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Pawn
endgames have a very special place among all
endings. A solid understanding of pawn
endgame fundamentals is essential for a true
appreciation of any and all endgames since
an assessment of an endgame position is, more
or less, based on the fact that the resulting
pawn ending would be winning for one of the
players should other pieces be exchanged.
For instance:

This position is easily won for White, because
after 1.Bf6 Bxf6 2.Kxf6 he wins the pawn
ending.
The most important rules of pawn endings are “rule
of a square” and the so-called “opposition”.
RULE OF A SQUARE
This is definitely the most important rule,
since pawn endings (and any other endgame, for
that matter) are all about pawn promotion. Application
of this rule helps a player to determine whether
a passed pawn can be caught on time.

The result here depends on which side has the
move.
If it’s Black’s turn here, he can
save the game by playing 1...Kb4. With
this move his King enters the geometrical “square” (f4-f8-b8-b4-f4).
Now the game is drawn after 2.f5 Kc5 3.f6
Kd6 4.f7 Ke7, and the pawn is caught.
The result would have been different if it was
White's turn. By playing 1.f5, White would
move the imagined “square” a bit
further (f5-f8-b8-b5-f5) away from the opponent’s
King, and Black's King would not be able to catch
the pawn in time.
1.f5 Kb4 2.f6 Kc5 3.f7 Kd6 4.f8=Q+, and
White wins.
Knowledge of this rule makes it easier for a
player to make a correct assessment of such positions,
particularly in time pressure.
There are, of course, some exceptions. For instance,
if a pawn blocks the King’s way, the square
rule does not work. For example, in the above
diagram, imagine a Black pawn on d6.
Let’s take a look at some sample positions:

Black is lost here, since if he takes the f-pawn, 1...Kxf3,
then after 2.g5 Black can’t get
into a “square” (g5-g8-d8-d5-g5).
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