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Queen versus pawn endgame
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Queen versus pawn endgame
The chess endgame of a queen versus pawn (with both sides having no other pieces except the kings) is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.
The side with the queen is the attacker and the side with the pawn the defender. Assume that the attacker has the move. If the pawn is not beyond its sixth rank, the attacker (to move) usually wins easily, but there are a few exceptions. The winning process is to either get the queen on a square in front of the pawn and moving the king over to help win the pawn or to check the defending king until it is forced in front of the pawn and using that tempo to bring the attacking king closer, until it can assist in winning the pawn. After the pawn is won, the attacker has an elementary checkmate.
The queen usually wins easily if the pawn is on the sixth rank. In the first position, Black is to move, but White wins.
If Black plays 3...Ke2, White replies 4.Qe4+, forcing Black's king back in front of the pawn, and then advances his own king.
Exceptions can occur when the king blocks the queen on a file or diagonal, as in this position.
White needs to pin the pawn by 2. Qh8, but the king blocks the pin.
This was White's only check which prevents the pawn from advancing, and Black responds
repeating the position. If the white king is anywhere else (other than g7 and h8), the queen can pin the pawn and allow for the queen and then the king to approach.
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Queen versus pawn endgame
The chess endgame of a queen versus pawn (with both sides having no other pieces except the kings) is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.
The side with the queen is the attacker and the side with the pawn the defender. Assume that the attacker has the move. If the pawn is not beyond its sixth rank, the attacker (to move) usually wins easily, but there are a few exceptions. The winning process is to either get the queen on a square in front of the pawn and moving the king over to help win the pawn or to check the defending king until it is forced in front of the pawn and using that tempo to bring the attacking king closer, until it can assist in winning the pawn. After the pawn is won, the attacker has an elementary checkmate.
The queen usually wins easily if the pawn is on the sixth rank. In the first position, Black is to move, but White wins.
If Black plays 3...Ke2, White replies 4.Qe4+, forcing Black's king back in front of the pawn, and then advances his own king.
Exceptions can occur when the king blocks the queen on a file or diagonal, as in this position.
White needs to pin the pawn by 2. Qh8, but the king blocks the pin.
This was White's only check which prevents the pawn from advancing, and Black responds
repeating the position. If the white king is anywhere else (other than g7 and h8), the queen can pin the pawn and allow for the queen and then the king to approach.