Killing the Reserve Tempo: f and h vs the h-Pawn
Black to play and win
PlayThe same material that only draws with the other side on move is a win when you hold it. What decides the game is White's pawn on h2: at home it can step one square or two, and those spare moves are the whole defense. Take them away.
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Killing the Reserve Tempo: f and h vs the h-Pawn
Black to play and win · Win against perfect defense
Waking the engine…
The theory
Watch the method: press play to see the winning idea run, or step through it move by move.
The line between a draw and a win in this ending is a single tempo, and the tempo lives on h2.
Steinitz's rule, turned against White. A pawn on its original square can move one square or two, which is a reserve move the defender can spend whenever he needs to pass the turn back to you. White's h2-pawn is that reserve, and while it is available the defense holds. Your first job is to destroy it.
...h4 and ...h3. Push the h-pawn twice. Once it lands on h3, White's h2-pawn is blocked for the rest of the game and White has no pawn move left anywhere on the board. Every turn now costs him a king move, which is exactly what zugzwang needs. Your own f-pawn, still back on f5, is the spare move you keep for yourself.
The breakthrough. With White reduced to king moves, walk around him: ...Kd3, ...Kd2, ...Ke1, ...Kf1, ...Kg1 gets your king behind his. Then f4+ deflects the white king off the h2-pawn, ...Kxh2 wins it, and the f-pawn runs.
In this drill you have the move and therefore the win, but the path is long. Freeze the reserve tempo first, keep yours, and only then start the king march.
Keep going
Reciprocal Zugzwang: One Tempo Draws
White to play and draw
Opposition With Room: The d5 Breakthrough
White to play and win
One Reserve Tempo Wins the Opposition
White to play and win
All 62 king & pawn positionsFollow the full curriculum (free)