Chess Endgames

The complete endgame reference — every essential ending explained and mapped by a grandmaster.

Basic Checkmates

Pawn Endgames

King and Pawn vs King

The foundation of all endgames, from a grandmaster: key squares, the opposition, the rook-pawn exception — when one pawn wins and when it never can.

Rook-Pawn Endings

The board's edge is the defender's best friend. A GM maps every a/h-pawn draw: the corner defense, the wrong bishop, and the tricks that still win games.

King and Two Pawns vs King

Connected, doubled, or split — a grandmaster shows which two-pawn endings win themselves, which need technique, and the doubled rook-pawn draw to know.

King and Pawn vs King and Pawn

Blocked, passed, or racing — a GM sorts every pawn-vs-pawn ending: the mutual key squares, the fatal tempo, and the queening races that end in a skewer.

Pawn Races

Both sides run — who wins? A grandmaster teaches race counting, the square rule, the first-check advantage, and the promoted-queen skewers that decide races.

Outside Passed Pawn

Why the farthest passed pawn wins pawn endings: the decoy mechanism, counting the king detour, and when an outside passer beats even a protected one.

Pawn Breakthrough

The classic three-vs-three sacrifice and its cousins: a GM shows how pawns break through alone, when the combination works, and how to defend against it.

Spare Tempo

Pawn endings are decided by who runs out of moves first. A grandmaster teaches reserve tempi: counting them, banking them, and burning them at the right moment.

Pawn Majority

Candidate first, no doubled dead ends, minority holds: a GM teaches the majority mobilization rules that turn a 3-vs-2 queenside into a winning passer.

Pawn Endgame Principles

King activity, key squares, tempo counting, and the passed-pawn hierarchy — a grandmaster distills pawn-endgame theory into the rules that win real games.

Rook Endgames

Rook and Pawn vs Rook

The most common endgame in chess, mapped by a GM: when it is a Lucena win, when a Philidor draw, and the defenses in between — with every claim tablebase-checked.

Back-Rank Defense

Sitting on the back rank draws against a knight-pawn or rook-pawn and loses against everything else. A GM explains the boundary and the escape plans.

Short-Side Defense

Defending king to the short side, rook checks from the long side — a grandmaster teaches the rule that holds rook endings the Philidor cannot reach.

Checking Distance

A rook needs three empty squares to check forever. A GM shows how checking distance decides rook endings and how attackers close it, defenders keep it.

Rook vs Pawn

A rook against a running pawn is a race with rules: a GM teaches the king cut-off, shouldering, underpromotion tricks, and exactly when the pawn holds.

Rook vs Two Pawns

Connected passers on the sixth beat a rook — a grandmaster maps the danger zones, the king-position rules, and the defensive setups that still draw.

Rook and Two Pawns vs Rook

Two extra pawns usually win — except the infamous f+h pair. A GM covers connected pawns, split pawns, and the defensive method for the drawn cases.

4 vs 3 Rook Endgame

The endgame grandmasters reach every week: four pawns against three on one side. A GM teaches the drawing setup, the pressing plans, and the h-pawn lever.

Double Rook Endgames

With four rooks on board, the seventh rank and king safety dominate. A GM explains doubling, when to trade one pair, and why the defender wants both pairs on.

Rook Endgame Principles

Activity above material, rooks behind passers, cut the king, never go passive — a grandmaster distills the rook-endgame rules that decide half your endings.

Minor-Piece Endgames

Queen Endgames

Material Imbalances

Endgame Technique