Mined Squares
White to play and win
PlayTwo squares on this board are mined: one for you, one for him. Whoever steps on his own mine first loses the pawn duel, and only one king route avoids the blast.
No signup needed. The opponent never gives up, and every mistake gets explained.
Mined Squares
Win against perfect defense
Waking the engine…
The theory
Some squares in pawn endings are booby-trapped. Occupying them is not wrong because of what they attack or defend, but because of WHOSE MOVE it becomes once both kings take their posts. Dvoretsky called them mined squares, and defusing them is pure move-counting.
The mechanism. With pawns fixed on e5 and e6, the natural attacking square f6 and the natural defensive square d6 form a pair. If the kings land on them with the attacker to move, the attacker must retreat and the ending is drawn; with the defender to move, the position collapses. Neither square is good or bad in itself. What matters is arriving second.
The technique is the sidestep. Instead of marching straight onto the mined square, the winning king takes an adjacent route that keeps the entry available as a THREAT. The defender, with less space, cannot mirror the wait: sooner or later he must commit to his square first, and then the attacker steps in with the move in his pocket.
In this drill exactly one first move wins and the plausible straight approach throws the win away instantly. It is the cleanest possible introduction to reciprocal zugzwang, and the gateway to the full corresponding-squares method.