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Pawn endgames: The opposition


One of the most important chess patterns is the king opposition (an odd number of squares between the two kings, either frontally or diagonally). In the endgame above, Black can still save the game although he is going to lose his pawn after 1.Kf5. In order to do so, he has to be able replying Kg7 after White captures the g5 pawn so that he obtain the opposition. Therefore, both 1...Kf8 and 1...Kg8 are good enough to draw.


2.Kxg5 Kg7! (diagram) the opposition.

3.Kf5 Kf7 (diagram) again the opposition. White has nothing better than trying 4.g5 Kg7

And then 5.g6 (diagram). Black has to be careful now. In fact, the only move that draws is 5...Kg8 and this is again because of the opposition. If 6.Kf6 Kf8 opposition! or against the tricky 6.Ke6 Kg7 7.Kf5 Kg8 repeating the position. Instead 6.Ke6 Kf8? loses because 7.Kf6! and this time is White who gets the opposition.


If Black has a pawn on the 6th rank (this is valid also for the 3rd rank), and White can win the pawn, Black is lost. In the position below, White outflanks Black's king by using the diagonal opposition. 1.Kd5!

Black cannot stop the invasion. 1...Ke7 2. Ke5! opposition, 2...Kf7, 3.Kd6 (diagram).

And the pawn is lost after 3...Kf8 4.Ke6 Kg7 5.Ke7 Kg8 6.Kf6 Kh7 7.Kf7 Kh8.

Finally, White can win the pawn 8.Kxg6 Kg8. Black takes the opposition, but against a pawn on the 6th rank this does not help. 9.Kh6

9...Kh8 10.g6 Kg8 11.g7! (diagram). Now, Black would like to retreat back of one square, but sadly for him, the board has boundaries...11...Kf7 12.Kh7 and White wins.



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