ADVICE ON THE ENDGAME
The information
below is taken from the excellent coaching pages of Exeter Chess Club
and attributed to Fine & Mednis and the guidelines should again be
discussed carefully with your coach
One key idea: the passed pawn
Endgames, and some middlegames, are all about
creating and advancing a passed pawn. Either the pawn queens, or your
opponent gets so tied up in knots trying to stop it that they lose something
else.
3 principles (Fine)
- Without pawns, you must be at least a Rook
ahead in order to force mate (exceptions: R+R wins against two minor
pieces; four minor pieces win against a Queen)
- If you are two or more Pawns ahead the win
should be routine by advancing the Pawns With only one Pawn advantage,
you will win if you can use it to gain more material - it is not usually
enough just to advance the Pawn.
- Often one Pawn advantage is thought to be
a theoretical draw, although the practical difficulties may be very
great. Winning by the advance of the Pawn may be won because it allows
entry with the King, or causes distraction from one vulnerable side,
or allows simplification into a known won ending.
15 general laws (Fine again)
- Doubled, isolated and blockaded pawns are
weak: avoid them!
- Passed pawns should be advanced as rapidly
as possible.
- If you are one or two pawns ahead, exchange
pieces but not pawns.
- If you are one or two pawns behind, exchange
pawns but not pieces.
- If you have an advantage, leave pawns on
both sides of the board.
- If you are just one pawn ahead, in 99 cases
out of 100 the game is drawn if there are pawns on only one side of
the board.
- The easiest endings to win are pure King+Pawn
endings.
- The easiest endings to draw are those with
opposite coloured bishops.
- The King is a strong piece: use it!
- Do not place pawns on the colour of your
bishop.
- Bishops are better than knights in all except
blocked pawn positions
- Two bishops vs. B&N or N&N are usually
a real advantage.
- Passed pawns should not be blockaded by
the king: the only piece which is not much harmed by watching over an
opponent's pawn is the knight.
- A rook on the seventh rank is worth a pawn.
- Rooks belong behind passed pawns, of your
own or the opponent
12 practical tips (Mednis)
- The king is a fighting piece and should
be centralised and used actively.
- Material advantage wins endgames: hold on
to your material.
- Be wary of sacrificing pawns for development:
only in Rook+Pawn endings is an active piece worth material.
- Try and gain tempi whenever possible, but
without giving up material.
- The fewer the pieces, the more important
the pawns
- Keep a flexible, sound pawn formation: avoid
doubled, isolated and blockaded pawns.
- Passed pawns must be pushed.
- The outside passed pawn is an advantage:
in King&Pawns endings it is decisive.
- Rooks belong behind passed pawns.
- In open positions the two bishops are murder:
in most other positions they are a real advantage.
- In open or semi-open positions a bishop
is usually superior to a knight.
- The knight is superior to the bishop in
blocked positions or when the bishop is hemmed in by pawns on the same
colour squares as the bishop.
Mednis says 'good endgame technique' means:
- not allowing counterplay
- holding on to material advantage
- establishing a clear plan and following
it
- being careful
- never being in a hurry
- avoiding complications