Rook Endgame: Self-Propelled Pawns on Opposite Wings

White to play and draw, after Grigoriev, 1936

Play

Your connected a- and b-pawns can walk up the board by themselves, because the pawn behind protects the one in front. But they are slow, and Black's h-pawn runs too. The rule: push your pawns, give up your rook for the h-pawn when it has to be stopped, then keep your king out of the mating net.

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Self-Propelled Pawns Against a Counter-Runner

White to play and draw · Hold the draw against perfect play

Waking the engine…

The theory

Watch the method: press play to see the winning idea run, or step through it move by move.

Self-propelled pawns. Connected passed pawns can walk up the board unaided, each covering the square in front of the other. No king escort is needed, which is what makes them dangerous.

But they are slow. Promotion still costs many tempi, and with pawns on opposite wings the defender's own runner is counting the same tempi.

Two pawns against a rook. Connected passers on the fifth and seventh cannot be stopped by the rook alone, though the draw still costs work: your king has to keep stepping out of the checks, and one careless step even loses. That is why giving up the rook for the enemy runner is the right transformation here, not a concession.

In this drill you play the stronger side and learn where the win is not.

Keep going

All 96 rook endgames positionsFollow the full curriculum (free)