Queen and Pawn vs Queen: The Drawing Method
Black to play and draw
PlayHis pawn is two steps from queening, your king is far away on h1, and your queen is your only weapon. The rule: use checks to keep his king exposed, and never trade queens, because the pawn ending is lost. When no check is safe, put your queen where the next checks are ready.
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Queen and Pawn vs Queen: The Perpetual
Black to play and draw · Hold the draw against perfect play
Waking the engine…
The theory
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Queen and pawn versus queen is two different endings depending on which chair you sit in. We drill the attacker's grind elsewhere; this is the defender's half, and it is the more common fate: most long pawn races end with someone a pawn down in exactly this material.
The anchor. The defending queen's home is the file behind the passed pawn. From there she does two jobs at once: the pawn cannot promote through her, and every escort maneuver opens a check. The one shelter she leaves him is in front of his own pawn, and that is a trap of his own making: the pawn screens the file, so his king is safe there, but his passer is stuck behind it. Amateur defense checks first and asks questions later; correct defense anchors first and saves the checks for the moments the king actually emerges.
Check discipline. Perpetual check is a geographic fact, not an act of desperation. Whether the checks run out depends on the pawn's file and the defending king's address, and rook pawns leave the attacker the smallest shelter of all: the promotion corner is exactly where his own pawn needs to stand. Check when the king steps out, stop when it hides, and the position repeats until the counter or the repetition rule calls it.
Know his dream, and your odds. His queen wants the promotion corner itself, where a single move escorts the pawn and screens his king from the long-diagonal checks. Your chances live in the positions where she cannot do both, when covering the promotion square drags her off the diagonal that shelters her king. That is the moment your checks come back. Two rules of thumb price your odds before you commit: a pawn far up the board draws less often than one still near home, and a pawn near the edge draws more often than a central one. A rook pawn is the friendliest of all to the defender, a knight pawn next, while a centre or bishop pawn with your king far away is usually just lost. And keep your own king out of the path of his pawns: a king standing in front of connected passers is not a blockader, it is a mating target.
The one forbidden move is the queen trade. Every exchange offer must be read as a threat: with your king out of the pawn's square, any swap converts his practical problems into a one-move win. Holding these endings is patience: giving up the queens throws the draw away at once, and keeping them is no guarantee on its own. Even after anchoring on the a-file you still have to find the right move every turn, a check when one holds and a quiet move that readies the next checks when none does, and with a centre or bishop pawn and your king this far away the defence usually falls short however well you sit behind the pawn.
Keep going
Queen vs Two Bishops
White to play and win
Queen vs Two Knights
White to play and win
Queen vs Pawn on the Seventh
White to play and win
All 18 queen endgames positionsFollow the full curriculum (free)