King & Pawn Endgames
BeginnerThe foundation of all endgame knowledge. If you understand K+P vs K, you understand opposition, key squares, and the rule of the square — all of which apply to more complex endgames.
The Opposition
Two kings are in "opposition" when they face each other with exactly one square between them and it is the other player's turn to move. Having the opposition means your opponent must yield ground.
Key: White king e4, Black king e6 — Black to move is in opposition. Black must go to d6 or f6, allowing White's king to advance.
Key Squares
Key squares (or critical squares) are squares that, if occupied by the attacking king, guarantee pawn promotion regardless of where the defending king is.
Key: For a pawn on e5, the key squares are d7, e7, and f7. If White's king reaches any of these, the pawn promotes.
The Rule of the Square
Draw a diagonal from the pawn's current square to the promotion square. If the defending king is inside that square when it is their turn to move, they can catch the pawn. If not, the pawn promotes.
Key: Pawn on a5, king to move. Draw a square from a5 to a8 and to d8/d5. If the Black king is inside it, it catches the pawn.
Rook Pawn Exception
A king cannot win K+h-pawn vs K (rook file pawn) if the defending king reaches the corner (h8). It's always a draw because the promoting square is a rook pawn corner — the king gets stalemated.
Key: K+a-pawn vs K: if the defending king reaches a8, White cannot avoid stalemate on many lines.