Vous êtes sur la page 1sur 21

Chess endgame

In chess and chess-like games, theendgame (or end game or ending) is the stage of the game when fewpieces are left on the board.

The line between middlegame and endgame is often not clear, and may occur gradually or with the quick exchange of a few pairs of
pieces. The endgame, however, tends to have different characteristics from the middlegame, and the players have correspondingly
different strategic concerns. In particular, pawns become more important as endgames often revolve around attempting to promote a
pawn by advancing it to the eighth rank. The king, which has to be protected in the middlegame owing to the threat of checkmate,
becomes a strong piece in the endgame. It can be brought to the center of the board and act as a useful attacking piece.

Whereas chess opening theory changes frequently, giving way to middlegame positions that fall in and out of popularity, endgame
theory always remains constant. Many people have composedendgame studies, endgame positions which are solved by finding a win
for White when there is no obvious way to win, or adraw when it seems White must lose.

Usually in the endgame, the stronger side (the one with more material using the standard piece point count system) should try to
exchange pieces (knights, bishops, rooks, and queens), while avoiding the exchange of pawns. This generally makes it easier to
convert a material advantage into a won game. The defending side should strive for the opposite.

Chess players classify endgames according to the type of pieces that remain.

Contents
Categories
The start of the endgame
General considerations
Common types of endgames
Basic checkmates
King and pawn endings
King and pawn versus king
Knight and pawn endings
Knight and pawn versus knight
Bishop and pawn endings
Bishop and pawn versus bishop on the same color
Bishops on opposite colors
Bishop versus knight endings (with pawns)
Bishop and pawn versus knight
Knight and pawn versus bishop
Rook and pawn endings
Rook and pawn versus rook
Quotation
Queen and pawn endings
Queen and pawn versus queen
Rook versus a minor piece
Two minor pieces versus a rook
Queen versus two rooks
Queen versus rook and minor piece
Queen versus rook
Piece versus pawns
Endings with no pawns
Positions with a material imbalance
Effect of tablebases on endgame theory
Longest forced win
Endgame classification
Frequency table
Quotations
Literature
See also
References
Further reading
External links

Categories
Endgames can be divided into three categories:

1. Theoretical endgames – positions where the correct line of play is generally known and well-analyzed, so the
solution is a matter of technique
2. Practical endgames – positions arising in actual games, where skillful play should transform it into a theoretical
endgame position
3. Artistic endgames (studies) – contrived positions which contain a theoretical endgame hidden by problematic
complications (Portisch & Sárközy 1981:vii).
This article generally does not consider studies.

The start of the endgame


An endgame is when there are only a few pieces left. There is no strict criterion for when an endgame begins, and different experts
have different opinions (Fine 1952:430). Alexander Alekhine said "We cannot define when the middle game ends and the end-game
starts" (Whitaker & Hartleb 1960). With the usual system for chess piece relative value, Speelman considers that endgames are
positions in which each player has thirteen or fewer points in material (not counting the king). Alternatively, an endgame is a position
in which the king can be used actively, but there are some famous exceptions to that (Speelman 1981:7–8). Minev characterizes
endgames as positions having four or fewer pieces other than kings and pawns (Minev 2004:5). Some authors consider endgames to
be positions without queens (e.g. Fine, 1952), while others consider a position to be an endgame when each player has less than a
queen plus rook in material. Flear considers an endgame to be where each player has at most one piece (other than kings and pawns)
and positions with more material where each player has at most two pieces to be "Not Quite an Endgame" (NQE), pronounced
"nuckie" (Flear 2007:7–8).

Alburt and Krogius give three characteristics of an endgame:Alburt


( & Krogius 2000:12)

1. Endgames favor an aggressive king.


2. Passed pawns increase greatly in importance.
3. Zugzwang is often a factor in endgames and rarely in other stages of the game.
Some problem composers consider that the endgame starts when the player who is about to move can force a win or a draw against
any variation of moves (Portisch & Sárközy 1981:vii).

Mednis and Crouch address the question of what constitutes an endgame negatively. The game is still in the middlegame if
middlegame elements still describe the position. The game isnot in the endgame if these apply:

better development;
open files for attacking;
vulnerable king position;
misplaced pieces (Mednis & Crouch 1992:1).

General considerations
In endgames with pieces and pawns, an extra pawn is a winning advantage in 50 to 60 percent of cases. It becomes more decisive if
the stronger side has a positional advantage (Euwe & Meiden 1978:xvi). In general, the player with a material advantage tries to
exchange pieces and reach the endgame. In the endgame, the player with a material advantage should usually try to exchange pieces
but avoid the exchange of pawns (Dvoretsky & Yusupov 2008:134). There are some exceptions to this: (1) endings in which both
sides have two rooks plus pawns – the player with more pawns has better winning chances if a pair of rooks are not exchanged, and
(2) bishops on opposite color with other pieces – the stronger side should avoid exchanging the other pieces. Also when all of the
pawns are on the same side of the board, often the stronger side must exchange pawns to try to createpassed
a pawn.

In the endgame, it is usually better for the player with more pawns to avoid many pawn exchanges, because winning chances usually
decrease as the number of pawns decreases. Also, endings with pawns on both sides of the board are much easier to win. A king and
pawn endgame with anoutside passed pawn should be a far easier win than a middlegame a rook ahead.

With the recent growth ofcomputer chess, an interesting development has been the creation of endgame databases which are tables of
stored positions calculated by retrograde analysis (such a database is called an endgame tablebase). A program which incorporates
knowledge from such a database is able to play perfect chess on reaching any position in the database.

Max Euwe and Walter Meiden give these five generalizations:

1. In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases.
2. In endgames with pieces and pawns, an extra pawn is a winning advantage in 50 to 60 percent of the cases. It
becomes more decisive if the stronger side has a positional advantage.
3. The king plays an important role in the endgame.
4. Initiative is more important in the endgame than in other phases of the game. In
rook endgames the initiative is
usually worth at least a pawn.
5. Two connected passed pawns are very strong. If they reach their sixthrank they are generally as powerful as a rook
(Euwe & Meiden 1978:xvi–xvii).

Common types of endgames

Basic checkmates
Many references [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] have sections on basic, elementary, or fundamental checkmating endgames. In
general, these are pawnless endgames with one or more pieces checkmating a lone king. For example:

1. king and queen against a king


2. king and rook against a king
3. king and two bishops of opposite colour against a king
Some authors choose to add endgames from the following list (or others) to arrive at their list of "Basic checkmates":

1. king, bishop, and knight against a king


2. king and two knights against a king
3. king and three knights against a king
4. king and pawn against a king
5. king and two knights against a king and pawn
6. king and queen against a king and rook
In conjunction with its king, a queen or a rook can easily checkmate a lone king, but a single minor piece (a bishop or knight) cannot.
See Wikibooks – Chess/The Endgame for a demonstration of these two checkmates. Two bishops (plus their king) can easily
checkmate a lone king, provided that the bishops move on opposite color squares. (Two or more bishops on the same color cannot
checkmate.) A bishop and knight (plus their king) can also checkmate a lone king, although the checkmate procedure is long (up to
33 moves with correct play) and is difficult for a player who does not know the correct technique.

Two knights cannot force checkmate against a lone king (see Two knights endgame), but if the weaker side also has material (besides
the king), checkmate is sometimes possible. (Troitzky 2006:197–257) The winning chances with two knights are insignificant except
against a few pawns. (Haworth, Guy McC (2009). "Western Chess:Endgame Data". CentAUR.) The procedure can be long and
difficult. In competition, the fifty-move rule will often result in the game being drawn first. (While there is a board position that
allows two knights to checkmate a lone king, such requires a careless move by the weaker side to execute.)

King and pawn endings


King and pawn endgamesinvolve only kings and pawns on one or both sides. International Master Cecil Purdy said "Pawn endings
are to chess as putting is to golf." Any endgame with pieces and pawns has the possibility of simplifying into a pawn ending (Nunn
2010:43).

In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases (Euwe & Meiden 1978:xvi). Getting a
passed pawn is crucial (a passed pawn is one which does not have an opposing pawn on its file or on adjacent files on its way to
promotion). Nimzovich once said that a passed pawn has a "lust to expand". An outside passed pawn is particularly deadly. The point
of this is a decoy – while the defending king is preventing it from queening, the attacking king wins pawns on the other side.

Opposition is an important technique that is used to gain an advantage. When two kings are in opposition, they are on the same file
(or rank) with an empty square separating them. The player having the move loses the opposition. He must move his king and allow
the opponent's king to advance. Note however that the opposition is a means to an end, which is penetration into the enemy position.
If the attacker can penetrate without the opposition, he should do so. The tactics of triangulation and zugzwang as well as the theory
of corresponding squaresare often decisive.

Unlike most positions, king and pawn endgames can usually be analyzed to a definite conclusion, given enough skill and time. An
error in a king and pawn endgame almost always turns a win into a draw or a draw into a loss – there is little chance for recovery.
Accuracy is most important in these endgames. There are three fundamental ideas in these endgames: opposition, triangulation, and
the Réti manoeuvre (Nunn 2007:113ff).

King and pawn versus king


This is one of the most basic Müller & Lamprecht, (Müller & Lamprecht 2001)
endgames. A draw results if the diagram 2.11 diagram 2.03
defending king can reach the square in a b c d e f g h a b c d e f g h
front of the pawn or the square in front 8 8 8 8
of that (or capture the pawn) (Müller 7 7 7 7
& Lamprecht 2007:16,21). If the
6 6 6 6
attacking king can prevent that, the
5 5 5 5
king will assist the pawn in being
4 4 4 4
promoted to a queen or rook, and
3 3 3 3
checkmate can be achieved. A rook
2 2 2 2
pawn is an exception because the king
1 1 1 1
may not be able to get out of the way
a b c d e f g h a b c d e f g h
of its pawn. The other pawns are also
White to move wins with 1.Kb6. Black to play loses after 1...Ke8
exceptions (see diagram far right).
Black to move draws with 1...Kc5. 2.e7 Kf7 3.Kd7 and queens.

Knight and pawn endings


Knight and pawn endgames feature clever manoeuvring by the knights to capture opponent pawns. While a knight is poor at
chasing a passed pawn, it is the ideal piece to block a passed pawn. Knights cannot lose a tempo, so knight and pawn endgames have
much in common with king and pawn endgames. As a result,Mikhail Botvinnik stated that “a knight ending is really a pawn ending.”
(Beliavsky & Mikhalchishin 2003:139)

Knight and pawn versus knight


This is generally a draw since the knight can be sacrificed for the pawn, however, the Fine & Benko, diagram 228
king and knight must be covering squares in the pawn's path. If the pawn reaches the a b c d e f g h
seventh rank and is supported by its king and knight, it usually promotes and wins. In 8 8
this position, White to move wins: 1. b6 Nb7 2. Ne6! Na5 3. Kc8! N-any 4. Nc7#. If 7 7
Black plays the knight to any other square on move 2, White plays Kc8 anyway,
6 6
threatening b7+ and promotion if the knight leaves the defense of the b7 square. Black
5 5
to move draws starting with 1... Nc4 because White cannot gain a tempo (Fine &
4 4
Benko 2003:112–14).
3 3
2 2
1 1
a b c d e f g h
White to play wins; Black to play
draws.

Bishop and pawn endings


Bishop and pawn endgames come in two distinctly different variants. If the opposing Molnar vs. Nagy, 1966
bishops go on the same color of square, the mobility of the bishops is a crucial factor. a b c d e f g h
A bad bishop is one that is hemmed in by pawns of its own color, and has the burden 8 8
of defending them. 7 7
6 6
The diagram on the right, from Molnar–Nagy, Hungary 1966, illustrates the concepts
of good bishop versus bad bishop, opposition, zugzwang, and outside passed pawn. 5 5

White wins with 1. e6! (vacating e5 for his king) 1... Bxe6 2. Bc2! (threatening Bxg6) 4 4

2... Bf7 3. Be4! (threatening Bxc6) 3... Be8 4. Ke5! (seizing the opposition [i.e. the 3 3

kings are two orthogonal squares apart, with the other player on move] and placing 2 2
Black in zugzwang—he must either move his king, allowing White's king to penetrate, 1 1
or his bishop, allowing a decisive incursion by White's bishop)4... Bd7 5. Bxg6! a b c d e f g h
White to move. White has agood
bishop, Black has a bad one.

Bishop and pawn versus bishop on the same color


Two rules given by Luigi Centurini in
the 19th century apply:

The game is a draw if the


defending king can reach any
square in front of the pawn
that is opposite in color to the
squares the bishops travel on.
If the defending king is behind
the pawn and the attacking
king is near the pawn, the
defender can draw only if his Centurini Centurini, 1856
king is attacking the pawn, he a b c d e f g h a b c d e f g h
has the opposition, and his
bishop can move on two 8 8 8 8
diagonals that each have at 7 7 7 7
least two squares available
6 6 6 6
(other than the square it is on)
(Fine & Benko 2003:152). This 5 5 5 5
is the case for central pawns
4 4 4 4
and the bishop pawn whose
promotion square is not the 3 3 3 3
same color as the bishop
2 2 2 2
(Fine & Benko 2003:154).
1 1 1 1
The position in the second diagram
a b c d e f g h a b c d e f g h
shows a winning position for White,
Draw Centurini showed how White to
although it requires accurate play. A
move wins. White also wins if Black
knight pawn always wins if the is to move (Müller & Lamprecht
defending bishop only has one long 2001:13).
diagonal available (Fine & Benko
2003:155–56).

This position was reached in a game from the 1965 Candidates Tournament between
Portisch vs. Tal, 1965
Lajos Portisch and former World Champion Mikhail Tal.[12] White must defend
a b c d e f g h
accurately and utilize reciprocal zugzwang. Often he has only one or two moves that
8 8
avoid a losing position. Black was unable to make any progress and the game was
7 7
drawn on move 83 (Nunn 1995:169).
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Position before 67.Bd5

Bishops on opposite colors


Endings with bishops of opposite color, meaning that one bishop works on the light
a b c d e f g h
squares, the other one working on dark squares, are notorious for their drawish 8 8
character. Many players in a poor position have saved themselves from a loss by
7 7
trading down to such an endgame. They are often drawn even when one side has a
6 6
two-pawn advantage, since the weaker side can create a blockade on the squares which
5 5
his bishop operates on. Interestingly, the weaker side should often try to make his
4 4
bishop bad by placing his pawns on the same color of his bishop in order to defend his
3 3
remaining pawns, thereby creating an impregnablefortress.
2 2
1 1
a b c d e f g h
White to play, a draw. White wins if
the pawn is on f5 instead of e5
(Fine & Benko 2003:184–92).
Bishop versus knight endings (with pawns)
Current theory is that bishops are better than knights about 60 percent of the time in the endgame. The more symmetrical the pawn
structure, the better it is for the knight. The knight is best suited at an outpost in the center, particularly where it cannot easily be
driven away, whereas the bishop is strongest when it can attack targets on both sides of the board or a series of squares of the same
color (Beliavsky & Mikhalchishin 1995:122).

Fine and Benko (Fine & Benko 2003:205) give four conclusions:

1. In general the bishop is better than the knight.


2. When there is a material advantage, the difference between the bishop and knight is not very important. However
,
the bishop usually wins more easily than the knight.
3. If the material is even, the position should be drawn. However
, the bishop can exploit positional advantages more
efficiently.
4. When most of the pawns are on the same color as the bishop (i.e. a bad bishop), the knight is better
.

Bishop and pawn versus knight


This is a draw if the defending king is in front of the pawn or sufficiently close. The Müller & Lamprecht, diagram
defending king can occupy a square in front of the pawn of the opposite color as the 5.02
bishop and cannot be driven away. Otherwise the attacker can win (Fine & Benko a b c d e f g h
2003:206). 8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
White to move wins; Black to move
draws.

Knight and pawn versus bishop


This is a draw if the defending king is in front of the pawn or sufficiently near. The bishop is kept on a diagonal that the pawn must
cross and the knight cannot both block the bishop and drive the defending king away. Otherwise the attacker can win (Fine & Benko
2003:209).
Muller & Lamprecht, diagram
5.23
(from Fine, 1941)
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
White to move wins; Black to move
draws.

Rook and pawn endings


Rook and pawn endgames are often drawn in spite of one side having an extra pawn. (In some cases, two extra pawns are not enough
to win.) An extra pawn is harder to convert to a win in a rook and pawn endgame than any other type of endgame except a bishop
endgame with bishops on opposite colors. Rook endings are probably the deepest and most well studied endgames. They are a
common type of endgame in practice, occurring in about 10 percent of all games (including ones that do not reach an endgame)
(Emms 2008:7). These endgames occur frequently because rooks are often the last pieces to be exchanged. The ability to play these
endgames well is a major factor distinguishing masters from amateurs (Nunn 2007:125). When both sides have two rooks and pawns,
the stronger side usually has more winning chances than if each had only one rookEmms
( 2008:141).

Three rules of thumb regarding rooks are worth noting:

1. Rooks should almost always be placed behind passed pawns, whether one's own or the opponent's (the Tarrasch
rule). A notable exception is in the ending of a rook and pawn versus a rook, if the pawn is not too far advanced. In
that case, the best place for the opposing rook is in front of the pawn.
2. Rooks are very poor defenders relative to their attacking strength. So it is often good to sacrifice a pawn for activity
.
3. A rook on the seventh rank can wreak mayhem among the opponent's pawns. The power of a rook on the seventh
rank is not confined to the endgame. The classic example isCapablanca versus Tartakower, New York 1924 (see
annotated game without diagramsor Java board)
An important winning position in the rook and pawn versus rook endgame is the so-called Lucena position. If the side with the pawn
can reach the Lucena position, he wins. However, there are several important drawing techniques such as the Philidor position, the
back rank defense (rook on the first rank, for rook pawns and knight pawns only), the frontal defense, and the short side defense.
A general rule is that if the weaker side's king can get to the queening square of the pawn, the game is a draw and otherwise it is a
win, but there are many exceptions.

Rook and pawn versus rook


Generally (but not always), if the defending king can reach the queening square of the pawn the game is a draw (see Philidor
position), otherwise the attacker usually wins (if it is not a rook pawn) (see Lucena position) (Fine & Benko 2003:294). The winning
procedure can be very difficult and some positions require up to sixty moves to win (Speelman, Tisdall & Wade 1993:7). If the
attacking rook is two files from the pawn and the defending king is cut off on the other side, the attacker normally wins (with a few
exceptions) (Fine & Benko 2003:294). The rook and pawn versus rook is the most common of the "piece and pawn versus piece"
endgames (Nunn 2007:148).
The most difficult case of a rook and pawn versus a rook occurs when the attacking
Fine & Benko, diagram 646
rook is one file over from the pawn and the defending king is cut off on the other side.
a b c d e f g h
Siegbert Tarrasch gave the following rules for this case:
8 8
7 7
For a player defending against a pawn on the fifth or even sixth ranks
6 6
to obtain a draw, even after his king has been forced off the queening
5 5
square, the following conditions must obtain: The file on which the
4 4
pawn stands divides the board into two unequal parts. The defending
3 3
rook must stand in the longer part and give checks from the flank at
the greatest possible distance from the attacking king. Nothing less 2 2

than a distance of three files makes it possible for the rook to keep on 1 1

giving check. Otherwise it would ultimately be attacked by the king. a b c d e f g h

The defending king must stand on the smaller part of the board. White to play wins because of the
Lucena position. Black to play
draws with 1...Ra8+, either because
(See the short side defense at Rook and pawn versus rook endgame.) of perpetual check or winning the
pawn.

Quotation

"All rook and pawn endings are drawn."


The context of this quote shows it is a comment on the fact that a small advantage in a rook and pawn endgame is less likely to be
converted into a win. Mark Dvoretsky said that the statement is "semi-joking, semi-serious" (Dvoretsky & Yusupov 2008:159). This
quotation has variously been attributed toSavielly Tartakower and to Siegbert Tarrasch. Writers Victor Korchnoi (Korchnoi 2002:29),
John Emms (Emms 2008:41), and James Howell (Howell 1997:36) attribute the quote to Tartakower, whereas Dvoretsky (Dvoretsky
2006:158), Andy Soltis (Soltis 2003:52), Karsten Müller,[13] and Kaufeld & Kern (Kaufeld & Kern 2011:167) attribute it to Tarrasch.
John Watson attributed to Tarrasch "by legend" and says that statistics do not support the statement (Watson 1998:81–82). Benko
wonders if it was due to Vasily Smyslov (Benko 2007:186). Attributing the quote to Tarrasch may be a result of confusion between
this quote and the Tarrasch rule concerning rooks. The source of the quote is currently unresolved.[14] Benko noted that although the
saying is usually said with tongue in cheek, it is truer in practice than one might thinkBenko
( 2007:189).

Queen and pawn endings


In queen and pawn endings, passed pawns have paramount importance, because the queen can escort it to the queening square
alone. The advancement of the passed pawn outweighs the number of pawns. The defender must resort to perpetual check. These
endings are frequently extremely long affairs. For an example of a queen and pawn endgame see Kasparov versus the World –
Kasparov won although he had fewer pawns because his was more advanced. For the ending with a queen versus a pawn, see Queen
versus pawn endgame.

Queen and pawn versus queen


The queen and pawn versus queen endgame is the second most common of the "piece and pawn versus piece" endgames, after rook
and pawn versus rook. It is very complicated and difficult to play. Human analysts were not able to make a complete analysis before
the advent of endgame tablebases (Nunn 2007:148). This combination is a win less frequently than the equivalent ending with rooks.
Müller & Lamprecht,
diagram 9.12A
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
White to play wins; Black to play
draws.

Rook versus a minor piece


The difference in material between a rook and a minor piece is about two points or a Chéron, 1926
little less, the equivalent of two pawns. a b c d e f g h
8 8
A rook and a pawn versus a minor piece: normally a win for the rook but
there are some draws. In particular, if the pawn is on its sixth rank and is a 7 7
bishop pawn or rook pawn, and the bishop does not control the pawn's
6 6
promotion square, the position is a draw de ( la Villa 2008:221). See
Wrong bishop. 5 5
A rook versus a minor piece: normally a draw but in some cases the rook 4 4
wins, see pawnless chess endgame.
3 3
A rook versus a minor piece and one pawn: usually a draw but the rook
may win. 2 2
A rook versus a minor piece and two pawns: usually a draw but the minor 1 1
piece may win. a b c d e f g h
A rook versus a minor piece and three pawns: a win for the minor piece.
White to play draws; Black to play
If both sides have pawns, the result essentially depends on how many pawns the minor wins (Müller & Lamprecht
piece has for the exchange: 2001:273).

No pawns for the exchange (i.e. same number of pawns on each side):
the rook usually wins.
One pawn for the exchange (i.e. minor piece has one more pawn): the rook usually wins, but it is technically ficult.dif
If all of the pawns are on one side of the board it is usually a draw
.
Two pawns for the exchange: this is normallya draw. With a bishop either side may have winning chances. With a
knight, the rook may have winning chances and the defense is dif ficult for the knight if the pawns are scattered.
Three pawns for the exchange: this is normally a win for the minor pieceFine ( & Benko 2003:459ff).

Two minor pieces versus a rook


In an endgame, two minor pieces are approximately equivalent to a rook plus one pawn. The pawn structure is important. The two
pieces have the advantage if the opponent's pawns are weak. Initiative is more important in this endgame than any other. The general
outcome can be broken down by the number of pawns.

The two pieces have one or more extra pawns: always a win for the pieces.
Same number of pawns: usually a draw but the two pieces win more often than the rook.
The rook has one extra pawn: usually a draw but either side may have winning chances, depending on positional
factors.
The rook has two additional pawns: normally a win for the rookFine
( &
Benko 2003:449–58). Capablanca vs. Lasker,
1914[15]
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Black to play draws (Muller &
Lamprecht 2001:23).

Queen versus two rooks


Without pawns this is normally drawn, but either side wins in some positions. A queen Leko vs. Kramnik,
and pawn are normally equivalent to two rooks, which is usually a draw if both sides World Championship 2004[16]
have an equal number of additional pawns. T
wo rooks plus one pawn versus a queen is a b c d e f g h
also generally drawn. Otherwise, if either side has an additional pawn, that side 8 8
normally wins (Fine & Benko 2003:566–67). 7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Black to move won.

Queen versus rook and minor piece


If there are no pawns, the position is usually drawn, but either side wins in some positions. A queen is equivalent to a rook and bishop
plus one pawn. If the queen has an additional pawn it wins, but with difficulty. A rook and bishop plus two pawns win over a queen
(Fine & Benko 2003:563).
van Wely vs. Yusupov,
2000[17]
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Black to move won.

Queen versus rook


Without pawns, the queen Philidor, 1777 D. Ponziani, 1782
normally wins but it can be
a b c d e f g h a b c d e f g h
difficult and there are some
drawn positions (see Philidor 8 8 8 8
position#Queen versus rook). 7 7 7 7
If the rook has one pawn
6 6 6 6
drawing positions are
possible, depending on the 5 5 5 5
pawn and the proximity of the
4 4 4 4
rook and king. See fortress
(chess)#Rook and pawn 3 3 3 3
versus queen. Otherwise the
2 2 2 2
queen wins.
If the rook has two connected 1 1 1 1
pawns the position is usually a a b c d e f g h a b c d e f g h
draw. For any other two
White wins with either side to move. Black to move draws (Müller &
pawns, the queen wins except
in the positions where a Lamprecht 2001).
fortress with one pawn can be
reached.
If the rook has three or more pawns the position is usually a draw but there are cases in which the queen wins and
some in which the rook wins.
If the queen also has a pawn or pawns it wins except in unusual positionsFine
( & Benko 2003:570–79).

Piece versus pawns


There are many cases for a lone piece
versus pawns. The position of the
pawns is critical.

Minor piece versus pawns: A


minor piece versus one or two
pawns is normally a draw,
unless the pawns are
advanced. Three pawns either
draw or win, depending on
how advanced they are. Three
connected pawns win against
a bishop if they all get past
their fourth rank (Fine & Benko
2003:93ff,129–30). A knight
can draw against three Johann Berger, 1914
connected pawns if none are (Fine & Benko, diagram 1053) Fine & Benko, diagram 1054
beyond their fourth rank
(Müller & Lamprecht 2001:62). a b c d e f g h a b c d e f g h

Rook versus pawns: If the 8 8 8 8


rook's king is not near, one 7 7 7 7
pawn draws and two pawns
win. If the rook's king is near, 6 6 6 6
the rook wins over one or two 5 5 5 5
pawns and draws against
4 4 4 4
three. Four pawns usually win
but the rook may be able to 3 3 3 3
draw, depending on their
2 2 2 2
position. More than four
pawns win against the rook 1 1 1 1
(Fine & Benko 2003:275,292– a b c d e f g h a b c d e f g h
93).
White to play wins. White to play; Black wins.
Queen versus pawns: A
queen can win against any
number of pawns, depending
on how advanced they are. The queen would win against eight pawns on the second rank but one pawn on the
seventh rank may draw (seeQueen versus pawn endgame) and two advanced pawns may win F ( ine & Benko
2003:526ff).

Endings with no pawns


Besides the basic checkmates, there are other endings with no pawns. They do not Fine & Benko, diagram 967
occur very often in practice. Two of the most common pawnless endgames (when the a b c d e f g h
defense has a piece in addition to the king) are (1) a queen versus a rook and (2) a rook 8 8
and bishop versus a rook. A queen wins against a rook — see pawnless chess 7 7
endgame#Queen versus rook. A rook and bishop versus a rook is generally a
6 6
theoretical draw, but the defense is difficult and there are winning positions (see Rook
5 5
and bishop versus rook endgame).
4 4
3 3
2 2
1 1
a b c d e f g h
White to play wins; Black to play
draws.

Positions with a material imbalance


A rook is worth roughly two pawns plus a bishop or a knight. A bishop and knight are worth roughly a rook and a pawn, and a queen
is worth a rook, a minor piece (bishop or knight) and a pawn (see Chess piece relative value). Three pawns are often enough to win
against a minor piece, but two pawns rarely are.

However, with rooks on the board, the bishop often outweighs the pawns. This is because the bishop defends against enemy rook
attacks, while the bishop's own rook attacks enemy pawns and reduces the enemy rook to passivity. This relates to Rule 2 with rooks
(above).

A bishop is usually worth more than a knight. A bishop is especially valuable when there are pawns on both wings of the board, since
it can intercept them quickly.
Effect of tablebases on endgame theory
Endgame tablebases have made some minor corrections to historical endgame analysis, but they have made some more significant
changes to endgame theory too. (The fifty-move rule is not taken into account in these studies.) Major changes to endgame theory as
a result of tablebases include (Müller & Lamprecht 2001:8,400–406):

Queen versus rook (see Philidor position#Queen versus rook). There are two changes here enabling the rook to put
up a better defense, but the queen still wins. (a) People usually opt for a second-rank defense with the rook on the
second rank and the king behind it (or symmetrical positions on the other edges of the board).ablebases
T show that
a third-rank defense takes a while to breach, which is dif
ficult for a human to do. (b) People had assumed that the
rook needs to stay as close to the king for as long as possible, but tablebases show that it is best to move the rook
away from the king at some earlier point Nunn
( 2002:49ff).
Queen and pawn versus queen. Tablebases have shown that this can be won in many more positions than was
thought, but the logic of the moves is presently beyond human understandingNunn ( 1995:265).
Queen versus two bishops. This was thought to be a draw due to the existence of a drawingfortress position, but the
queen can win most of the time by preventing the bishops from getting to the fortress. However , it can take up to 71
moves to force a win (Nunn 2002:290ff).

Queen versus two knights. This was thought to be a draw, but the queen a b c d e f g h
has more winning positions than was previously thought. Also, many
8 8
analysts gave a position (see diagram) that they thought was a draw but it
is actually a win for the queen N
( unn 2002:300ff). In the diagram, White 7 7
checkmates in 43 moves, starting with1. Qc7 (the only winning move).
6 6
Note that Nunn says "The general result is undoubtedly a draw , but there
are many losing positions, some of them very lengthy ." On the other hand, 5 5
73.44% of positions are won by the queen, almost all of the remainder 4 4
being positions where the side with two knights can immediately capture
the queen – 97.59% of positions with the side with the queen to move are 3 3
won by that side.[18] However, these percentages can be misleading, and 2 2
most "general results" are based on the analysis ofgrandmasters using
the tablebase data (Müller & Lamprecht 2001:406), (Nunn 2002:324). For 1 1
instance, although nearly 90 percent of all of these positions are wins for a b c d e f g h
the queen, it is generally a draw if the king is not separated from the
This position was thought to be
knights and they are on reasonable squares Müller
( & Lamprecht
2001:339). drawn, but White to move wins.
Some similar positions are actually
drawn (e.g. with the queen on e2).

Two bishops versus a knight. This was thought to be a draw but the a b c d e f g h
bishops generally win. However, it takes up to 66 moves. The position in
8 8
the diagram was thought to be a draw for over one hundred years, but
tablebases show that White wins in 57 moves. All of the long wins go 7 7
through this type of semi-fortress position. It takes several moves to force
6 6
Black out of the temporary fortress in the corner; then precise play with
the bishops prevents Black from forming the temporary fortress in another 5 5
corner (Nunn 1995:265ff). Before computer analysis, Speelmanlisted this 4 4
position as unresolved, but "probably a draw" Speelman
( 1981:109).
3 3
Queen and bishop versus two rooks. This was thought to be a draw but
the queen and bishop usually win. It takes up to 84 movesNunn ( 2 2
2002:367ff).
1 1
Rook and bishop versus bishop and knight, bishops on opposite colors .
a b c d e f g h
This was thought to be a draw but the rook and bishop generally win. It
takes up to 98 moves (Nunn 2002:342ff). This position was thought to be
Rook and bishop versus rook. The second-rank defense was discovered drawn (Kling and Horwitz, 1851),
using tablebases (Hawkins 2012:198–200). but White wins.

Longest forced win


a b c d e f g h a b c d e f g h
8 8 8 8
7 7 7 7
6 6 6 6
5 5 5 5
4 4 4 4
3 3 3 3
2 2 2 2
1 1 1 1
a b c d e f g h a b c d e f g h
Black's best move in this position is White to play and win in 549.
1...Rd7+. White checkmates 545
moves later.

In May 2006 a record-shattering 517-move endgame was announced (see first diagram). Marc Bourzutschky found it using a
program written by Yakov Konoval. Black's first move is 1... Rd7+ and White wins the rook in 517 moves. This was determined
using the easier-to-calculate depth-to-conversion method, which assumes that the two sides are aiming respectively to reduce the
game to a simpler won ending or to delay that conversion. Such endgames do not necessarily represent strictly optimal play from
both sides, as Black may delay checkmate by allowing an earlier conversion or White may accelerate it by delaying a conversion (or
not making one at all). In September 2009, it was found that the distance to mate (not conversion) in a similar position to the
Bourzutschky–Konoval position was 545 (see diagram).[19] The same researchers later confirmed that this (along with variations of
it) is the longest 7-man pawnless endgame, and that, with pawns, the longest 7-man endgame is the one depicted in the second
[20]
diagram. White takes 6 moves to promote the pawn to a Knight, after which it takes another 543 moves to win the game.

The fifty-move rule is ignored in the calculation of these results and lengths.

Endgame classification
Endgames can be classified by the material on the board. The standard classification system lists each player's material, including the
kings, in the following order: king, queen, bishops, knights, rooks, pawn. Each piece is designated by its
algebraic symbol.

For example, if White has a king and pawn, and Black has only a king, the endgame is classified KPK. If White has bishop and
knight, and Black has a rook, the endgame is classified KBNKR. Note that KNBKR would be incorrect; bishops come before
knights.

In positions with two or more bishops on the board, a "bishop signature" may be added to clarify the relationship between the
bishops. Two methods have been used. The informal method is to designate one color of squares as "x" and the other color as "y". An
endgame of KBPKB can be written KBPKB x-y if the bishops are opposite-colored, or KBPKB x-x if the bishops are same-colored.
The more formal method is to use a four digit suf
fix of the form abcd:

a = number of White light-squared bishops


b = number of White dark-squared bishops
c = number of Black light-squared bishops
d = number of Black dark-squared bishops
Thus, the aforementioned endgame can be written KBPKB_1001 for opposite-color bishops, and KBPKB_1010 for same-color
bishops.

In positions with one or more rooks on the board and where one or both players have one or both castling rights, a castling signature
may be added to indicate which castling rights exist. The method is to use a one to four character suffix formed by omitting up to
three characters from the stringKQkq.
Thus the endgame where White has bishop and rook and Black has a rook can be written KBRKR if no castling rights exist or
KBRKR_Kq if White may castle on the king's side and Black may castle on the queen's side. In case the position also has two or
more bishops the castling signature follows the bishop signature as inKBBNKRR_1100_kq.

GBR code is an alternative method of endgame classification.

The Encyclopedia of Chess Endings – ECE by Chess Informant had a different classification scheme, somewhat similar to the ECO
codes, but it is not widely used. The full system is a 53-page index that was contained in the book The Best Endings of Capablanca
and Fischer. The code starts with a letter representing the most powerful piece on the board, not counting kings. The order is queen,
rook, bishop, knight, and then pawn. (Figurines are used to stand for the pieces.) Each of these has up to 100 subclassifications, for
instance R00 through R99. The first digit is a code for the pieces. For instance, R0 contains all endgames with a rook versus pawns
and a rook versus a lone king, R8 contains the double rook endgames, and R9 contains the endings with more than four pieces. The
second digit is a classification for the number of pawns. For instance, R30 contains endgames with a rook versus a rook without
[21]
pawns or with one pawn andR38 are rook versus rook endings in which one player has two extra pawns.

Frequency table
The table below lists the most common endings in actual games by percentage (percentage of games, not percentage of endings;
generally pawns go along with the pieces). Müller
( & Lamprecht 2001:11–12, 304)
Endgame frequency table
Percent Pieces Pieces
8.45 rook rook
6.76 rook & bishop rook & knight
3.45 two rooks two rooks
3.37 rook & bishop rook & bishop (same color)
3.29 bishop knight
3.09 rook & knight rook & knight
2.87 king & pawns king (and pawns)
1.92 rook & bishop rook & bishop (opposite color)
1.87 queen queen
1.77 rook & bishop rook
1.65 bishop bishop (same color)
1.56 knight knight
1.51 rook bishop
1.42 rook & knight rook
1.11 bishop bishop (opposite color)
1.01 bishop pawns
0.97 rook knight
0.92 knight pawns
0.90 queen & minor piece queen
0.81 rook two minor pieces
0.75 rook pawns
0.69 queen rook & minor piece
0.67 rook & pawn rook
0.56 rook & two pawns rook
0.42 queen pawns
0.40 queen rook
0.31 queen two rooks
0.23 king & one pawn king
0.17 queen minor piece
0.09 queen & one pawn queen
0.08 queen two minor pieces
0.02 bishop & knight king
0.01 queen three minor pieces

Quotations
"[I]n order to improve your game, you must study the endgame before anything else;
for, whereas the endings can
be studied and mastered by themselves, the middlegame and the opening must be studied in relation to the
endgame." (Emphasis in original.) (Capablanca 1966:19)
"... the endgame is as important as the opening and middlegame ... three of the five losses sustained by
Bronstein in
his drawn ... match withBotvinnik in 1951 were caused by weak endgame play ." (Hooper & Whyld 1992)
"Studying the opening is just memorizing moves and hoping for traps, but studying the endgame is chess." Joshua

Waitzkin[22]
"If you want to win at chess, begin with the ending." –Irving Chernev[23]
"Repeating moves in an ending can be very useful. Apart from the obvious gain of time on the clock one notices that
the side with the advantage gains psychological benefit." –Sergey Belavenets
"It cannot be too greatly emphasized that the most important role in pawn endings is played by the king." – Siegbert
Tarrasch

Literature
There are many books on endgames, see Chess endgame literature for a large list and the history. Some of the most popular current
ones are:

Basic Chess Endings, by Reuben Fine and Pal Benko, 1941, 2003, McKay. ISBN 0-8129-3493-8. The 1941 edition
by Fine was the first of the modern endgame books in English. It was recently revised by Benko.
Dvoretsky's Endgame Manual, second edition , by Mark Dvoretsky, 2006, Russel Enterprises.ISBN 1-888690-28-3.
A modern manual book by a noted chess teacher .
Encyclopedia of Chess Endings III – Rook Endings ,2Andras Adorjan, Alexander Beliavsky, Svetozar Gligorić,
Robert Hübner, Anatoly Karpov, Garry Kasparov, Viktor Kortchnoi, Anthony Miles, Nikolay Minev, John Nunn and
Jan Timman., 1986, Chess Informant, ISBN 86-7297-005-5. Comprehensive book with 1746 endings divided in
groups according to ECE classification. Annotated inSystem of chess signs .
Essential Chess Endings: the Tournament Player's Guide, by James Howell, 1997,Batsford. ISBN 0-7134-8189-7. A
small but comprehensive book.
Fundamental Chess Endings, by Karsten Müller and Frank Lamprecht, 2001, Gambit Publications. ISBN 1-901983-
53-6. Highly regarded – comprehensive and modern.
Grandmaster Secrets: Endings, by Andrew Soltis, 1997, 2003, Thinker's Press,ISBN 0-938650-66-1. An elementary
book.
Just the Facts!: Winning Endgame Knowledge in One Volume, Lev Alburt and Nikolai Krogius, 2000, Newmarket
Press. ISBN 1-889323-15-2. A good introductory book.
Pandolfini's Endgame Course, by Bruce Pandolfini, 1988, Fireside, ISBN 0-671-65688-0. Many short elementary
endgame lessons.
Silman's Complete Endgame Course: From Beginner oT Master, Jeremy Silman, 2007, Siles Press, ISBN 1-890085-
10-3. Has a unique approach, it presents material in order of difficulty and the need to know of various classes of
players. It starts with material for the absolute beginner and progresses up to master level material.
Winning Chess Endings, by Yasser Seirawan, 2003, Everyman Chess. ISBN 1-85744-348-9. A good introductory
book.
One Pawn Saves the Day: A World Champion's Favorite Studies , by Sergei Tkachenko, 2017, Limited Liability
Company Elk and Ruby Publishing HouseISBN 5-950-04334-0. 100 studies whose common theme is that white
ends up with just one pawn in the finale, yet manages to win or draw .
One Knight Saves the Day: A World Champion's Favorite Studies , by Sergei Tkachenko, 2017, Limited Liability
Company Elk and Ruby Publishing HouseISBN 5-950-04335-9. 100 studies whose common theme is that white
ends up with just one knight in the finale, yet manages to win or draw .
One Bishop Saves the Day: A World Champion's Favorite Studies , by Sergei Tkachenko, 2017, Limited Liability
Company Elk and Ruby Publishing HouseISBN 5-950-04336-7. 100 studies whose common theme is that white
ends up with just one bishop in the finale, yet manages to win or draw .
One Rook Saves the Day: A World Champion's Favorite Studies , by Sergei Tkachenko, 2017, Limited Liability
Company Elk and Ruby Publishing HouseISBN 5-950-04337-5. 100 studies whose common theme is that white
ends up with just one rook in the finale, yet manages to win or draw .

See also
Outline of chess: Endgame topics Chess opening
Checkmate Chess terminology
Chess middlegame
Endgame topics

Chess endgame literature Corresponding squares


Endgame study Prokeš maneuver
Endgame tablebase Tarrasch rule
Endgame theory Triangulation
Fortress Wrong bishop
Opposition Wrong rook pawn
Pawnless chess endgame Zugzwang
Specific endgames

Bishop and knight checkmate Queen versus pawn endgame


King and pawn versus king endgame Réti endgame study
Lucena position Rook and bishop versus rook endgame
Opposite-colored bishops endgame Rook and pawn versus rook endgame
Philidor position Saavedra position
Queen and pawn versus queen endgame Two knights endgame

References
1. Basic Chess Endgames, Ruben Fine & revised by Pal Benko, 2003
2. A Pocket Guide to Endgames, David Hooper
, 1970
3. Practical Chess Endings, Paul Keres, 1973
4. Chess Endings for the Practical Player, Ludek Pachman, 1977
5. Batsford Chess Endings, by Speelman, Tisdall, and Wade
6. Pandolfini's Endgame Course, Bruce Pandolfini, 1988
7. Winning Chess Endings, by Yasser Seirwan
8. Winning Chess Endgames, by Tony Kosten, 1987
9. The Mammoth Book of Chess, by Graham Burgess, 2009
10. Chess Endings: Essential Knowledge, by Y
uri Averbach, 1993
11. Fundamental Chess Endings by Karsten Müller and Frank Lamprecht, 2003
12. Portisch vs. Tal (http://www.chessgames.com/perl/chessgame?gid=1113167)
13. Müller, Karsten (2001). "Endgame Corner" (http://www.chesscafe.com/text/mueller01.pdf) (PDF). Chess Cafe.
14. Winter, Edward, "Rook endgames" (http://www.chesshistory.com/winter/winter45.html)– Chess Notes, Number 5498
15. Capablanca vs. Lasker, 1914 (http://www.chessgames.com/perl/chessgame?gid=1258182) Chessgames.com
16. Leko vs. Kramnik (http://www.chessgames.com/perl/chessgame?gid=1306138)
17. Van Wely vs. Yusupov (http://www.chessgames.com/perl/chessgame?gid=1385607) Chessgames.com
18. "Chess program Wilhelm"(https://web.archive.org/web/20081208015339/http://www .geocities.com/rba_schach2000/
overview_english.htm). Archived from the original on December 8, 2008.+ "Nalimov Engame Tablebases" (http://aut
o-chess.blogspot.ch/2012/11/download-nalimov-end-game-tablebases-2.html) . AutoChess.
19. Lomonosov Endgame Tablebases (http://chessok.com/?page_id=27966)
20. [1] (http://ldis-sw.cs.msu.ru/articles/Top8DTM_eng)
21. ECE classifications, PDF ofEG article (http://www.gadycosteff.com/eg/eg90.pdf)
22. Endgame quotes (http://tribes.tribe.net/chessclub/thread/4c2141b1-0403-4499-a25e-9257d87e110b)
23. Chess Life, Sept. 1961, p. 253

Bibliography

Alburt, Lev; Krogius, Nikolai (2000), Just the Facts!: Winning Endgame Knowledge in One Volume, Newmarket
Press, ISBN 1-889323-15-2
Beliavsky, Alexander; Mikhalchishin, Adrian (1995), Winning Endgame Technique, Batsford, ISBN 0-7134-7512-9
Beliavsky, Alexander; Mikhalchishin, Adrian 2
( 003), Modern Endgame Practice, Batsford, ISBN 0-7134-8740-2
Benko, Pal (2007), Pal Benko's Endgame Laboratory, Ishi Press, ISBN 0-923891-88-9
Capablanca, José Raúl(1966), Last Lectures, Cornerstone Library
de la Villa, Jesús (2008), 100 Endgames You Must Know, New in Chess, ISBN 978-90-5691-244-4
Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual(2nd ed.), Russell Enterprises,ISBN 1-888690-28-3
Dvoretsky, Mark; Yusupov, Artur (2008), Secrets of Endgame Technique, Olms, ISBN 978-3-283-00517-7
Emms, John (2008), The Survival Guide to Rook Endings, Gambit Publications, ISBN 978-1-904600-94-7
Euwe, Max; Meiden, Walter (1978) [1966], The Road to Chess Mastery, McKay, ISBN 0-679-14525-7

Fine, Reuben (1941), Basic Chess Endgames, David McKay Company Inc., ISBN 0-7134-0552-X
Fine, Reuben (1952), The Middle Game in Chess, McKay
Fine, Reuben; Benko, Pal (2003) [1941],Basic Chess Endings, McKay, ISBN 0-8129-3493-8
Flear, Glenn (2007), Practical Endgame Play – beyond the basics: the definitive guide to the endgames that really
matter, Everyman Chess, ISBN 978-1-85744-555-8
Hawkins, Jonathan (2012), Amateur to IM: Proven Ideas and Training Methods, Mongoose, ISBN 978-1-936277-40-
7
Hooper, David; Whyld, Kenneth (1992), The Oxford Companion to Chess(2nd ed.), Oxford University Press,
ISBN 0-19-866164-9
Howell, James (1997), Essential Chess Endings: The tournament player's guide
, Batsford, ISBN 0-7134-8189-7
Kaufeld, Jurgen; Kern, Guido (2011),Grandmaster Chess Strategy: What amateurs can learn fromUlf Andersson's
positional masterpieces, New in Chess, ISBN 978-90-5691-346-5
Korchnoi, Victor (2002), Practical Rook Endings, Olms, ISBN 3-283-00401-3
Mednis, Edmar (1987), Questions and Answers on Practical Endgame Play
, Chess Enterprises, ISBN 0-931462-69-
X
Mednis, Edmar; Crouch, Colin (1992),Rate Your Endgame, Cadogan, ISBN 978-1-85744-174-1
Minev, Nikolay (2004), A Practical Guide to Rook Endgames, Russell Enterprises, ISBN 1-888690-22-4

Müller, Karsten; Lamprecht, Frank (2001), Fundamental Chess Endings, Gambit Publications,ISBN 1-901983-53-6
Müller, Karsten; Lamprecht, Frank (2007),Secrets of Pawn Endings, Gambit Publications,ISBN 978-1-904600-88-6
Nunn, John (1995), Secrets of Minor-Piece Endings, Batsford, ISBN 0-8050-4228-8
Nunn, John (2002), Secrets of Pawnless Endings, Gambit Publications,ISBN 1-901983-65-X
Nunn, John (2007), Secrets of Practical Chess(2nd ed.), Gambit Publications,ISBN 978-1-904600-70-1
Nunn, John (2010), Nunn's Chess Endings, volume 1, Gambit Publications, ISBN 978-1-906454-21-0
Portisch, Lajos; Sárközy, Balázs (1981), Six Hundred Endings, Pergamon Press, ISBN 978-0-08-024137-1
Soltis, Andy (2003), Grandmaster Secrets: Endings, Thinker's Press, ISBN 0-938650-66-1
Speelman, Jonathan (1981), Endgame Preparation, Batsford, ISBN 0-7134-4000-7
Speelman, Jon; Tisdall, Jon; Wade, Bob (1993), Batsford Chess Endings, B. T. Batsford, ISBN 0-7134-4420-7
Troitzky, Alexey (2006), Collection of Chess Studies (1937), Ishi Press, ISBN 0-923891-10-2 The last part (pages
197–257) is a supplement containing Troitzky's analysis of two knights versus pawns.
Watson, John (1998), Secrets of Modern Chess Strategy, Gambit, ISBN 978-1-901983-07-4
Whitaker, Norman; Hartleb, Glenn (1960),365 Ausgewählte Endspiele (365 Selected Endings)
, ISBN 0-923891-84-6

Further reading
Huberman (Liskov), Barbara Jane(1968), A program to play chess end games, Stanford University Department of
Computer Science, Technical Report CS 106, Stanford Artificial Intelligence Project Memo AI-65
Stiller, Lewis (1996), Multilinear Algebra and Chess Endgames(PDF), Berkeley, California: Mathematical Sciences
Research Institute, Games of No Chance, MSRI Publications, Volume 29
Rogers, Ian (January 2010), "The Lazy Person's Guide to Endgames",Chess Life, 2010 (1): 37–41

External links
Encyclopedia of Chess Endings – five volumes of ECE
Interactive Endgame Simulator
endgame lessons
Basic Endgame Mates

Retrieved from "https://en.wikipedia.org/w/index.php?title=Chess_endgame&oldid=817001652


"

This page was last edited on 25 December 2017, at 10:04.

Text is available under theCreative Commons Attribution-ShareAlike License ; additional terms may apply. By using this
site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of theWikimedia
Foundation, Inc., a non-profit organization.

Vous aimerez peut-être aussi