Mutual Passed Pawns, Mutual Race
White to play and draw
PlayYou each have a passed pawn on opposite wings and neither king can stop both. The draw is held by making your own runner as fast a threat as the enemy pawn.
No signup needed. The opponent never gives up, and every mistake gets explained.
Mutual Passed Pawns, Mutual Race
Hold the draw against perfect play
Waking the engine…
The theory
With passed pawns on opposite wings, the game becomes a race, and counterplay is the defender's lifeline.
Count both squares. Apply the rule of the square to each pawn. Knowing who queens first tells you whether to race or to blockade.
Make your own threat. Pushing your passer forces the enemy king to react, costing it the very tempi it needs to win its own race.
In this drill the opponent races perfectly. Keep your counter-runner alive and hold the balance.