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dvoretsky s endgame manual pgn

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dvoretsky s endgame manual pgnCapoplay Posts: 110 Points: 59 Reputation: -83 Join date: 2017-03-20 Like Dislike Re: Dvoretsky's Endgame Manual.pgn Guest on Tue Apr 07, 2020 10:39 pm Capoplay wrote: It's gone already.Could u repost, please.Anyone has the 4th edition PGNs.The Chessbase Editon. Kolossus Posts: 1 Points: 1 Reputation: 0 Join date: 2019-04-05 Like Dislike Re: Dvoretsky's Endgame Manual.pgn Guest on Wed Apr 29, 2020 2:44 pm Kolossus wrote: Fischer1972 wrote: Capoplay wrote: It's gone already.Could u repost, please.The Chessbase Editon. Depending on their intended use, analysis cookies and marketing cookies may be used in addition to technically required cookies. Here you can make detailed settings or revoke your consent (if necessary partially) with effect for the future. Further information can be found in our data protection declaration.Depending on their intended use, cookies may be used in addition to technically required cookies, analysis cookies and marketing cookies. You can decide which cookies to use by selecting the appropriate options below. Please note that your selection may affect the functionality of the service. Further information can be found in our privacy policy. Among them, one of the absolute greatest is the ChessBase version of Dvoretsky's Endgame Manual, a book that is rightly considered a modern classic.In one of his books, he describes his trek from player to coach, and comments that in spite of being 'only' an International Master, he could easily have gone for the full grandmaster title. For some players, this might seem like braggadocio, but Dvoretsky is actually being quite modest, since in 1976, FIDE had him ranked as high as world no. 39. Over the last couple of decades he has authored numerous advanced books on training techniques, all successful, but the book that no one can seem to get enough of is his famous Dvoretsky's Endgame Manual. It exploited many unique aspects of the format, that made the software version superior in more ways than one.http://ekvatorbl.com/userfiles/concept-3000-programming-manual.xml

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Why review an item that is now about 12 years old, especially considering the book is now in its fourth edition. Quite simply because it has not only lost none of its magic, and is as brilliant today as it was when it was first released. This is a 'manual', not a 'handbook'.For one thing, for all purposes, this is an ebook, not a Fritz trainer. There are no videos, not one: it is a work you are expected to sit down with, read, and study, but in spite of this, it is much less scary than it sounds, even for the congenitally lazy. In the introduction, the author explains how it is organized and how best to make use of the material. All of the special ChessBase features are made use of: medals in the descriptions to easily find important themes as well as training questions to test you when solving one of the exercises. There are fifteen chapters, each headed by a text file explaining the subject and principles, followed by illustrative positions and game excerpts, all amply commented. Finally you will find a series of Exercises and Solutions to work through. This transformation was clearly a labor of love. Therefore, that is where you start. This does bring up one quibble: the F10 reference is actually from versions of ChessBase at the time. Nowadays it should be F11 for next game. Want to try your hand without the lesson. White to play. You will be tested step-by-step with training questions. This is one of the greatest endgame manuals ever. One question the reader might ask is regarding the edition. After all, this is based on the first edition, and reading the prefaces of later ones, even the second, which I own, there is talk of corrections. Should you be concerned. Definitely not. That is roughly 600 Elo weaker than Komodo 9 running on identical hardware, and let's not forget the access to tablebases on the fly. When in doubt, just run the engine. It will not only clarify any doubts, but answer any questions on moves not analyzed.http://www.games4bridalshowers.com/userfiles/concept-2000-alarm-manual.xml Still, do remember the purpose here is to grow as a player, so only do this when every leaf has been turned. Here is an example: Want some peace of mind on that conclusion? After all, the quality of the material, and the obvious ease-of-use to instantly have the positions set up in front of you, with the chance to enter your own notes, consult an engine, and more, make it a wonderful way to study the book. Frankly they may purport to teach the same things, but they are quite different. One is essentially a book after all, with all the examples and texts you would expect, while the other is a series of video lectures that are incredibly friendly to digest, but not nearly as exhaustive as this work. Even if you already own Muller's DVDs, this work will complement and supplement them perfectly. He had a peak rating of 2240 FIDE, and was a key designer of Chess Assistant 6. In 2010 he joined the ChessBase family as an editor and writer at ChessBase News. He is also a passionate photographer with work appearing in numerous publications. On the contrary, I have tried to make it more accessible to study, adding about 200 new diagrams to the text. Those who read the book without a board (there are many players who are able to do this) will find it easier to follow complex examples. In addition, the new diagrams will draw your attention to many interesting and instructive moments previously buried in the text and variations. As always with new editions, I have Significant revisions have been made in some aspects of the theory of rook endings. For that, I would like first and foremost to thank the analyst Vardan Pogosyan. In 2011-2012, I actively corresponded with Pogosyan, and he showed me many of the discoveries he had made, leading me to rethink some important theoretical concepts. Relatively recently the computer database “Lomonosov” was created; it accurately evaluates seven-piece endings (previously only six-figure endings were available).https://events.citeve.pt/chat-conversation/bose-model-16-manual Naturally, I checked the book’s seven-piece examples with the “Lomonosov” database and corrected any errors found. Mark Dvoretsky Moscow September 2014. Dvoretsky's Endgame Manual (Kindle Locations 388-394). Russell Enterprises, Inc. Kindle Edition. One chess author who managed to go from IM to GM, while writing several chess books is Jacob Aagaard. That GM title is earned.Updated weekly, our definitive database has all the latest games. With Live Book and Let’s Check! Store your games, training material and opening repertoire in the cloud. Annotate, analyze and share. Boost your calculation skills. Enjoy adrenalin rush with tactic fights! Openings, Middlegame, Endgame Lessons. Top authors like Daniel King, Lawrence Trent and Rustam Kasimdzhanov Play, analyze and train online against Fritz. Beginner, club and master levels. Assisted play and calculation training. Build and maintain your repertoire. Memorize it easily move by move by playing against the variation trainer. Create one here. Creators are allowed to post content they produce to the platform, so long as they comply with our policies. United Kingdom. Company number 10637289. What really impresses me is the deep level of analysis in the book. All I can say is: This is a great book. It is a tremendous contribution to endgame literature, certainly the most important one in many years, and destined to be a classic of the literature (if it isn't already one). The famous trainer Mark Dvoretsky has put together a vast number of examples that he has not only collected, but analysed and tested with some of the world's strongest players. This is a particularly important book from the standpoint of clarifying, correcting, and extending the theory of endings. To call this the best book on endgames ever written seems to be an opinion shared by almost all reviewers and commentators.http://askueandco.com/images/canon-eos-rebel-xti-manual-download.pdf Released: Nov 12, 2010 ISBN: 9781888690880 Format: Book Here you can rarely get along on general principles - you must know how to calculate accurately. The study of pawn endings chiefly boils down, not to the memorization of exact positions, but to the assimilation of standard techniques, which considerably eases our search for a solution and the calculation of variations. Many pawn endings are clearly defined tempo-battles. In these endgames, speed is everything: which pawn will queen first, will the king come in time to stop the passed pawn or get to the other side of the board in time. And there are other pawn endings in which a maneuvering war predominates, and in which zugzwang assumes paramount importance. Maneuvering endgames are generally more complex than rapid ones, but we shall begin with them anyway, in order to acquire the vital concept of corresponding squares. Then we shall switch to studying the ideas involved in rapid endgames, before returning once again to the maneuvering. Key Squares Key Squares are what we call those squares whose occupation by the king assures victory, regardless of whose turn it is to move. In other types of endgames, we may also speak of key squares for other pieces besides the king. The d5-square on which the king now stands is not a key square - White to move does not win. The key squares are c6, d6 and e6. Black to move must retreat his king, allowing the enemy king onto one of the key squares. With White to move, the position is drawn, since he cannot move to any key square. With the pawn on the 5th rank (see next diagram), the key squares are not only a7, b7 and c7, but also the similar 6th-rank squares a6, b6, and c6. Tragicomedies Coull - Stanciu Saloniki ol 1988 The lady playing White, Scotland’s Board One, saw that she must lose the d5-pawn, and therefore resigned. What can I say, except: No comment needed. Spielmann - Duras Karlsbad 1907 1 Rf4?? Kg5! White resigned. Corresponding Squares Corresponding squares are squares of reciprocal zugzwang. We may speak of corresponding squares for kings, for kings with pawns, and with other material, we may speak of correspondence between any pairs of pieces. The most commonly seen cases of corresponding squares are: the opposition, mined squares, and triangulation. Opposition Opposition is the state of two kings standing on the same file with one square separating them ( close opposition; three or five squares between is called distant opposition); the opposition may be vertical, horizontal, or diagonal. To get the opposition means to achieve this standing of the kings one square apart with the opponent to move (that is, to place him in zugzwang); to fall into opposition means, conversely, to fall into zugzwang oneself. Return to. Black to move loses, because he must allow the enemy king onto one of the key squares: 1.Kc7 2 Ke6; or 1.Ke7 2 Kc6. When we are speaking of the opposition, it is usually not just one pair of squares, but several, which are under consideration: c5 and c7, d5 and d7, e5 and e7. The stronger side gets the opposition in order to execute an outflanking (where the enemy king retreats to one side, and our king then attacks the other way). The weaker side gets the opposition in order to prevent this outflanking. Now let’s examine the mechanism by which the stronger side can exploit the distant opposition. It is, in fact, quite simple, and consists of the conversion of the distant opposition into close opposition by means of outflanking. The problem is that after 2.Kg5 3 Kf1, outflanking with 3.Kh4 has no point; and on 3.Kf4 (g4), it is White who takes the close opposition by 4 Kf2 (g2), and Black’s king can’t use the f5-square as it blocked by its own pawn. If the king and the pawn could both occupy this square simultaneously, then on the next move the outflanking would be decisive; unfortunately, the rules of chess don’t allow such a thing. J. Drtina, 1907 Taking the distant opposition with 1 Ke1.The opposition on the e-file is meaningless: 1.Ke8! 2 Ke2 Ke7 3 Ke3 Ke8 4 Ke4 Ke7, and White cannot get any closer, because the e5-square is off limits. And if the white king leaves the e-file, his opponent will take the opposition forever, i.e.: 2 Kf2 Kf8! 3 Kg3 Kg7! 4 Kf3 Kf7!, etc. In such situations there is usually a major line, in which is it vitally important to capture the opposition. And when the enemy king retreats from it, you must outflank it. In this instance, that would be the f-file. Imagine that Black’s king was on f7, and moved to one side. White must move to outflank, thus: 1 Kg2. It’s pointless to stay on the e-file: White’s king will reach the key square g6. So Black plays 1.Kf6 As we have already noted, on the f-file it is necessary to maintain the opposition; therefore, 2 Kf2. Kf7 4 Kf3! Ke7 5 Kg4 Kf8 6 Kf4. We shall return to it in our next section - mined squares. Black had missed this move when he traded off his queen. He had hoped to win the b4-pawn and seize the opposition, but miscalculated. After 5.Kc3 6 Kb1 K?b4 7 K?b2, the draw is obvious. Yusupov - Ljubojevic Linares 1992 White’s rook is tied to the defense of the pawn at g3. Mined Squares Sometimes, it is a single pair of squares that correspond; I refer to such squares as being mined. Do not be the first to step on a mined square, or you’ll be blown up - that is, fall into zugzwang. You must either first allow your opponent to step on the mined square, or move forward, accurately avoiding it. Here are two quite typical examples of mined squares. Here, kings at e6 and c5 result in reciprocal zugzwang. And now, let’s return to a position we reached while analyzing F. Sackmann’s study ( Diagram 1-11). The only winning try is to get the king to the d6-square. To keep the opponent from counterattacking successfully on the queenside, it’s important to begin the march with the black king as far away as possible. This consideration shows us the first pair of corresponding squares: a6 and b4. 1.Kb7 2 Kb3! Ka6 3 Kb4! Kb7 Now it’s time to consider further action. And 1 Kb4? Ke6 2 K?b5 K?e5 3 K?a4 Ke4 4 b4 K?e3 leads to a queen-and-rook-pawn vs. With a white pawn at e4 and a black one at f4, we already know the squares f3 and e5 are mined. White’s king avoided entering the f3-square first, while his opposite number had no similar waiting move, since the e5-pawn was in the way. (3 Kd4?! Ke7). Tragicomedies Kobese - Tu Hoang Thai Yerevan ol 1996 The position is drawn. Exercises The next pair of exercises are rather difficult. In each, you must judge whether Black ought to go into the pawn endgame. Triangulation Triangulation refers to a king maneuver which aims to lose a tempo, and leave the opponent with the move. The d5- and d7-squares are in correspondence. The mobility of Black’s king is restricted: he must watch for the c5-c6 break, and also avoid being pressed to the edge of the board. The following position is very important, both for itself and as an illustration of the characteristic logic of analyzing corresponding squares. Fahrni - Alapin 1912 The kings were on d5 and c8 here; but we shall not place them on the board just yet - let’s deal with the squares of correspondence first. Two pairs of squares of reciprocal zugzwang are obvious right off: d6 - d8, and c5 - c7. The squares d6 and c5 border on d5; and for Black, the corresponding squares d8 and c7 border on c8. Thus, a standard means of identifying a new correspondence: that of the d5- and c8-squares. Along with d5 and c5, White has two equally important squares: c4 and d4; while Black has, adjoining the corresponding squares c7 and c8, only one square: d8 (or b8). With Black’s king on d8, White makes a waiting move with his king, from c4 to d4 (or the reverse). Black’s king will be forced onto c7 or c8, when White occupies the corresponding square and wins. 1 Kc4(d4)! Kd8 2 Kd4(c4)! Kc8 3 Kd5! Kd8 and 5 Kb6) 4 Kd6 Kc8 5 c7. H. Neustadtl, 1898 Find two winning plans The author’s solution to this study involves the opposition, which White seizes with his very first move. 1 Kd4 Kc6 2 Kc4 (2 g5. In 1968, during a session of training in the calculation of variations (I find pawn endings quite useful for this), I discovered a second solution to this study, based on completely different logic. The d5-square is key here (with White’s king at d5, and Black’s at d7, White wins by h4-h5). By the way, with the pawn already on h5, occupying the d5-square is no longer decisive: the key squares are now on the 6th rank - c6, d6 and e6. Which leads us to an important conclusion: when the pawn structure changes, the system of key squares associated with the position generally changes too, just as with the system of corresponding squares. With White’s king at f4, Black must deal with the threat of g4-g5. It can be parried by putting the black king at e7 (but not f7, since then White will occupy the key square d5) - which immediately gives us two pairs of corresponding squares: f4 - e7 and e4 - d6. Next to these, White has two equivalent squares: f3 and e3. Black, meanwhile, has only one - d7. Tragicomedies Yudasin - Osnos Leningrad 1987 With his last move (1 Ke2-f2), Yudasin offered a draw, adding that this position was a wellknown draw, which one might find in any book. His opponent, an international master and an experienced trainer (he trained Viktor Korchnoi for many years) believed him, and accepted his offer!. Exercises Other Cases of Correspondence Situations with corresponding squares come in all shapes and sizes - from the most elementary to cases so complex that most of the unoccupied squares on the board turn out to be squares of reciprocal zugzwang. How is the correspondence between squares determined. There is no special formula. The sensible way is to find key squares, examine the possible plans for both sides, and calculate the simplest variation. This preliminary analysis may uncover some reciprocal zugzwang situations; from there, you may go on to define an entire network of corresponding squares. The following examples demonstrate how to make a logical analysis of a position. N. Grigoriev, 1921 Black is obliged to defend the key squares e2 and f2, which he can do either by 1.Ke3 or 1.Kf3. The first appears more natural (the opposition!); but let’s not be too hasty about drawing a conclusion. White’s king will attempt to break through on the queenside, by occupying the key square b3 - this too must be prevented. Immediately, we have the whole packet of corresponding squares: a2 - b4, b1 - c5, c1 - d4, d1 - e3 and e1 - f3. As it turns out, the routine 1.Ke3? loses - after 2 Kd1, Black would be in zugzwang. But 1.Kf3! 2 Kd1 Ke3 draws easily. I gave this example a blue diagram, not because it was especially important, but in order to underscore that a system of corresponding squares certainly does not have to always be straightline, as with the opposition. Each case demands concrete analysis. You may only take the opposition after having ensured that this will place your opponent in zugzwang, not yourself. The adjoining-squares principle permits us to define yet a third pair of corresponding squares: g3 - g7. Let’s go further. The square f3 adjoins both f4 and g3 - its obvious correspondent is g6. From h3, the king wants to go to g3 and h4 - thus, the corresponding square for Black is f6. Let’s pull back one rank, and look at the g2-square. From here, the king can go to f3 (the corresponding square: g6), g3 (g7), or h3 (f6). The only equivalent square for Black is f7 - but he can’t go there. Thus, the solution becomes clear. The move e4-e5 only saves the game with Black’s king at g7 or e7 (since the threat is to take on f6 with check). Now, what can White do against the black king’s march to the center. The only possibility is to attack the h5-pawn. He can draw, if he can meet Ke6 with Kh4 (with the pawn still on e3). Note that these paired squares we have found are not corresponding squares, since no zugzwangs exist; but our calculations now allow us to begin the search and analysis of correspondences. From f7, Black’s king is ready to move in two directions - to e6 or to g6. White’s king must keep the same possibilities in hand. This clarifies the first, and most important pair of corresponding squares: f7 - g3. (And here is why 1 Kf4.Ke7! decides - the threat of 2.Ke6 forces White’s king to approach h4 through the mined square g3. 1 Kg2!! Kg8 On 1.Kg7, White saves himself by 2 Kf3. The black king can reach e6 only through f7. Of course, GM Gulko didn’t know it - but he was acquainted with the idea of corresponding squares and was able to put the method successfully into practice. Exercises King vs. Passed Pawns The Rule of the Square Imagine a square having for one of its sides the path from the pawn to its queening square. If the king stands within the square of the passed pawn, or can reach it on its move, the pawn can be stopped; otherwise, it will queen. Black to move gets inside the square and draws (1.Kg4 or 1.Kg3). If it’s White’s move, then after 1 b4 the side of the new square becomes the f-file, which Black’s king cannot reach in time. If the pawn stood on b2, then because the pawn can move two squares, the square should still be constructed from the b3-square. Obstacles in the path of the king: It sometimes happens that even though the king is located within the square, it still can’t stop the passed pawn, because its own pawns get in the way. R. Bianchetti, 1925 1 d5. Without the pawn at c7, the opposite result occurs. An analogous zugzwang occurs if you move the pawn at a5 to c5. The only difference is that this time, without the pawn at c7, the position would be drawn. Exercises Reti’s Idea It sometimes happens that a king outside the square of a passed pawn can still catch it. The win of the missing tempo (or even several tempi) is accomplished by the creation of accompanying threats, most often (though not exclusively) involved with supporting one’s own passed pawn. R. Reti, 1921 Black’s king lies within the square of the c6-pawn, while White is short two tempi needed to catch the h5-pawn. In 1928, Reti offered a different version of this study: move the white king to h5, and instead of the pawn at h5, put three (!) black pawns at f6, g7 and h6. The solution is similar: 1 Kg6!, and after any Black reply (1.f5, 2.h5, or 1.Kb6) - 2 K?g7!, followed by the well-known chasing two birds at once. And now, a slightly different version of the same idea. L. Prokes, 1947 1 Kc8 Kc6 2 Kb8. Kb5 (else 3 a6) 3 Kb7. Bf5 2 Kc5 Ke4 3 Kb6 Bc8 4 Ka7 b5. Lasker - Tarrasch St. However, he overlooked the very same finesse as did Yates in the preceding example. 1.B?g7? 2 B?f5! K?f5?! I leave it to my readers to decide on their own if White could have saved himself after 2.Bh8 or 2.Bf6. Perhaps it would be worthwhile to return to this difficult question after we study the chapter on opposite-colored bishops. 3 K?g7 a5 4 h4 Kg4 Tarrasch had expected to block White’s king from stopping the passed pawn after 5 Kf6.If a square whose two corners are occupied by pawns (on the same rank) reaches the edge of the board, then one of those pawns must queen. If the square does not reach the edge of the board, then the king can hold the pawns. If there are two files between the pawns, the king can capture both; if the distance is any greater, he can only prevent their further advance. Black must play 1.Kf6 2 Kc6 (but not 2 Kb6. This square doesn’t reach the edge of the board, and the distance between the pawns is the most unfavorable: two files. On the queenside, the square doesn’t reach the edge of the board, so the pawns can be held: 1 Kc3 a3 2 Kc2. On the kingside, however, the pawns are already quite far advanced. True, the king can prevent them from queening - so far; but because of zugzwang, he will soon be forced to let them through. Khalifman - Belikov Podolsk 1992 1 h6. Tragicomedies Stoltz - Nimzovitch Berlin 1928 White would secure the draw by advancing his a-pawn and putting the rook behind it, thus: 1 a5. The same could also be said of White’s pawns - but they are much too late. We may add to our list of tragicomedies not just White’s gross blunder, but also his stubborn refusal to end resistance in a completely hopeless situation. Exercises Three Connected Pawns It’s difficult for the king to fight three connected passed pawns. It has no chance at all, if the enemy has any moves in reserve. If not, then a situation of reciprocal zugzwang could arise. White to move wins by 1 Kb1! ). Any other first move by White leads to the opposite result. Nunn - Friedlander Islington 1968 On the queenside, we have equality: it would be bad for either side to make the first move there. The question is, who will fall into zugzwang, when the kingside pawn moves run out? Kb7 6 Nb4. Nothing would be changed by 1.g4 2 Kg3 f5 (2.f6 3 Kf4 f5 4 Kg3) 3 Kg2 f4 4 Kf2(h2); or 1.f5 2 Kg2! (or, with the king at g2 - 2 Kg3 g4 3 Kg2, etc.). The actual game took an immediate wrong turn: 1 Kf2?? h4! 2 Kf3 (2 Kg2 g4) 2.h3 3 Kg3 g4 4 a5 White has to be the first to upset the queenside equilibrium. In such situations, the game sometimes turns into a queen versus pawns endgame - so it makes sense to get to know its theory first. Queen vs. Pawns The only cases which have significant practical importance are those elementary endings in which a queen plays against a pawn which has reached the next-to-last rank. Knight or Center Pawn The queen generally wins against either a center or knight pawn. The algorithm is simple: the queen uses either checks or attacks on the pawn to get closer to the enemy king, and drive it onto the d1 square. This gives White’s king a tempo to get closer to the pawn. A draw is only very rarely possible - when, for some reason, White is unable to execute this mechanism. An example would be if the white king in our previous diagram were at c7, c6 or c5. Sometimes, the queen’s approach is hindered by the presence of additional pawns on the board, as in the following diagram. The king cannot be driven to b1, since White is unable to check on the a-file. The most White can achieve is a queen endgame with an extra rook pawn by 1 Q?a5!? b1Q; but theory considers that endgame to be drawish. Let’s put the black king on d2. I shall limit myself to just that general observation - I don’t think it makes any sense to reproduce the winning zone for each and every position of the black pawn that I have seen in other endgame texts. It’s not worth memorizing - once you have mastered the winning and drawing mechanisms, you can easily figure out for yourself at the board what sort of position you’re facing. In the final position, it’s very important that White’s king is on d7. This is why 1 Bd1? c5! would have been a mistake, since the king can’t get to d7. Right now it would obviously be premature: 1 c5. And on 1 Kg7? N?h6 2 K?h6 Ke3! 3 c5 bc 4 b6 c4 5 b7 c3 6 b8Q c2 7 Kg5! (threatening the check at f4) 7.Kd2! the white king is too far from the pawn. Exercises Pawn Races Let’s examine the sort of situation where both players advance simultaneously, and queen at the same time, or almost at the same time. Here, the following outcomes are possible: 1) One rook’s pawn prevents the other rook’s pawn from queening; 2) The pawn queens with check, and thereby prevents the enemy pawn from queening; or 3) We get a queen vs.Or, if both pawns queen, then: 4) One queen is lost to a skewer check along the file or diagonal; 5) Mate follows; 6) The queens are exchanged, after which we once again have a pawn ending; or 7) We get a queen ending (either an elementary one, or one with some play to it). In order to get an idea of all these possibilities (except perhaps the last one), we shall present a sizeable number of examples. In the previous chapter we already saw an ending which transposed into a queen vs. Q?b5 7 K?b5 Kg4 8 a4, and the h-pawn will never become a queen. This simple example illustrates Points 1 and 6 of the above list; the following example is for Points 2 and 4 (perhaps the most important ones). J. Moravec, 1925 The only move to draw is 1 Kd5. Kb5! leads only to a draw. White has to block the king’s path to the kingside ( shouldering !). 1 Kd4! b5 The other defensive plan gets instructively refuted: 1.Kb5 2 Kd5! Ka6 3 f4 Kb7 4 f5 Kc7 5 Ke6 Kd8 6 Kf7. In a practical game, nearly every pawn for some reason ends up queening with check; there are times, however, when you have to work a little bit for it. Tragicomedies Ljubojevic - Browne Amsterdam 1972 Recognize this position. Yes, it’s the Grigoriev study we just examined, except with colors reversed and the black king positioned differently (which has no meaning here). 1.Kd5! would have won; instead, GM Browne played 1.f5??, and after 2 Kb4, a draw was agreed. Black could have won by 1.Nd5! 2 K?d5 (2 g7 Ne7 3 Ke6 Ng8 4 Kf7 Kc2 leads to a won queen vs. Gavrikov - Kharitonov USSR ch(1), Sverdlovsk 1984 The winning idea is 1 Kc5. K?h5 2 b4 Kg4 3 a4 h5 4 b5 ab 5 a5!, when the white pawn queens, while preventing the black one from doing so. The game line was 1 Ka5. K?h5 2 K?a6 Kg4 3 b4 h5 4 b5 h4 5 b6 h3 6 b7 h2 7 b8Q h1Q, with a drawn queen endgame. But White’s king can also attack the other black pawn: 6 Kc3. Kf4 7 Kd4 Kg4 8 Ke5 K?h4 9 Kf6 Kg4 10 K?g6 h4 11 Kf6 h3 12 g6, with a draw. Exercises The Active King King activity is the most important factor in the evaluation of position in a pawn endgame. In fact, not just in pawn endgames - in any endgame. But in pawn endgames, where there are no other pieces on the board, this is perhaps an especially important factor.