades, but outcomes depend heavily on pawn structure and king placement.[24] Without pawns, these endings are generally drawn with accurate defense, as the minor piece can shield its king while avoiding capture.[49] Against a bishop in pawnless positions, the rook draws unless the defending king is confined to a corner of the same color as the bishop's squares, allowing the rook to deliver a series of checks and force checkmate.[50] The rook wins by driving the enemy king to the edge and exploiting the bishop's color-bound limitations, often maneuvering to cut off escape routes.[51] Historical analyses, such as those in Max Euwe's endgame studies, emphasize the rook's ability to restrict the bishop's diagonal control and trade into a winning king and pawn versus king scenario if pawns are later involved.[52] Rook versus knight endings without pawns are similarly drawn in most cases, with the knight's centralized posts enabling it to hop to safe squares and protect its king effectively.[21] The rook can separate the knight from its king through checks, potentially winning the knight if it strays too far, but precise defense keeps the knight close to avoid material loss.[53] When pawns are present, the rook's superiority shines in open positions, where it can capture isolated enemy pawns by attacking from afar while the minor piece struggles to defend multiple threats.[24] Against a bishop, the rook restricts diagonal access, often winning by promoting a passed pawn or trading favorably, except when the opponent's pawns are fixed on the bishop's color complex, limiting the rook's infiltration.[54] For instance, an active rook can check the king repeatedly to strip defenses and capture isolated pawns, advancing its own structure toward promotion.[48] In rook versus knight endings with pawns, the knight's agility in central positions allows it to contest key squares and draw if pawns are connected, as the rook cannot easily overrun a solid pawn chain supported by the knight.[21] The rook prevails against isolated pawns by forking or checking to win material, but connected passed pawns defended by the knight often force a draw, as the rook risks overextension.[53] A notable exception occurs with rook pawns (a- or h-file), where a "wrong" bishop—one unable to control the promotion square—leads to a draw, as the rook cannot force promotion against the bishop blocking the corner. Euwe's works highlight such positional draws, stressing the rook's need for active checks to avoid stalemate-like fortifications.[52]Queen Endgames
Queen and Pawn vs Queen
In queen and pawn versus queen endgames, the side with the extra pawn seeks to promote it to a second queen, leveraging the attacking queen's mobility to support the pawn's advance through checks, discoveries, and coordination with the king, while the defender aims to capture the pawn or force perpetual checks.[55] The queen's power allows for rapid pawn promotion if the pawn reaches the sixth or seventh rank without immediate opposition, but the defender's queen can often deliver perpetual checks from a distance, creating drawing chances unless the attacking king is active.[55] When supporting a passed pawn, the attacking queen typically centralizes to restrict the enemy king and deliver checking sequences that force the defender's king away from the pawn's path, as seen in positions where the queen moves to the sixth rank to cut off the king and enable pawn promotion.[55] For instance, with a central or knight's pawn (e.g., e- or g-pawn), the attacker wins by maneuvering the king to support the pawn while the queen checks to gain tempos, avoiding stalemate traps common with rook's pawns (a- or h-pawns).[56] Discoveries, where the queen moves reveal a check from the king or pawn, are crucial for accelerating promotion, particularly if the pawn is on the fifth rank or beyond.[55] The defending queen counters by gaining opposition to the attacking king, positioning to capture the pawn directly or initiate perpetual attacks that prevent coordinated support.[55] If the defending king reaches a drawing zone—such as the corner for rook's pawns (e.g., h8 for an h-pawn) or the southeast squares (g1, h1, g2, h2) for knight's pawns—the position often simplifies to a draw via stalemate or insufficient material after pawn capture.[56] Perpetual checks from the seventh or eighth rank are a primary defensive resource, especially when the pawn is not far advanced, as the queen's range allows it to harass the attacking king indefinitely without risking pawn loss.[55] With multiple pawns, the attacking side benefits from connected central pawns (e.g., f- and g-pawns), which are harder for the lone queen to contain, as the queen must overextend to block promotion paths, potentially leading to counterplay or material loss if the defending king is cut off.[57] However, pawn storms on the flank (e.g., h- and g-pawns) favor the defender if the attacking king lags behind, allowing the queen to pick off isolated pawns while maintaining checks.[57] The queen's versatility enables it to stop multiple passed pawns in open positions, but overextension—such as straying too far from its king—can result in defeats if the attacker forces an exchange into a winning pawn endgame.[55] A pivotal key position arises when the attacking queen occupies the sixth rank in front of the passed pawn, blocking the defending king's access and creating zugzwang, often forcing promotion in 20-50 moves with best play.[55] For rook's pawns, the defender draws by reaching the promotion corner, where queen checks lead to stalemate after pawn capture.[56] Drawing resources include fortress setups, where the defending king and queen form an impregnable barrier around a corner or edge, preventing pawn progress without allowing captures, particularly effective against rook's or bishop's pawns.[56] Insufficient material after an exchange (e.g., if the pawn is captured without promotion) also leads to draws, though rare in precise play.[55] Tablebase analyses, such as those from endgame databases, reveal that while many positions are drawn with accurate defense—especially if the pawn is on the fourth rank or earlier—the side with the pawn achieves wins in the majority of cases when the pawn reaches the sixth rank, often requiring 30-50 moves or more to force promotion against optimal resistance.[55]Queen vs Rook and Combinations
In queen versus rook endgames without pawns, the queen's superior mobility generally allows the stronger side to win by forcing the rook away from its king through systematic checks and zugzwang, though the defense can prolong the game significantly due to the rook's checking potential.[58] The primary tactics involve forks and skewers, where the queen attacks both the rook and king simultaneously or pins the rook against the king, often culminating in capturing the rook after driving the enemy king to the board's edge.[59] For instance, the queen can restrict the rook's safe squares by occupying key files or ranks, compelling it to move to vulnerable positions like light or dark squares that enable decisive checks.[58] When a pawn accompanies the rook, the queen typically captures it if isolated, then reverts to standard tactics against the rook, but connected or passed pawns on the rook's side can resist by shielding the rook or creating counterplay through promotion threats.[59] The queen's advantage lies in its ability to infiltrate and eliminate the pawn while maintaining pressure on the rook, though precise coordination is required to avoid stalemates or perpetual checks from an active rook defending the pawn structure.[58] Against a rook and minor piece, the queen faces coordination challenges from the opponent's pieces, which can support each other to contest key squares, yet the queen usually prevails unless the defense establishes a fortified position where the minor piece blocks invasion routes.[59] Drawing resources for the inferior side include maximizing rook activity to generate perpetual checks or force stalemates, particularly if the minor piece (bishop or knight) creates a blockade that the queen cannot dismantle without losing tempo.[58] In positions involving pawns on both sides, the queen's edge in promoting passed pawns often secures victory, but the rook can counter by dominating the seventh rank to restrict the enemy king and queen while supporting its own pawns.[59] José Raúl Capablanca analyzed several theoretical examples illustrating these dynamics in queen vs. rook endgames, emphasizing tactics to drive the rook from defending the king.[58]Complex Material Endgames
Multiple Minor Pieces vs Rook
In endgames featuring two bishops against a rook, without pawns, the position is generally a theoretical draw with optimal play, though the bishops can secure a win in specific positions by restricting the rook's mobility and driving the enemy king toward a corner. The bishops coordinate along long diagonals to limit the rook's access to key squares, often forcing it into a passive role or trapping it for capture in those winning scenarios. Draws are the norm in such pawnless positions, occurring in the majority of cases, with wins requiring exceptional placement such as in variants of the Philidor position. The bishop and knight versus rook endgame presents greater complexity due to the pieces' differing movement patterns, but without pawns, it is generally a draw, though wins are possible if the rook is trapped or the defending king is vulnerable near a corner. It remains favorable for the minor pieces side, particularly when pawns are present to create mate threats or support promotion. The knight's ability to control central squares complements the bishop's diagonal reach, allowing threats against the rook or king that the lone rook struggles to counter effectively. With pawns, tablebase analysis confirms most positions as winnable for the minor pieces with optimal play.[60] Endgames with three minor pieces against a rook are overwhelmingly winning for the side with the extra material, as the combined firepower overwhelms the rook's defensive capabilities. Configurations involving two bishops and a knight prove especially potent, enabling rapid king hunts or pawn advances, though knight-heavy setups (such as three knights) can lead to draws if the rook centralizes and avoids entrapment. Tablebases for five-piece variants, including pawns, classify the majority of such positions as wins, with distances to victory often under 30 moves when the minor pieces control open lines.[60] When pawns enter the equation, multiple minor pieces excel at supporting pawn promotion while countering the rook's attempts to infiltrate or create counterplay through checks and pawn hunts. The minor pieces' versatility allows them to shield passed pawns and restrict the rook's activity, often turning connected pawns into queens despite the rook's checking distance. This imbalance favors the minor pieces side in most middling pawn structures, as the rook alone cannot match their collective control over promotion paths. Central motifs in these endgames include the minor piece battery, where two bishops align on a diagonal to exert doubled pressure on the rook or a key pawn, amplifying threats and forcing concessions. Rook trapping is another key theme, employing the minor pieces and king to confine the rook to an edge or corner, where it becomes vulnerable to capture or material loss—often executed by maneuvering knights to block escape routes alongside bishop pins. These tactics underscore the minor pieces' superiority in coordination over the rook's linear power.Piece vs Multiple Pawns
In chess endgames, positions where a single piece opposes multiple pawns present complex challenges, often hinging on the piece's ability to capture or blockade advancing pawns while avoiding stalemate or zugzwang. The outcome depends on pawn connectivity, advancement, and king support, with the piece typically dominating isolated or backward pawns but struggling against coordinated passed pawns. These scenarios emphasize precise calculation to prevent promotion, as even a single pawn breakthrough can decide the game.[61] Rook versus multiple pawns favors the rook when pawns are isolated or separated, allowing it to pick them off from afar or behind while the defending king struggles to coordinate. However, against connected passed pawns—especially if advanced to the fifth or sixth rank—the rook often loses, as the pawns can promote under mutual support before the rook intervenes effectively. For instance, two connected pawns on the sixth rank with the king nearby draw or win against the rook, per tablebase analysis, while the rook prevails if both pawns remain on the fifth rank or lower without full king aid. Müller and Lamprecht detail these thresholds in their comprehensive treatment, noting that three or more pawns require the rook to prioritize king checks to disrupt the pawn mass.[61][62] Minor pieces against multiple pawns rely on blockade rather than capture, with bishops and knights excelling in containment but vulnerable to unsupported pawn advances. A bishop can halt pawns on the same color complex by controlling key diagonals, but multiple passed pawns on opposite colors overwhelm it, as seen in scenarios where four or more pawns push forward, forcing the bishop to sacrifice itself or allow promotion. Knights, being slower, blockade effectively against one or two pawns by occupying promotion squares (e.g., three key squares for central pawns), drawing if positioned accurately ahead of the pawn; against multiple pawns, however, they falter if the pawns gain tempo or the enemy king supports the advance. In both cases, the minor piece loses if pawns reach the seventh rank without opposition.[63][64] Queen versus a pawn mass grants the queen vast mobility to capture isolated pawns or check the king into passivity, often winning against up to seven pawns if they lack connectivity or king protection. Yet, overcommitment risks stalemate or pawn breakthroughs, particularly with advanced connected pawns on the queenside, where the queen may need to sacrifice material to halt promotion. Tablebases confirm the queen triumphs in most configurations unless pawns form an impregnable chain on the seventh rank.[65] Fortress draws arise when pawns form impenetrable walls, restricting piece infiltration despite material inferiority; a rook or minor piece may dominate open space but cannot breach a compact pawn structure supported by the king, leading to perpetual blockade. Classic examples include three locked pawns on the second rank versus a rook, where the rook's activity is neutralized without forcing gains.[66] In pawn races, piece interference resolves tensions by blocking promotion paths or capturing en route, tipping the balance; for example, a rook or queen can interpose to delay one pawn while the king captures another, often securing a win if the interference gains a tempo. Connected pawns amplify this dynamic, as the piece must prioritize the faster passer. Müller and Lamprecht's studies illustrate these themes through practical examples, such as rook versus three pawns where tactical interference forces a draw, underscoring the need for exact play in unbalanced material.[62]Computational and Theoretical Advances
Role of Tablebases
Tablebases, also known as endgame databases, are precomputed repositories of all possible chess positions involving a limited number of pieces on the board, providing exact evaluations and optimal moves for perfect play by both sides.[67] These databases have revolutionized the study of chess endgames since their inception in the 1980s, enabling precise analysis that surpasses human capabilities in complexity and depth.[68] The development of tablebases began with early efforts in the 1970s and 1980s, but significant progress occurred in the late 1990s with Eugene Nalimov's creation of compressed databases. Nalimov's tablebases, completed for up to six pieces by the early 2000s—with the full six-piece set finalized around 2005—totaled approximately 1.2 terabytes and marked a milestone in accessibility for chess software.[69] Building on this, the Lomonosov tablebases, developed by a team at Lomonosov Moscow State University and released starting in 2012, provided the first full 7-piece set, probeable online via ChessOK. Independently, Ronald de Man's Syzygy tablebases introduced in 2013 for six pieces and extended to seven pieces in 2018 offered more efficient compression, reducing storage needs while maintaining full accuracy for outcomes under the fifty-move rule.[70][71] Tablebases are generated through retrograde analysis, a process that starts from terminal positions—such as checkmates or draws by stalemate—and works backward to assign values to all reachable positions. This method computes the exact outcome (win, loss, or draw) for each position assuming optimal play, along with metrics like the number of moves to mate (DTM) or to a pawn move or capture (DTZ), and identifies the best move by evaluating all legal options.[67] The resulting databases store this information in a highly compressed format, allowing rapid probing during analysis or gameplay. As of 2025, seven-piece tablebases like Lomonosov and Syzygy remain the most comprehensive fully available sets, with sizes around 15-18 terabytes for the complete collections, accessible online via platforms such as Lichess and ChessOK for real-time queries.[60][71] Efforts on eight-piece tablebases continue, led by researchers like Marc Bourzutschky, who have generated partial databases covering pawnless endgames and estimating total sizes exceeding 500 terabytes for subsets, though full completion remains resource-intensive and not yet publicly distributed in the same manner as prior sets.[72] The influence of tablebases on endgame theory has been profound, debunking long-held myths and revealing counterintuitive results that refine classical understandings. For instance, tablebases have shown that certain positions previously analyzed as draws by human experts are actually winnable with precise play, such as in complex minor-piece endgames where optimal defense was underestimated; in the case of two knights versus a pawn, tablebases confirm wins in more configurations than early theory suggested, particularly when the pawn is blockaded effectively, overturning assumptions of near-impossibility in many scenarios.[68] These discoveries have corrected erroneous studies and expanded practical endgame knowledge, with examples like a mate in 90 moves in queen-and-knight versus rook-and-minors highlighting the depth required for forced wins.[68] Despite their power, tablebases face significant limitations for endgames with nine or more pieces, as the number of possible positions explodes exponentially—reaching on the order of 10^20 for nine pieces—rendering full computation and storage impractical with current technology due to prohibitive requirements for processing power, memory, and disk space.[67] Modern chess engines, such as Stockfish, integrate tablebase probing seamlessly, with support for Syzygy databases added since 2016 to enhance endgame evaluation and move selection when the position reduces to seven or fewer pieces, allowing the engine to retrieve perfect play directly from the database.[73]Longest Known Forced Wins
In chess endgames, the longest known forced wins are determined by endgame tablebases, which compute the optimal number of moves to victory under perfect play. As of 2025, the record for the longest forced mate in a 7-piece endgame, ignoring the 50-move rule, is 549 moves in a position with king, queen, and pawn versus king, rook, bishop, and knight (KQP vs. KRBN). This position requires White to promote the pawn to a knight before embarking on an extended sequence of maneuvers to force checkmate.[74][75] Historical progression of these records has shown steady increases with computational advances. For 6-piece endgames, the longest known forced win was 115 moves in two knights versus a pawn, a configuration notorious for its zugzwang requirements and king opposition challenges. The 7-piece milestone in 2018, via the Syzygy tablebases generated by Ronald de Man and Bojun Guo, extended this to the 549-move record, highlighting configurations like KQP vs. KRBN where pawn promotion leads to intricate piece interactions. Recent partial computations for 8-piece endgames, as of August 2025, have identified winning lines up to 400 moves to conversion (depth-to-capture) in pawnless setups, though full mate distances remain under exploration and are expected to exceed 7-piece maxima without bound.[70][72] These protracted wins often arise in complex material imbalances, such as a rook and multiple pawns versus minor pieces like a bishop and knight (e.g., KRPP vs. KBN), where the winning side must execute precise king maneuvers to restrict the opponent's pieces while advancing pawns without allowing counterplay. Zugzwang chains are critical, forcing the defender into positions where any move weakens their setup, but the attacker must avoid sequences exceeding the 50-move rule to claim a practical win. For instance, in Syzygy databases, a representative 7-piece position might involve White's rook supporting advanced pawns against Black's bishop and knight, requiring up to 72 moves to force a pawn promotion or capture that zeros the move counter, preventing a draw claim. Such examples underscore the theoretical depth, as tablebases reveal paths that sacrifice immediate progress for 50-move compliance.[60][76] The implications for endgame study are profound, emphasizing patience and long-term planning in practical play. Players facing these positions must recognize that human intuition often underestimates the required precision, leading to unnecessary draws or losses; tablebase access in engines like Stockfish has revolutionized training by allowing exploration of these extremes. These records also inform theoretical advances, as longer wins test computational limits and refine metrics like DTZ50 (distance to zeroing the 50-move counter), ensuring wins are enforceable under tournament rules.[70][77]Endgame Analysis and Statistics
Classification Systems
Chess endgames are systematically classified to facilitate study, analysis, and database organization, primarily by the material balance on the board and the types of pieces involved. These systems enable players, authors, and software developers to reference specific configurations efficiently, such as pawnless endings versus those with pawns. Early classifications focused on practical groupings for instructional purposes, while modern approaches incorporate computational metrics for precision.[78] One foundational historical system appears in Reuben Fine's 1941 book Basic Chess Endings, which organizes endgames into broad categories based on piece types and complexity. The table of contents divides content into elementary mates (e.g., queen vs. king, rook vs. king, two bishops vs. king), king and pawn endings, pure rook endings, rook and pawn endings, endings with minor pieces, queen endings, and composite endings involving multiple pieces. This structure emphasized frequently occurring practical positions, providing rules and examples without exhaustive computation, and served as a reference for decades. In contrast, modern classification systems extend this categorical approach with more granular coding, akin to the Encyclopaedia of Chess Openings (ECO) codes but tailored to endgames. The Encyclopaedia of Chess Endings (ECE), published by Chess Informant starting in 1982, employs a hierarchical system prioritizing the "most valuable" piece present, such as queen endings (Q1–Q10), rook endings (R1–R10), bishop endings (B1–B4), knight endings (N1–N3), and pawn endings (P1–P5). Subcategories further divide by material imbalances, like R + P vs. N for rook and pawn versus knight, allowing systematic indexing of thousands of positions across volumes. This framework supports both theoretical exploration and practical application in literature.[79] A key notational convention for labeling endgames, often associated with grandmaster John Nunn's works and widely adopted in computational tools, uses abbreviated piece symbols to denote configurations. For instance, KQKR represents king and queen versus king and rook (with kings implied), while KRPKN indicates king and rook plus pawn versus king and knight. This compact notation, omitting pawns unless specified, standardizes references in books like Nunn's Secrets of Rook Endings (1992) and endgame tablebases, enabling quick identification of material symmetries or imbalances. Computational advances have introduced metrics like Depth to Zeroing (DTZ), which measures the number of half-moves to a "zeroing" event—typically a pawn move, capture, or checkmate—that resets the 50-move draw rule. In tablebases such as Syzygy or Nalimov, DTZ prioritizes practical outcomes under tournament rules over shortest paths to mate, contrasting with Depth to Mate (DTM). For example, in KQKR positions, DTZ values guide engines to force a win in an average of 28.7 moves for White, accounting for optimal defense. This metric enhances classification by adding a temporal dimension to win/draw/loss outcomes.[67][80] Tablebases provide empirical win, draw, and loss percentages for classified endgames, revealing theoretical equilibria in common setups. In 3- to 7-piece positions, White wins approximately 40.1% of the time with optimal play, draws occur in 13.6%, and Black wins 46.4%, though these skew due to the side to move; for specific cases like KQ vs. KR, White secures a win in 99.0% of positions, with draws at 0.8% and losses at 0.2%. Similarly, in KBP vs. KN (king, bishop, and pawn vs. king and knight), wins for the stronger side reach 82.3%. These statistics, derived from exhaustive enumeration, inform classifications by highlighting drawable fortresses or forced wins previously underestimated.[81][82] Such systems find practical use in chess literature and software for rapid reference and training. Books like the ECE volumes and Nunn's endgame series organize chapters by these labels, allowing readers to target weaknesses, such as rook endings (R3–R7). In software like Lichess or ChessBase, classifications enable querying tablebases for DTZ-optimal moves or generating drills, streamlining preparation for over-the-board play. This integration bridges theory and practice, with notations serving as universal shortcuts in databases exceeding trillions of positions.[83] Prior to tablebases, classifications relied on human analysis, leading to gaps now corrected computationally. For instance, the bishop versus knight endgame was often assumed drawable in pawnless positions, but tablebases confirm it as a general draw only under optimal play, while certain pawn configurations reveal subtle wins; more dramatically, two bishops versus a knight—long considered a draw—was reclassified as a win in most cases, requiring up to 66 moves, overturning pre-1980s assumptions in works like Fine's. These revisions have refined ECE-like systems, ensuring modern classifications reflect verifiable perfection.Frequency of Endgame Types
Statistical analysis of large chess databases reveals that endgames occur in approximately 60% of all games, with rook endgames being the most prevalent type, accounting for 8–10% of total games or roughly 40% of all endgames reached.[84] Pawn-only endgames, in contrast, appear in about 3% of games, or around 20% of endgames.[84] These figures are derived from mega-databases such as the ChessBase Mega Database, which as of 2025 encompasses over 10 million master-level games, showing consistent dominance of rook configurations due to their frequency in late middlegames.[85] The following table summarizes the top 10 most common endgame types by occurrence percentage in games, based on an analysis of over 500,000 master games from the early 2000s; modern databases indicate similar proportions with slight increases in complex variants.[86]| Rank | Percentage | White Material | Black Material |
|---|---|---|---|
| 1 | 8.45% | Rook | Rook |
| 2 | 6.76% | Rook + Bishop | Rook + Knight |
| 3 | 3.45% | Two Rooks | Two Rooks |
| 4 | 3.09% | Rook + Pawn | Rook |
| 5 | 2.81% | Rook | Rook + Pawn |
| 6 | 2.74% | Rook + Two Pawns | Rook |
| 7 | 2.43% | Rook + Pawn | Rook + Pawn |
| 8 | 1.68% | Rook + Bishop | Rook |
| 9 | 1.59% | Rook + Knight | Rook |
| 10 | 1.53% | Rook + Two Pawns | Rook + Pawn |
