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Lessons›Endgames›The Square of the Pawn
EndgamesEssential Endgames

The Square of the Pawn

A simple geometric trick that tells you instantly whether a king can catch a passed pawn.

✓ After this lesson, you will use the square of the pawn to instantly judge king vs pawn races without calculating.

Core Concept

If the king can enter the square of a passed pawn, it can catch it

The 'square of the pawn' is an imaginary square drawn from the pawn to the promotion square. If the defending king can step inside this square, it will catch the pawn. If it cannot, the pawn promotes. This simple visual technique eliminates the need for calculation in many king vs pawn races and is one of the most useful endgame tools at every level.

Key Principles

  • 1Draw a diagonal from the pawn to the promotion rank — this forms the 'square of the pawn'
  • 2If the defending king can step into this square on their turn, they catch the pawn
  • 3Count carefully: the pawn's first move can be two squares, which makes the initial square smaller
  • 4This technique works when there are no other pieces interfering — pure king vs pawn races

Common Mistakes

⚠

Forgetting the pawn can move two squares initially

A pawn on its starting rank can advance two squares on the first move, which changes the size of the square. Account for this or your calculation will be wrong.

⚠

Using the rule when other pieces are present

The square of the pawn only works in pure king vs pawn scenarios. If other pieces can block or deflect, you must calculate manually.

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Two positions that you must know by heart — they determine the outcome of most rook endgames.

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Being up material means nothing if you do not know how to convert it into a win.

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