Corresponding Squares in Pawn Endgames
White to play and win
PlayPush e7 and he takes it: only a draw. So the kings manoeuvre, and each square your king goes to has one best answer for his king. The rule: find two of your squares that share the same answer. Step from one to the other, and his king has to move away from its only good square.
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Corresponding Squares
White to play and win · Win against perfect defense
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The theory
Watch the method: press play to see the winning idea run, or step through it move by move.
Do not push. After e7 Kxe7 the e-pawn is gone, and the game is a draw.
Opposition is the simplest case of a much deeper idea. When pawns lock the position and both kings maneuver, every important square for the attacking king has a matching square the defender must occupy in reply. Map those pairs and the ending plays itself; miss them and you shuffle forever.
The method. Start from the squares where the breakthrough happens: the square from which your king wins a pawn or escorts its own. For each of those, find the unique defensive square. Then work backwards: a square whose neighbors need answers from squares that are not neighbors of each other is a second layer of the network. The attacker wins by arriving at a network square when the defender cannot reach his partner square in time.
Why retreating wins. The attacking king usually has more room, so it can travel between its network squares along spare paths while the cramped defender has exactly one route. The winning maneuver in this drill starts with a step backwards, because it is the only direction your king has: his pawn on f5 and his king cover every square in front of you. The one alternative, pushing e7, only draws.
Where you will use it: any blocked king and pawn ending, which is where a huge share of middlegame simplifications land. This position is small enough to calculate honestly and rich enough to force the full method.
Keep going
Mined Squares
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Winning the Queening Race with a Check
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Bähr's Rule: Blocked Rook Pawns
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