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  R.E.G. - K+R vs. K & 1P  









 (1) Basic Endgame Course - King & Rook vs. King & Pawn 
 Position # 1; 
   Pensacola, FL (1.1), 10.02.2000   

***

  [A.J. Goldsby I]  


Basic Endgame Course, Essential Knowledge;  K+R vs. K+1P,  Position #1

 ---> This is an actual excerpt from one of Max Euwe's games. 
(Euwe is a former World Champion.) 

Max was White. 

Knowing how to deal with a King and Pawn when you have only a King 
and Rook is a basic endgame for Student's of the game to learn. Witness 
the following example. 

White to move and win.  


1. d8Q+,  
White must act quickly, and without delay. 

   [ Sometimes its easy to assume when you are studying the games of a GM, 
     especially when the games are that of a former World Champion, (!!!) that 
     the great player always made the best move. 

     While this may (or may not!) be true, it is NOT the best teaching method. 

     I was teaching this position (Sat, Apr. 28; 2001) to one of my local chess 
     students, (Daniel Schindler); and he asked, "Why not play the Rook to the 
     last row?"  (Threatening to aid in the promotion of the pawn!) 
     Indeed. Why not?  1.Rc8?,  

   The position after 1. Rc8. Can White win with this move?  (eg_16_pos-1.jpg, 14 KB)
(Inverted Diagram.)

{Analysis Diagram.}

     This move looks  very  plausible, if Black now plays 1...RxR/f1??; 
     then 2. PxR/f1=Q wins easily for White. 

     Unfortunately the move is an error. (But just barely!) 

     Notice also White just REMOVED his Rook from controlling the 
     promotion square and ... it will require an extra move to get back there. 

     1...Ra7[];  (Forced.) 
    
The only move to stop the pawn from promoting! 

     2.Ke8 Rxd7;  3.Kxd7,  and now it is BLACK to move. 
     Simple counting shows it takes 5 (FIVE) moves for Black to 
     get to his (or her) IDEAL position. 

     (The ideal position for Black = King on the 7th rank, {8th?} 
     protecting and supporting the Pawn; and the Pawn should be on 
     the 7th rank ready to promote. The ideal position for White is King on 
     the 7th rank; {on the OPPOSITE side of the pawn from Black's King;}  
     and his Rook should be controlling the Pawn's Promotion Square. 
     Ideally the best place for the Rook to do this is from BEHIND the Pawn.). 

     Counting shows it takes White 6 (SIX) moves also (using the most direct 
     path) to get to his ideal position. But Black can also [possibly] interfere 
     with the White King's advance. Since White is at least one move behind 
     on the count and since Black moves FIRST -   ..................
     this would make the game a draw. 

     3...f44.Rf8,   

       (OR: 4.Ke7 Ke45.Kf6 f36.Kg5 f27.Rf8 Ke38.Kg4 Ke2;  
         9.Kg3
f1Q10.Rxf1 Kxf1,  "="  draw.

       Or: Many of my students think it is a simple matter to win by cutting the 
       Black King off from his Pawn, but this is not sufficient either. 
      
4.Re8
Kd45.Kd6 f36.Re7 Kd37.Kd5 f28.Rf7 Ke2, "="  

    {Analysis Diagram}  The position after 8...Ke2;  Black draws easily. (eg_16_pos-2.jpg, 14 KB)
(Inverted Diagram.)

{Analysis Diagram.}

       and again it is a drawn position.) 

     4...Ke4!;  Black need not lose time.  5.Ke6 f3;  Now notice the position 
     of Black's King is INTERFERING with White's King in the pursuit of the 
     Black Pawn. White's most direct path is K-f5-g4-g3-g2. But White is 
     prevented from going to the c4-square by Black's King. 

     6.Kf6 f27.Kg5 Ke38.Kg4 Ke2, "="  (See the diagram just below.)  

  The analysis position after 8...Ke2.  The game is now an obvious draw.  (eg_16_pos-3.jpg, 14 KB)
(Inverted Diagram.)

 {Analysis Diagram.} 

     and the game is a draw. 

     THE PROOF?  9.Kg3,  
     What else can White do here? 

        ( If 9.Re8+ Kd2; 10.Rf8! ( 10.Kg3?? f1Q; "-/+" ).     
        10...Ke2
; 11.Re8+ Kd2; 12.Rf8 Ke1; 13.Kg3,  White tires of the    
        perpetual check. 13...f1Q; 14.Rxf1+ Kxf1; "=" Draw. )      

     9...f1Q10.Rxf1 Kxf1; "="  Just two Kings left on the board is 
     as drawn as a position gets. ].  

 

1...Rxd82. Kxd8 Ke4;  
This position is very similar to Seirawan's diagram # 74, page # 68 of 
 the book, "Winning Chess Endings."  (By GM Yasser Seirawan.) 
(Except the White Rook is on c1 instead of a1.) 

The "ideal position" for the side with the King and Pawn, is "King on the 
seventh rank, Pawn on the seventh rank." The ideal position for the side with 
the King and Rook is, "King one square away from the Pawn, (usually on the 
2nd rank) and your Rook controlling the promotion square - either vertically 
or horizontally." 

   Now it is a simple matter of counting.   

If the stronger side moves first, (K + R) and can reach the ideal position in 
the same number moves as the opponent, or even one extra move for the 
opponent - then the stronger side wins. 

In other words, it takes White six (6) moves to reach his ideal position. 
[Ke7-f6-g5-g4-g3-g2.] It takes Black five moves to reach his ideal position. 
[Say King e4-e3-e2 (2 moves) and the Black Pawn from f5-f4-f3 (3 moves), 
for a total of five moves.]  So in other words, White wins. 

 The Proof? 
 (What follows is an extract from one of Euwe's games.)  

Seirawan offers three important principles about these endings: 
# 1.)  The King must escort the Pawn to the promotion square. 
# 2.)  The Pawn should NOT advance too far from the reach of 
         the escorting King. 
# 3.)  The Rook (generally) should be  BEHIND  the passed Pawn.

3. Ke7 f4
;  
Black must push the pawn as quickly as possible. Remember its a  race  (!)
to reach the ideal position for each side. Tempo is essentially critical for 
the side with the K & P. If Black dawdles here, White's superior force 
will win easily.  

 

4. Kf6,  
It sounds dumb to say this, but many of my students have NOT found 
this point. In order to catch the pawn, (the side with the K+R); that King 
must approach the pawn from the OPPOSITE SIDE that the 
opposing King is on. 

 (While this may be stating the obvious, it is an important point to note.)  

   [ 4.Kf7?? f3; 5.Kg6 Ke3; 6.Kg5 Ke2; 7.Kg4 f2; "=" ].  

 

4...f3;  
Run little pawn, run! 

   [ Slower is 4...Kf3; 5.Kf5 Kg3; 6.Rc3+ f3; 7.Ke4, and White wins the pawn. ].  

 

5. Kg5 f2;  The pawn continues to advance. 

   [ Or 5...Ke3; 6.Kg4 f2; 7.Kg3 Ke2; 8.Rc2+ Ke1; 9.Rxf2, "+/-" ].  

 

6. Kg4 Ke37. Kg3 Ke28. Kg2,  
Actually this move is a [very] slight error. 

   [ Euwe missed 8.Rc2+ Ke19.Rxf2; winning one move quicker. 
     He probably missed this because he already had the winning position 
     firmly fixed in his mind. ].   

 

8...Kd29. Rf1 Ke210. Rxf2+,  and Black Resigns.

Copyright (c) A.J. Goldsby I;   
  (c) 1999, (c) 2000, (c) 2001. © A.J. Goldsby, 2002.  

 1 - 0 


  A very fine and instructive piece of analysis by yours truly. 


This is the complete version of this game as it exists on my hard drive in my endgame database,
I have NOT shortened it for publication! If you would like a copy of this endgame
 - in the ChessBase format -
to study on your own computer, please  drop me a line.


If you enjoyed this position, and would like to study  ANOTHER 
Rook-and-Pawn endgame,  ("The LUCENA Position");  click HERE


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***

 (Page posted on my web-site, January 25th, 2002.)


 Copyright, (c) A.J. Goldsby I 

  © A.J. Goldsby, 1994 - 2004.   Copyright © A.J. Goldsby, 2005. All rights reserved. 

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