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Chess/The Endgame/Rook and Pawn Endings

Endgames where one side has a rook and the other a rook and one or more pawns, with no other pieces except the kings, is one of the most common in chess. Knowing the concepts of how these endgames work is essential to the intermediate to advanced player, and can result in many wins from otherwise drawn situations (or draws from otherwise lost situations).

Rook and pawn endings are very complex, and even professional players don't always execute them correctly. This module cannot provide a completely comprehensive guide of the subject, but aims to educate you to the most common, basic techniques.

Following is a list of different rook vs. rook scenarios. They assume that there are no other pieces on the board not indicated (except for kings). The goal in each for the attacking side is to promote a pawn, in which case the attacking side can then exchange rooks and execute a king-and-queen-versus-king checkmate.

Three or More Pawns and Rook vs. Rook

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This situation should always be a win for the side that has the pawns and is not terribly difficult to play (especially if at least two of the pawns are on adjacent files.). The defending player's rook cannot cover all pawns at once as they advance down the board.

Two Pawns and Rook vs. Rook

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This scenario usually results in a win for the player that's ahead, but in practice can be more challenging to execute. If the two pawns are connected, or on adjacent files, then the win is comparatively easy because one pawn can support another as they march down the board and the defending side cannot block one pawn with his king without getting checked.

When the pawns are separated, then things are less clear. If there is a large distance between pawns (two or more files), the attacking side may have trouble defending both at once and may opt to give up one pawn to transition into a more favourable (but harder) single pawn endgame.

It is also important to take into consideration how advanced the pawns are. If they are on the second-third rank, then queening will be inherently harder because of the distance they need to travel to reach (which results in more time for the defending player to blockade).

One Pawn and Rook vs. Rook

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Situations where one side has only a single pawn are the most complex of all rook and pawn endgames. Unlike the two above scenarios, they are not cut-and-dried, and there are more factors involved, such as the positions of both kings and rooks and the file the pawn is on.

a b c d e f g h
8 a8 black king b8 black king c8 black king d8 black rook e8 black king f8 black king g8 black king h8 black king 8
7 a7 black king b7 black king c7 black king d7 black king e7 black king f7 black king g7 black king h7 black king 7
6 a6 black king b6 black king c6 black king d6 black king e6 white king f6 black king g6 black king h6 black king 6
5 a5 black king b5 black king c5 black king d5 white pawn e5 black king f5 black king g5 black king h5 black king 5
4 a4 cross b4 cross c4 cross d4 cross e4 cross f4 cross g4 cross h4 white rook 4
3 a3 black king b3 black king c3 black king d3 black king e3 black king f3 black king g3 black king h3 black king 3
2 a2 black king b2 black king c2 black king d2 black king e2 black king f2 black king g2 black king h2 black king 2
1 a1 black king b1 black king c1 black king d1 black king e1 black king f1 black king g1 black king h1 black king 1
a b c d e f g h
Diagram 1: Black cannot prevent the pawn from queening, even if it's his turn, because his king is cut off from the action by White's rook.

As a general rule of thumb, if the defending side's king is a rank or more behind the pawn, then the pawn will queen because the attacking Rook can cut off the king from the action. (see Diagram 1). In this instance, white to play wins with 1. d6 Re8+ 2. Kd7 Rg8 3. Kc7 Rg7+ 4. d7! when black is out of checks and cannot defend the queening square.