Part Two — Intermediate · Chapter 13

Intermediate Endgames

~40 min read35 boards

In this chapter

  1. What counts as an endgame
  2. King and pawn endgames
  3. Knight endgames
  4. Knight vs. bishop endgames
  5. Bishop endgames
  6. Rook endgames
  7. Queen endgames
  8. Chapter summary
  9. Check yourself

1. What counts as an endgame

Rozman calls this the hardest chapter in the book to write. There are 400-to-500-page books devoted entirely to endgame theory, and he has only a few dozen pages to give you something useful. So this chapter trades depth for breadth: enough of each major endgame type — pawns, knights, bishops, rooks, queens — that you recognize the pattern at the board and know which plan to reach for, even though whole volumes exist on any one of these topics alone.

There's no strict cutoff for where the endgame begins, but here's a working definition. Each side starts the game with fifteen units that can be captured: eight pawns plus two knights, two bishops, two rooks, and a queen (the king is the one piece that can never be taken). Once roughly half of your seven non-pawn pieces have come off the board, together with a handful of pawns, you're no longer in a middlegame — you're in an endgame, with a different set of rules of thumb.

Some endgames are solved: with perfect play from both sides, the result — win, loss, or draw — is fixed in advance, regardless of how "good" or "bad" either side's remaining pieces look. King and pawn versus king is the classic example: there's no such thing as a slightly-better king and pawn ending, only a winning one, a drawing one, or a losing one. Other endgames are merely practical — not forced by theory, but winnable with the right technique and enough pressure applied over the board. Magnus Carlsen, the reigning world champion as this book went to print, built a reputation on exactly this kind of ending: he'll grind an opponent for five or six hours in a position that "should" hold with perfect defense, and sooner or later a human being sitting across the board makes the one inaccuracy that turns a draw into a loss.

Six factors decide the outcome of most endgames, and you'll see all six at work throughout this chapter.

FactorWhat it means at the board
MaterialWho has more, and — crucially in an endgame — does the extra material actually matter with these particular pieces left on?
ActivityWhose king and remaining pieces reach the important squares first.
WeaknessesPawns or squares that can't be defended forever.
ZugzwangBeing forced to move on your turn when every legal move makes your position worse.
DominationPinning an enemy piece down with nowhere useful to go.
Passed pawnsA pawn no enemy pawn can stop from advancing — especially a dangerous one out on the wing.
Note

Chess vocabulary is a patchwork of borrowed words: zugzwang and zwischenzug are German, fianchetto and tempo are Italian, en passant and en prise are French.

2. King and pawn endgames

Pawn endings are the foundation everything else in this chapter builds on, because so many other endgames get simplified down into one. Picture a bare king and pawn racing to promote against a lone defending king: if White is four squares from queening and it's White's move, nothing stops the pawn — it queens and delivers the king-and-queen mate you already know from Chapter Four. But if it's Black's move in that same position, Black's king can just barely get back in time to stop it, and the game is a draw.

That "just barely" has a name: the square of the pawn. Draw a square starting at the pawn, with sides equal to the number of moves the pawn needs to reach its promotion square. If the defending king can step inside that square on its own move, it catches the pawn no matter how far away it looked; if it can't get in, the pawn queens completely untouched, with no other pieces required at all.

Board 1 — White's h-pawn needs four moves to queen, so its square runs from h4 to h8 and back to the d-file (marked corners). Whether Black's king on c5 can step inside that box decides the whole race.

Here's how the chase ends if Black gets there one tempo too late:

Board 2 — White's pawn reached h7 with Black's king only a step behind. White can still push h8=Q, but Black's king captures the new queen immediately — the pawn queened one tempo too late to matter, and the game is a draw.

Once both kings have arrived at the pawn, everything hinges on one geometric detail: does the pawn stand in front of its own king, or has the king already gotten in front of its pawn? If the pawn leads the way, the position is a fortress draw — the defending king just keeps stepping back into the pawn's shadow, mirroring every advance no matter whose move it is.

Board 3 — Black keeps retreating in front of the pawn (Kd7) and takes the opposition the instant White's king approaches (Ke7). White's push comes with check (d6+), so Black just steps back in front again (Kd7) — the position keeps repeating and stays a draw.

If Black keeps repeating that same shadowing technique correctly, White can march the whole way up the board and still never make progress. Push it to its logical end and you get a position like this one, still with the pawn in front of the king — a reminder that "in front" endings are drawn no matter how advanced the pawn gets:

Board 4 — Black to move has no legal move at all here. That's stalemate — still a draw, however far up the board the pawn gets.

Flip the setup around — the attacking king already in front of its own pawn — and the very same face-off now favors the attacker instead of the defender. This is where outflanking comes in: whoever is forced to break the face-off has to give ground somehow, but not helplessly. Try to find it before you press Show solution.

Board 5 — Black must give up the opposition (Kd7); rather than push straight ahead, White's king slides around to the far side (Kf6, then Kf7). Black's king can only shadow from a distance, so once the pawn starts moving, White's king simply walks it in and it queens.

Does that same outflanking idea work everywhere on the board? Try the pawn's most extreme case before you press Show solution.

Board 6 — There is no i-file to outflank into here, so even with the White king already ahead of its own h-pawn, best play is a draw.
Watch out

Outflanking only works with the pawn on the b through g files. A rook pawn (a- or h-file) has no room on the far side to outflank into — the defending king can just plant itself in the corner in front of it, and the game is a draw no matter how well the attacker plays.

With more pawns on the board, an outside passed pawn — one on a file far from the rest of the action, that no enemy pawn can ever stop — changes the whole picture. Try to find it before you press Show solution.

Board 7 — Material is level, but White's a-pawn can become an outside passer. After a5 and the trade on a5, White has a runaway a-pawn; Black's king has to sprint the whole way across the board to stop it (...Kb5-xa5), and while it's over there White's own king strolls in and grabs the c6-pawn (Kd6-xc6), leaving White with an easy win.
Rule of thumb

In king and pawn endgames, king activity is worth more than it looks, and a passed pawn on the far edge of the board is worth more than a passed pawn in the center — even if it never queens, it can single-handedly drag the enemy king out of position.

3. Knight endgames

King and knight can never checkmate a lone king, so the moment every pawn disappears from a knight ending, the result is automatically a draw — it doesn't matter who was "better" a move earlier. That single fact shapes the whole category, since the pieces themselves usually can't force anything on their own. Compare these two structures — nearly identical, but not quite. Try to spot the difference before you press Show solution on each.

Board 8 — Equal material, mirrored pawn islands, active kings: this is a draw. Once the kingside pawns come off, a lone king and knight can never force mate, so there's nothing left to play for.
Board 9 — Add one thing — Black's outside a-pawn — and the same structure becomes winning for Black. White's king or knight has to peel off to stop it, which exposes the kingside pawns.

That's the concept of two weaknesses: one side has both a distant, unstoppable pawn to worry about and a cluster of home pawns to protect, and a single king plus a single knight simply can't be in both places. Force your opponent to choose which weakness to abandon, and you win the other one.

A real game supplies a perfect illustration: Michael Adams versus Jonathan Speelman, 1995.

Board 10 — This is the position the game reached. Material is level and, on paper, this should be a draw.

A "should be a draw" evaluation and an actual drawn result are two different things, though — this is exactly the kind of practical ending Carlsen has built a career on grinding out. A handful of moves later, White's knight lands a fork that both attacks Black's king and wins a pawn in one shot:

Board 11 — White's knight on e4 checks Black's king on d6 and simultaneously attacks the loose g5-pawn — a fork that nets a second pawn from what should have been a drawn ending.

From there, White kept applying the same "two weaknesses" pressure until material changed hands again. Here's the position a little later, with White to move. Try to find it before you press Show solution.

Board 12 — Later in that same game: White has already banked a second extra pawn using the same repeated pressure. Trading the knights off from here hands White a straightforward, winning king-and-pawn endgame.

4. Knight vs. bishop endgames

A bishop crosses the whole board in a couple of moves; a knight needs several short hops to get anywhere far away. That speed gap can sometimes let one minor piece completely dominate the other. Try to find it before you press Show solution.

Board 13 — Aloyzas Kveinys–Krzysztof Ejsmont, 2006: material is level, but Black's knight has nowhere to go — every square it could jump to is covered by one of White's pieces. Meanwhile White's outside a-pawn is a permanent decoy, and whenever Black's king leaves to deal with it, White's king and bishop clean up the kingside.

Black resigned in the position below, before White even had to prove it — the knight was still stuck, and the mopping-up was only a matter of time.

Board 14 — The final position: Black's knight on g7 (marked) has never had a move all game. That's what a bishop's speed advantage can do to a trapped knight.

The reverse also happens, too — sometimes it's the knight that comes out ahead. Which piece is struggling here, and why? Try to find it before you press Show solution.

Board 15 — Every White pawn sits on a dark square, so Black's bishop has nothing to bite on and nowhere useful to go. White's knight, unlike the bishop, reaches both colors and will round up Black's pawns at leisure.

When most of the pawns — both sides' — end up sitting on the same color as a bishop, it becomes what's called a "bad" piece: no targets, and no way past its own pawn chain. A knight isn't restricted by color at all, so it can hop straight over that same wall, exactly as White's knight does here.

Board 16 — White's plan realized: king and knight team up (Ng7-f5 next) to pick off Black's f5-pawn while the light-squared bishop can only watch from the sidelines, still with nothing on its own color to attack.
Levy's point

Knights can, in specific structures, outperform bishops in the endgame — but as a general rule, bishops are the stronger piece over the long run, since their speed and reach with pawns on both wings usually outweighs a knight's ability to dominate an occasional bad bishop. Chapter Fifteen returns to this comparison.

5. Bishop endgames

Bishop endings split into two very different worlds depending on whether the two bishops are the same color or opposite colors.

Opposite-colored bishops have a reputation for how stubbornly they draw, even when the material looks lopsided. Try to find it before you press Show solution.

Board 17 — White has an extra pawn, but it's still a draw: Black's light-squared bishop can meet the g-pawn on a light square in front of it, or sacrifice itself outright, and king-and-bishop alone can never force mate.

Push it further — give White a second extra pawn, still connected on the kingside. Does that change anything? Try to find it before you press Show solution.

Board 18 — Even with two connected extra pawns, White still can't make progress: the same blockading idea handles both pawns at once, and the position remains a draw.

So what would it actually take to crack that fortress? Try to find it before you press Show solution.

Board 19 — One of White's pawns has moved to the other wing, and now it's winning: Black's king and bishop can't stop both pawns from advancing at the same time.

So while scattered pawns are usually a weakness in the middlegame, in the endgame they can be a real asset — they split the defender's attention and give the opponent too many things to worry about at once. That's true in opposite-colored bishop endings, and it's just as true in same-colored bishop endings.

Board 20 — Material is equal and both bishops are dark-squared. Black's bishop is the only piece defending both the b6- and g5-pawns at once — move it, and one pawn falls; move the king instead, and White's king marches in on the other side. Black is in zugzwang: any move makes the position worse.

Magnus Carlsen demonstrated this technique against Alireza Firouzja in 2021, starting from a bishop ending that was both materially and structurally symmetrical.

Board 21 — Carlsen (White) has the position after his 30th move. Material is even and the bishops are the same color — a position most players would offer a draw in without a second thought.

Instead, over the following moves Carlsen quietly rearranged his own pawns onto dark squares — out of reach of Black's light-squared bishop — while freezing Firouzja's pawns in place on light squares, where his own bishop could snipe at them for free.

Board 22 — A few moves later: White's pawns have regrouped onto dark squares, safe from Black's bishop, while Black's queenside pawns are frozen on light squares — permanent targets for White's own bishop.

With that groundwork done, Carlsen gave up a pawn on purpose to free his king, which then marched straight toward Black's weakened queenside.

Board 23 — After the pawn sacrifice: White's king is already threatening to swallow the a6- and b5-pawns, while Black's king was too far away on the kingside to stop it.
Board 24 — The final position: Firouzja resigned here. White's king is about to swallow the queenside pawns while Black's bishop and king, tied down to defense, can only watch.

Carlsen turned a "shake hands" symmetrical ending into a full point by forcing his opponent into hard decisions on every move, then attacking pawns that were stuck on the wrong color while his own stayed safe on the right one.

6. Rook endgames

Rook endings are the most common endgame in chess, and by reputation the most error-prone — entire manuals thousands of pages long are devoted to them. Here's a position where one side is up a pawn, but the real advantage runs deeper than the pawn count. Try to find it before you press Show solution.

Board 25 — White is up a pawn, and the rook on c2 cuts the board in half: Black's king can never cross the c-file to help its own rook — locking it out of 52 of the 64 squares on the board — leaving White's king free to walk the f-pawn home unopposed.

Rook and pawn versus rook, though, is not automatically winning. The key defensive resource is the Philidor Position: the defending rook sits on the rank just in front of the pawn, blocking the attacking king from ever crossing it. The instant the pawn advances onto that rank, the rook's own view along it gets blocked — so it drops back to check from behind instead.

Board 26 — Black's rook drops to the sixth rank (Ra6) to keep White's king from crossing it. Once the pawn itself reaches the sixth (f6), the rook can no longer see along that rank, so it switches to checking from behind (Ra1) — a draw by endless checks, not by blockade.

Does that same Philidor drawing technique hold up as the material gap grows? Try it before you press Show solution.

Board 27 — No titled player would try to win this: it's three pawns against two, all on the kingside, and the Philidor drawing technique holds regardless of who's "up" material.
Rule of thumb

A grandmaster would agree to a draw in a Philidor-type position even three pawns to two, as long as the extra pawns are all on the same side and the defender knows the technique.

Same pawn count as Board 27 — three against two — but arranged differently. Does the result change? Try to find it before you press Show solution.

Board 28 — Compare this to Board 27: it's still three pawns to two, but now White's extra pawn is off on the queenside, alone. That single difference turns the position from a dead draw into a decisive winning try.

What actually wins rook endings is a pawn majority on the other wing from where the action is — one side can't defend the loose pawn over there and hold the kingside together at the same time.

Board 29 — White's rook supports the advanced b-pawn from behind while the kingside sits at three pawns against two. Black's king and rook can't stop the b-pawn and hold the kingside together — the same "two weaknesses" idea from the knight endings, now with rooks.

Pawns bunched on one side of the board tend toward a draw in rook endings; pawns scattered across both wings tend toward a win for whoever has the extra one. Keep that contrast in mind — it's the single most useful rule of thumb in this section.

7. Queen endgames

Queen versus a lone pawn is fully solved, and — with one specific exception you need to memorize — it always wins for the side with the queen. The method: get the queen in front of the pawn so it can't move, then walk your own king all the way up the board to help capture it and finish with the king-and-queen mating technique from Chapter Four.

Board 30 — White needs to get the queen in front of the d-pawn (heading toward d3) to separate Black's king from it, then walk the White king all the way down the board to help finish the job.

The trickier case is when the pawn is one square from queening and already defended by its own king. The technique still wins outright — but only on the b, d, e, and g files.

Board 31 — Qe4+ starts a forced sequence: ...Kf2 Qd3 (eyeing the pawn), ...Ke1 Qe3+ forces ...Kd1, and the king ends up boxed in front of its own pawn. White's king now marches over to help capture it.

On the a and h files, though, that same checking method runs into a problem. White has just forced Black's king in front of its own pawn — the natural next step looks like bringing the White king in closer to help. Try to find out whether that's actually safe before you press Show solution.

Board 32 — White has driven the king in front of its own a-pawn exactly as before. The queen has to stay off the b-file so Black keeps a spare king move — the trunk's Qh3 does that, and the game just repeats. The Kg7?? stalemate trap branch shows why: advancing the king instead leaves Black with no legal move at all, and it's a draw.

The c- and f-pawns have their own quieter version of the same trap. Try to find it before you press Show solution.

Board 33 — White has just given check with Qb3+, but instead of blocking in front of the pawn, Black's king runs to the corner (Ka1), abandoning the c-pawn — because capturing it outright would be stalemate. White did everything correctly and still can't make progress here.
Pawn's fileQueen vs. lone pawn, king defending it on the 7th/2nd rank
b, d, e, gWinning — the checking technique drives the king in front, then the attacking king walks in.
a, hDrawn — driving the king in leaves no room; taking the pawn or improving is stalemate.
c, fDrawn in the critical setup — the defending king slips to the corner and lets the pawn go, since capturing it is stalemate.
Watch out

Whenever you're mopping up a lone pawn with your queen and the enemy king is tucked in a corner, stop and check for stalemate before you take the pawn. It costs nothing to bring your own king a little closer first.

Queen endgames with pawns on both sides play very differently from everything else in this chapter. Material imbalances matter less, because a lone queen alone can manufacture serious threats out of nothing, and kings are usually tucked away in a safe corner rather than centralized the way they are in pawn or rook endings — an exposed king invites perpetual check, an unstoppable string of checks that forces a draw by repetition no matter how far ahead you are on material.

Board 34 — Mikhail Tal–Mikhail Botvinnik, 1960 World Championship, round 11: this is the position with Tal (White) already two pawns to the good.
Board 35 — Several moves later, Tal reached this position, still two pawns up. If this were a rook ending, it would be a trivial win — but because Black still has a queen, Tal first had to spend real effort tucking his own king away from an endless series of checks before he could convert the material at all. Botvinnik resigned once that safety net was in place.
Key idea

Being clearly winning on material in a queen ending is not the same as being safe. If your king isn't tucked somewhere the enemy queen can't reach, a material lead can evaporate into a perpetual-check draw.

8. Chapter summary

Endgame evaluation always comes back to the same short list: material, activity, weaknesses, zugzwang, domination, and passed pawns. Pawn endings are the base case everything else reduces to — know the square of the pawn, the opposition, and outflanking, and you can convert or hold a huge share of the endgames you'll actually face. Just remember the one hard limit: outflanking fails on the rook files, because there's no room to slide around the defender.

King and knight can never mate a bare king, so knight endings are pawn endings in disguise — the outside passed pawn and the "two weaknesses" it creates are almost always the deciding factor, as in the Adams–Speelman game. Bishops generally outperform knights in the endgame thanks to their speed across the whole board, though a knight can dominate a "bad" bishop that's stuck behind its own pawns on the wrong color, and a bishop can just as easily trap a knight that has nowhere safe to jump.

Opposite-colored bishop endings are drawish even a pawn or two down, since the defending bishop and king only need to hold one front — but scattered pawns on both wings overwhelm that defense by opening a second front. Same-colored bishop endings hinge on activity and zugzwang much like pawn endings do, as Carlsen showed against Firouzja by rearranging pawns onto the "safe" color before breaking through.

Rook endings are the most complex and the most common of all — cutting off the enemy king is the attacker's main tool, and the Philidor Position is the defender's; pawns bunched on one wing tend to draw, pawns split across both wings tend to win. Queen versus a lone pawn is winning except in specific stalemate traps on the a, c, f, and h files, and queen-and-pawn endings turn on king safety and the threat of perpetual check as much as on the raw pawn count.

Check yourself

What does it mean for an endgame to be "solved," and how is that different from a "practical" endgame?

A solved endgame has a known result — win, draw, or loss — with best play from both sides; king and pawn versus king is a classic example. A practical endgame isn't forced in that sense, but is winnable with the right technique and pressure; the defender might hold with perfect play, but real opponents often don't find it, which is exactly the kind of ending Magnus Carlsen has built his reputation grinding out.

How do you find the square of a passed pawn, and what does it tell you?

Count how many moves the pawn needs to reach its promotion square, and draw a square of that many files and ranks starting from the pawn's square. If the defending king can step inside that square on its move, it catches the pawn unaided; if it's outside and can't get in, the pawn queens.

In king and pawn versus king, when does the opposition matter, and when does it stop mattering?

Opposition matters whenever the kings are close to the pawn's path: the side forced to move away from a face-off usually has to give ground, letting the other king advance or outflank. It stops mattering once one king is comfortably in front of its own pawn with room to outflank on either side, or once the pawn is a rook pawn and the defending king has already reached the queening corner — there's simply no room to outflank into.

In Board 5, why does White's king go to f6 instead of pushing straight ahead when Black gives up the opposition?

Pushing straight ahead runs into Black's king again. Sliding to the far side (outflanking) claims space Black's king can't contest without abandoning the pawn's path entirely — Black can only shadow from a distance, which is exactly what lets White's king and pawn walk in together for the win.

Why is king and knight versus king always a draw, and how does that shape knight endgames generally?

A lone king and knight cannot force checkmate against a bare king, so if all the pawns get traded off in a knight ending, it's a draw regardless of any earlier piece activity. That's why the winning plan in knight endings is almost always about pawns — especially an outside passed pawn creating "two weaknesses" that one king and one knight can't both cover, as in the Adams–Speelman game (Board 11).

What makes a bishop "bad," and how can a knight exploit it?

A bishop is bad when its own side's pawns sit on its color, blocking its diagonals and leaving it with few useful squares. A knight can exploit this by hopping to both colors and both sides of the board while the bishop stays boxed in with nothing to attack, as in Board 15 and 16, where every White pawn sits on a dark square, completely shutting out Black's light-squared bishop.

Why are opposite-colored bishop endings so often draws, even a pawn or two down — and what breaks that defense?

The defending bishop can sit on a square of its own color directly in a pawn's path, or sacrifice itself for it, and a king plus bishop alone cannot checkmate a bare king. Even two connected extra pawns often still lose to one well-timed blockading move (Board 18). What breaks it is scattered pawns on both wings (Board 19) — the defender can't rush to two fronts with only one king and one bishop.

What is zugzwang, and where does it show up in Board 20?

Zugzwang is being forced to move on your turn when every legal move worsens your position. In Board 20, Black's bishop is the only piece guarding two pawns at once; moving it drops one, and moving the king instead lets White's king infiltrate the other side. There's no move that doesn't lose something.

What is the Philidor Position, and why does the defending rook have to abandon the rank it was guarding once the pawn advances onto it?

It's the standard drawing technique in rook and pawn versus rook: the defending rook sits on the rank just ahead of the pawn, stopping the attacking king from crossing it. Once the pawn itself reaches that rank, it blocks the rook's own view along it, so the rook can no longer control the far side — it switches to checking the attacking king from behind instead, holding the draw by repetition.

Comparing Board 27 and Board 28, both are "three pawns versus two" — so why is one a dead draw and the other winning?

In Board 27 all five pawns sit on the same wing, so the Philidor technique holds regardless of the extra pawn. In Board 28, White's extra pawn is alone on the other wing, creating the same "two weaknesses" problem as in the knight endings: Black's king and rook can't defend the kingside and stop the lone pawn at the same time.

Is queen versus a single pawn always winning? What are the exceptions?

Almost always — the winning technique works on the b, d, e, and g files. On the a and h files, and in the specific king setup shown for the c- and f-pawns, the same checking method runs the defending king into a stalemate instead, so those particular configurations are draws.

Why do queen endgames with pawns on both sides play differently from other endgame types, and what happened to Tal against Botvinnik?

A lone queen generates enough threats that material imbalances matter less than elsewhere, and an exposed king is a serious liability because the opponent's queen can often force a perpetual check. Tal was two pawns up against Botvinnik but had to spend real effort tucking his own king to safety before that material edge meant anything — in a rook ending the same material would have been a trivial, immediate win.