Black to move, White promotes the pawn in 60 moves.[1]
The rook and pawn versus rook endgame is a fundamentally important,[2][3][4][5][6] widely studied[7][8] chess endgame. Precise play is usually required in these positions. With optimal play, some complicated wins require sixty moves[9] to either checkmate, capture the defending rook, or successfully promote the pawn.[10] In some cases, thirty-five moves are required to advance the pawn once.[11]
The play of this type of ending revolves around whether or not the pawn can be promoted, or if the defending rook must be sacrificed to prevent promotion. If the pawn promotes, that side will have an overwhelming material advantage. If the pawn is about to promote, the defending side may give up their rook for the pawn, resulting in an easily won endgame for the superior side (a basic checkmate). In a few cases, the superior side gives up their rook in order to promote the pawn, resulting in a winning queen versus rook position (see Pawnless chess endgame § Queen versus rook).
A rule of thumb (with exceptions) is: if the king on the side without the pawn can reach the queening square of the pawn, the game is a draw; otherwise it is a win for the opponent (except with a rook pawn, i.e. a- or h-file).[12] The side with the pawn can cut off the opposing king or strive for the Lucena position, which is a win. The defender can aim for the Philidor position (which is a draw) or try to set up one of the other defensive techniques that draw.[13] A rook and two pawns usually win against a rook, but there are plenty of exceptions.
This article uses algebraic notation to describe chess moves.
^(Nunn 1999:192–93)
^(Keres 2018:132)
^(de la Villa 2008:123–25)
^(Emms 2008:16)
^(Burgess 2009:94)
^(Nunn 2009:106)
^(Nunn 1999:6)
^(Minev 2004:58)
^(Müller & Konoval 2016:46–47)
^(Speelman, Tisdall & Wade 1993:7)
^(Thompson 1986)
^(Fine & Benko 2003:294ff)
^(Mednis 1987:93)
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