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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.
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.
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).
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:
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.)
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).
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.
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
Fine and Benko (Fine & Benko 2003:205) give four conclusions:
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.
than a distance of three files makes it possible for the rook to keep on 1 1
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
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).
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).
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.
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:
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.
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
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
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