King & pawn
King and pawn endgames are pure calculation and technique: one tempo decides the whole game. Play out opposition, key squares and the square rule until the winning and drawing methods are automatic.
68 positions to play
Opposition: King Before Pawn
White to play and win
The Square of the Pawn
Black to play and draw
The Rook Pawn Corner Fortress
Black to play and draw
Take the Opposition to Hold the Draw
Black to play and draw
King on the Sixth: The Winning Formation
White to play and win
The Rule of the Square: Outrunning the King
White to play and win
The Pawn That Never Moves
White to play and draw
Queen Beats the Center Pawn
White to play and win
Reciprocal Zugzwang: e6 Against c5
White to play and win
The Same Position, and Only One Move Saves It
Black to play and draw
The Bishop Pawn Escapes
White to play and draw
When the Bishop Pawn Loses Anyway
White to play and win
Let the Rook Pawn Queen, Then Mate
White to play and win
The Pendulum Defense
White to play and draw
The King's Zigzag
White to play and win
Zigzag Around the Check
White to play and draw
Key Squares: The Winning Map
White to play and win
King and Two Pawns vs King
White to play and win
Defending King & Pawn vs King
Black to play and draw
Distant Opposition and Outflanking
White to play and win
The Opposition Is Worthless Without an Outflank
Black to play and draw
One Reserve Tempo Wins the Opposition
White to play and win
Opposition With Room: The d5 Breakthrough
White to play and win
Give Both Pawns Away to Save the Game
White to play and draw
Corresponding Squares: One Move Holds, Six Lose
Black to play and draw
Grigoriev 1920: Two Spare Tempi and a Stalemate
White to play and draw
Killing the Reserve Tempo: f and h vs the h-Pawn
Black to play and win
Reciprocal Zugzwang: One Tempo Draws
White to play and draw
One Tempo Short: g and h vs the h-Pawn
White to play and draw
g and h Against the h-Pawn: The Winning Half
White to play and win
Triangulation: Losing a Move to Win
White to play and win
Corresponding Squares Behind the Passed Pawn
White to play and win
The Stalemate That Saves
Black to play and draw
Corresponding Squares: Dedrle's Draw
Black to play and draw
The Wing Pawn Is Bait
White to play and win
Fix the Pawns and Draw
Black to play and draw
The Tempo Count Decides
White to play and win
The Extra Pawn That Cannot Win
Black to play and draw
The Outside Passed Pawn
White to play and win
Two Pawns Against One
White to play and win
The Reti Manoeuvre
White to play and draw
Shouldering: Winning the King Race
White to play and win
The Protected Passed Pawn
White to play and win
The Breakthrough
White to play and win
Separated Passers: The Floating Square
White to play and win
Winning the Pawn Race
White to play and win
Blocked Pawns: Racing for the Key Squares
White to play and win
Separated Pawns Defend Each Other
White to play and win
Doubled Pawns Against a Bare King
White to play and win
Inside the Square and Still Too Slow
White to play and win
Stop the Runner First, Then Queen
White to play and win
Mined Squares: c4 and b6
White to play and draw
Winning with a Frozen King
White to play and win
The Bishop Sacrifice That Buries a King
White to play and win
The Floating Square: When One Pawn Must Queen
Black to play and win
The Floating Square That Falls Short
Black to play and draw
Two Files Apart: The King Wins Both Pawns
White to play and win
Three Connected Pawns and the One Square That Wins
White to play and win
Two Passers and a King on a Leash
White to play and win
Leaving the Box at the Right Moment
White to play and win
Winning by Zugzwang
White to play and win
Triangulation: Losing a Move to Win
White to play and win
Corresponding Squares
White to play and win
Mined Squares
White to play and win
Winning the Queening Race with a Check
White to play and win
Two Rook Pawns and a Distant Passer
White to play and win
A Central Passer Beside Blocked Rook Pawns
White to play and win
A Bishop Pawn Beside Blocked Rook Pawns
White to play and win
Learn the theory
The written method behind these positions: what to aim for, the exact moves, and the traps that lose a won ending.
King & Pawn Endgames
Chess with the physics exposed
The Opposition
The staring contest that decides pawn endgames
Triangulation
Take the long way home, arrive a tempo richer
Passed Pawns
A criminal that must be kept under lock and key
Zugzwang
When the right to move becomes the obligation to lose
King Activity
The piece you spent the whole game hiding is now the strongest one you have
The Principle of Two Weaknesses
One target can be defended. Two, on opposite wings, cannot.
Practice endlessly
Once you know the model, drill an endless stream of fresh, tablebase-verified variations of the same pattern.