Rook Endgame: Self-Propelled Pawns on Opposite Wings
White to play and draw, after Grigoriev, 1936
PlayYour a- and b-pawns can move by themselves: they are connected passed pawns, and they do not need the king to climb the board. They are powerful, but they are not fast. Black's h-pawn creates counterplay just in time, so the position is drawn.
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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
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 sixth and seventh hold a rook by themselves. 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)