Pawn endgame

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The pawn endgame is an endgame in chess in which, apart from the two kings, there is only one pawn or several pawns on the chessboard . As a rule, that party wins which first converts a pawn on the opposing back row into a queen. If all pawns are exchanged or if the defending king can prevent the opposing king from occupying a so-called key space before the last passed pawn on the board, the game ends in a draw . The attacker can only win with a single marginal pawn if the defending king cannot reach a square in front of the pawn and cannot enclose the attacking king in the square of the move.

Richard Réti composed one of the most famous studies of the pawn ending . The king 's maneuver along a diagonal, which serves two purposes at the same time, has since been known as the Réti maneuver .

Elementary pawn endings

The central terms of the elementary finals “king and pawn” against “king” are, among other things, forced to move , opposition and key fields . Knowledge of the square rule and the triangle maneuver is also helpful .

In the following it is assumed that White is the party with the pawn.

Square rule

The square rule makes it easier to calculate whether a king can catch up with the opposing pawn until the conversion, provided that the latter is not supported by his own king (for example because he is far away).

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Square rule

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Imagine a square with one edge extending from the pawn to the baseline. The other side is formed in the direction of the opposing king.

Square rule: If the black king is in the square or can enter it, then he can reach the pawn until it is converted .

In this example this means: If it is Black's move, then the black king enters the square and catches up with the pawn: 1.… Kf4 2. b5 Ke5 3. b6 Kd6 4. b7 Kc7 5. b8D + Kxb8 .

If, on the other hand, it is White's turn, the black king comes too late after 1. b5 .

Exceptions:

  • A pawn on the 2nd row is treated in the same way as a pawn on the 3rd row because of his double step.
  • The square rule can only be used with a passed pawn, which cannot be stopped by any other piece other than the king.
  • The direct path from the king to the passed pawn must be free. If a pawn is on d6 in the diagram, then the king can no longer reach the passed pawn.
  • Example: Study by Ladislav Prokeš , Groš, 1938

The square rule was first formulated by the Austrian chess master Johann Berger (1845-1933), cf. but also the Réti maneuver .

Opposition and pressure to act

When the two kings are on the same row or line and there is only one square between them, it is called “opposition”. The two kings thus block each other. If a king moves sideways, the other king can usually reach an opposition position again and thus permanently cut off his path. With “Zugzwang” one means a situation in which it would be better for the player to move not to have to make a move. Both motives, opposition and pressure to act, are of central importance in pawn endings.

The article Zugzwang shows an important example of when White can win or when the game ends in a draw . If Black achieves this type of position with White to move, the game is drawn.

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Black to move

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If Black plays correctly, then White cannot win this position even if it is Black's turn. Correct is 1.… Kc8! If 2. Kb6 Kb8! (Opposition) 3. c7 + Kc8 . This is a position of mutual compulsion with White to move: either Black is patted or the pawn is lost.

The attempt 2. Kd6 Kd8 leads to the same situation ! (Opposition) 3. c7 + Kc8 .

In this example, Black's move 1.… Kd8 ??. This is followed by 2. Kd6 Kc8 3. c7. This means that the forced position is reached with Black on the move. It follows 3.… Kb7 4. Kd7 plus conversion and White wins. 1.… Kb8 ?? 2nd Kb6 Kc8 3rd c7 Kd7 4th Kb7

Rule 1: White only wins if his king supports the 7th row while protecting his pawn and thus supports the conversion to a queen.

Black tries to prevent this from happening, particularly with the help of the opposition motif .

Rule 2: If the pawn with check bid moves to the 7th row and is covered by his king on the 6th row, the game is drawn (the black king moves behind the pawn). If the same thing happens without a check, White wins.

Key fields

An important term in elementary pawn endings are the key fields . Entering a key field by the king ensures that a certain sub-goal is achieved. Depending on the type of position, this can be, for example, conversion or a pawn gain.

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Key fields

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In the final king and pawn against king: If the king of the pawn has entered a key field, the conversion of the pawn can no longer be prevented if the game is correct and the game is won. The precalculation of settlements can be terminated in a variant branch if such a position is reached.

Some elementary considerations in this position show: If the white king gets on one of the squares b6, c6, d6, b7, c7, d7, then he can force the pawn promotion and win the game. These fields are key fields.

The following rule applies to farmers who are not marginal farmers :

If the pawn has not yet crossed the center line between the 4th and 5th row, there are three key fields. They are two rows in front of the pawn on his and the two adjacent lines.

After crossing the center line, there are six key fields. They lie one and two rows in front of the pawn on his and the two adjacent lines (see diagram opposite).

In the battle of the kings for the key fields, the methods of evasion and eviction play an important role.

There are always two key fields in the final König and Randbauer against König . They lie next to the pawn's conversion square on its neighboring line, regardless of the exact position of the pawn on the edge. The occupation of one of the two key fields by the king prevents both a draw by the march of the king of the weaker side to the conversion field and the imprisonment of the king of the pawn side.

Pawn endings with a blocked pawn pair

If a white and a black pawn block each other, there are positions in which the game can still be decided. It is useful to know this in order to settle into such an endgame or to avoid settlement there.

Key fields

If the pair of pawns is blocked, the king's entry into a key field ensures that the blocking pawn wins if the pawn continues correctly. This rule often still applies when there are other pawns on the board. The pawn win can be decisive for the game. The battle for a key field is also often fought with the opposition in this final .

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Key fields for blocked pawns

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In the diagram, the key fields of white are marked with a cross, the key fields of black with the black point. There are six key squares each for blocked pawns on the two central lines. They are a row in front of the farmer and border the blockade farmer. If the blocked pawn pair lies on a line that is closer to the edge of the chess board, there can be fewer than six key squares.

In the example, entering a key field for White means winning a pawn and thus winning the game, because the king is immediately on a key field after capturing the pawn in the elementary pawn endgame.

For Black, entering a key field also means a pawn win, but the game ends in a draw if the defending king succeeds in taking the close opposition in front of the pawn immediately after capturing the pawn and thus defending all three key fields in the elementary pawn endgame. That is very often possible.

Pawn endings with several pawns

Formation of a passed pawn

Candidate, guardian and helper
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White to move

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In the diagram on the right, the farmers can be divided into candidates, guards and helpers . From White's point of view, the pawn on h3 is a candidate. A candidate is not yet a passed pawn, because the line in front of him is free of black pawns, but there is at least one guard on the line to the left or right of him. The guardian of the white candidate on h3 is the black pawn on g6. He guards the h and f lines in front of him. Although a pawn endgame rule says: The candidate prefers! (first move the candidate, then the helper), that does not mean that White should simply let the h-pawn march through to h8. Since a black guard is waiting for g6, the formation of a passed pawn only succeeds with the support of the pawn on g3, who is the helper in this example.

From White's point of view: candidate: h3 helper: g3 own guards: c4, g3, h3 foreign guards: c6, d7, g6

From Black's point of view: candidate: d7 helper: c6 own guards: c6, d7, g6 foreign guards: c4, g3, h3

To help a candidate achieve a breakthrough, it usually requires at least as many helpers in the vicinity of the candidate as there are foreign guards there. White to move can start a breakthrough with moves h3 – h4, g3 – g4, h4 – h5. Black can also prepare a breakthrough with d7 – d5. Because Black's breakthrough is faster than White's, White should not start with 1. h3 – h4, but instead use 1.c4 – c5 to take advantage of the fact that the black candidate on d7 is still behind his helper c6. The black pawn on d7 is thus behind .

Pawn breakthrough

A pawn breakthrough is the violent formation of a passed pawn by sacrificing pawns .

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breakthrough

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This motif was shown by Carlo Cozio as early as 1766 . The goal of a pawn breakthrough is the formation of a far advanced passed pawn . White to move wins:
1. b6! cxb6
2. a6! bxa6
3. c6 and c6 – c7 – c8D.
White also wins after
1.… axb6
2. c6! bxc6
3. a6 along with a6 – a7 – a8D.
If it is Black's turn, then he can prevent this breakthrough with b7 – b6 (but not with 1.… c7 – c6? 2. a6! (Or 1.… a7 – a6? 2. c6!)) Or with 1.… Kf5 enter the c-pawn's square, so that the breakthrough no longer leads to success (after 2. b6 cxb6 3. a6 bxa6 4. c6 Ke6 the king stops the pawn).

Another breakthrough in the pawn ending can be found in the article on Carlo Salvioli . The motif also occurs in knight endings, because there are no long-range figures either.

Stalemate avoidance

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White to move wins

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If there are pawns next to the edge of the board (on the 2nd or 7th row, or on the b- or g-line), there is a game of stalemate as a defense .

Solution:

1. Kc3! Kb5
2. b4! Ka4 Now after 3. Kc4? Black patt.
3. b5! Kxb5
4. Kb3 and White's opposition leads to the conquest of one of the key squares a4 or c4, which secures the win.

When converting the pawn to a queen, there can be a stalemate in special positions. By underpromotion this can often be avoided.

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White to move wins

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Only the immediate transformation into a tower leads to a profit:

1. c7 – c8T! Ka7 – b7 and White wins.

The following two examples show positions in which sub-transformation into a rook also leads to stalemate.

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White to move wins

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Only the sub-transformation into a knight leads to a profit (a transformation into a bishop only leads to a draw because of the "wrong" color ):

1. b7 – b8S +! Ka6 – b7
2. Nb8 – d7 Kb7 – c7
3. Nd7 – e5 Kc7 – b6
4. Ka4 – b4 a7 – a6
5. Ne5 – c4 + Kb6 – c6
6. Kb4 – a5 Kc6 – d5
7. Nc4 – b6 + Kd5– d6
8. Ka5xa6 after the black pawn has been
captured , the white pawn on the edge can advance to the last row with the support of the knight and thus lead White to victory.

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White to move wins

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Only the sub-transformation into a bishop leads to a profit (a transformation into a knight, on the other hand, leads to the loss of the white pawns and thus to a draw):

1. d7 – d8L! Kc6 – d5
2. Bd8 – f6 c7 – c5
3. d4xc5 Kd5xc5
White now has no trouble turning the remaining pawn into a queen and thus winning the game.

literature

Individual evidence

  1. ^ Juri Awerbach : Success in the Endgame, Sportverlag Berlin 1987, 1st edition, ISBN 3-328-00165-4 , page 70, diagram 102
  2. a b c d Nalimov Endgame Tablebases