ChessWorld.net, founded in 2000, is an online chess site.Endgames are where “small advantages” become wins — and where good defence saves half points. Use these endgame principles as a checklist to improve your decisions with kings, pawns, and major pieces.
In the endgame, the king is a fighting piece. Centralise it and use it to support pawns and invade key squares.
Passed pawns win games. Support them, clear their path, and use them to distract enemy pieces.
A classic rule: rooks are best placed behind your passed pawn (or behind the opponent’s to stop it).
Opposition is central in king-and-pawn endings. It helps you win key squares and force zugzwang.
Quickly judge whether the king can catch a passed pawn without calculating every move.
An outside passer pulls the enemy king away, often allowing your king to win central pawns.
Even in endgames, “fixing” a passive rook/bishop/knight often decides the game.
Passive rooks lose endgames. Seek activity: checks from behind, side checks, or cutting off the king.
In rook endings, cutting the enemy king from the action can be worth more than grabbing a pawn.
Rooks on the 7th (or 2nd) can attack pawns and trap the king. This is a major endgame goal.
Exchange pieces when it reduces counterplay and leads to a clearly winning pawn endgame or rook endgame.
Many endings look “up a pawn” but are theoretical draws. Know typical drawn structures and fortress ideas.
Endgames often revolve around “who has the move.” Improve your position until the opponent runs out of good moves.
Sometimes you “waste a tempo” with the king to win opposition and force a breakthrough.
Learn key defensive patterns (active rook checks, behind-the-pawn defence, perpetual checking ideas).
Queen endings are tactical. Keep your king protected and watch for perpetual checks.
Knights and bishops need coordination to stop pawns and create passed pawns. Avoid letting them drift.
Opposite-coloured bishops often draw even when down a pawn — unless there are rooks/queens or multiple passers.
In bishop endgames, pawn placement and key diagonals often decide everything.
Knights are great blockaders, but pawn races can make them useless. Watch pawn timing carefully.
In endgames, you often “fix” a pawn weakness first, then attack it with king + pieces.
If one weakness is defended, switch wings or create another target — endgames are often won by stretching defence.
When worse, don’t just sit. Seek counterplay: active king, rook checks, pawn breaks, or creating a passer.
Endgames punish lazy counting. Before pushing a pawn, calculate who queens first and whether checks change it.
Especially in queen endings or rook + pawn endings, the defender often survives via tactics.
For 5–7 piece endings, tablebases teach perfect play and reveal surprising drawn/won positions.
Endgame improvement is very “pattern-based.” Tag your mistakes (king passive, rook passive, pawn timing, etc.).
Short daily practice works: 10 minutes of king+pawn, rook ending basics, and a quick review of one endgame.
Pick a few model players (Capablanca, Karpov, Carlsen) and look for repeatable techniques, not memorised lines.