Rook Endgame: Self-Propelled Pawns on Opposite Wings
White to play and draw, after Grigoriev, 1936
PlayYour 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
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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
One Tempo for the a-Pawn
Black to play and draw
The Structure Decides, Not the Tempo
White to play and win
The Same Position, One Tempo Better
White to play and win
All 96 rook endgames positionsFollow the full curriculum (free)