Basic Endgames – King & Pawn, Opposition, Triangulation
The endgame is the moment of truth where the result is signed. If you want the highest return on your study time, start here. King and pawn endgames are the bedrock of chess theory, teaching you the precise calculation and "tempo" logic required to convert a win or save a draw. Mastering these ten core patterns will give you the confidence to navigate the final phase of the game with precision.
Part of the endgame cluster: Endgame Priorities • Rook Endgames • Minor-Piece Endgames • Converting Advantages
What You’ll Learn (The 10 Core Patterns)
These ten fundamental endgame patterns are the building blocks for converting advantages into wins.
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1) Direct Opposition
When kings face each other with one square between them, the side not to move often has the advantage (they “hold the opposition”). This is the engine of many pawn-endgame wins.
Mini drill: Set up kings only and practice “taking” opposition from different files.
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2) Distant Opposition
Opposition works at a distance too. With kings separated by an odd number of squares, correct mirroring can force the enemy king back and win a key entry square.
Practical cue: distant opposition often decides who gets to invade first.
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3) Diagonal Opposition
Kings don’t only oppose head-on — diagonal opposition is common in real pawn structures. Learning it makes your “king navigation” far more accurate.
Mini drill: practice holding diagonal opposition, then “switching” into direct opposition.
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4) Key Squares
Each pawn has promotion “key squares.” If your king can reach them (with the move), the pawn will usually queen — even if the enemy king is trying to stop it.
Training tip: practice key squares for pawns on 2nd–5th ranks until instant recall.
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5) The Square Rule (Pawn Races)
In pure pawn races, you can often decide instantly if a king can catch a pawn. The square rule saves time and prevents miscalculation in time trouble.
Mini drill: calculate 10 “catch or not?” positions in 2 minutes.
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6) Shouldering
Shouldering means using your king to block the enemy king’s route. It wins many endgames because it’s simpler than “perfect opposition play.”
Practical cue: if you can cut off the enemy king, you often win without tactics.
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7) Triangulation & Zugzwang
Triangulation is the art of “wasting a move” so your opponent is forced into a worse position. This creates zugzwang — where every move harms them.
Mini drill: practice triangle routes with a king (e.g., c4–d4–d3–c4 patterns).
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8) Outside Passed Pawn
An outside passer drags the enemy king away, letting your king invade on the other side. It’s one of the most repeatable winning plans in pawn endgames.
Plan template: create outside passer → force king chase → win central pawns.
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9) Rook Pawn Peculiarities (a- & h-file traps)
Rook pawns are special: even with an extra rook pawn, many positions draw because the king can get “stuck” in the corner and the pawn can’t provide shelter.
Practical warning: don’t assume “extra pawn = win” when it’s a rook pawn.
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10) King Activity (The Endgame Mindset Switch)
In the middlegame you protect the king. In the endgame, the king is a weapon. Centralize it, use it to win pawns, and escort passers.
Simple rule: if you don’t know what to do, improve king activity first.
Common Beginner Mistakes (Avoid These)
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Trading into a Lost Pawn Ending
Before exchanging pieces, quickly ask: “If all pieces disappear, who wins the king & pawn ending?” Many games are thrown away by simplifying into a losing pawn race.
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Ignoring Tempo
In pawn endings, one tempo often decides everything. Count moves and watch out for “opposition parity” (who gets opposition at the right moment).
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Over-Pushing Pawns
Don’t rush pawns forward if it allows the enemy king to invade. Often you should improve your king first, then push.
A Simple Training Routine (10 Minutes)
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Step 1 (3 mins): Opposition reps
Set up kings and practice taking/holding opposition from several files and diagonals.
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Step 2 (4 mins): Key squares + square rule
Pick 5 pawn positions and decide quickly: “promotes or caught?” Then verify.
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Step 3 (3 mins): One pawn-ending example
Play out one pawn ending against a board or engine on low strength: focus on king activity and tempo.
