King walk
Short–Timman: the walk
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32…Rce8. The notes are on the highlighted moves.
Other moves here
Lesson 1 of 6
AdvancedThe king is usually kept safe until the endgame. But when the opponent's pieces are tied up and cannot give check, the king can walk up the board and join the attack itself. Short–Timman, 1991, is the most famous example.
Wilhelm Steinitz said that the king is a fighting piece. Most of the time, in the middlegame, it is better kept out of harm's way. But a king walk becomes possible when two things are true: the opponent's pieces are too busy defending to attack your king, and your king has a job to do on the other side of the board.
In Short –Timman, Tilburg 1991, White's queen on f6 and rook on d7 tie Black's pieces to f7 and g7. White needs one more piece to mate on g7, and the only piece free to bring is the king. It walks from g1 to g5, heading for h6, and Black cannot stop it.
This lesson is taught from White's side. A move that works wins; a move that fails is at least one and a half pawns worse, even when White is still better (see "How these lessons were checked"). You get three key moments, each with the move that was played and a natural alternative, the walk move by move, the full game, and three positions to solve.
White's queen on f6 and rook on d7 tie Black's pieces to the defence of f7 and g7. They are too busy to go after White's king.
After 31.Kh2 and 32.Kg3 the king is heading for h6, the square from which it supports a mate on g7.
After 34.Kg5 White threatens 35.Kh6 and 36.Qg7#. Timman resigned: Stockfish finds a forced mate against every defence.
Each condition with two positions: one where it holds and the move works, one where it is missing and the same move fails. The number is Stockfish's evaluation after the move, from the attacker's side.
When every other piece is already in place, the king is the piece that is free to move.
It works
32.Kg3+15.2
32.Kg3! continues the walk. White is winning.
It fails
32.Qf4+8.5
32.Qf4 moves the queen away from f6, the square it was already doing its job on. White is still winning, but much less clearly.
The engine prefers Kg3 (+14.3).
Once the walk has started, keep the king moving towards its target.
It works
33.Kf4Mate
33.Kf4! and Stockfish finds a forced mate.
It fails
33.Kh2+10.1
33.Kh2 goes back home. White is still winning, but there is no mate.
The engine prefers Kf4 (Mate).
The king supports the mate on g7 from h6. Go there, rather than trading pieces.
It works
34.Kg5Mate
34.Kg5 and Timman resigned. Stockfish finds a forced mate.
It fails
34.Re7+5.4
34.Re7 offers a trade of rooks, and White's advantage shrinks a lot.
The engine prefers Kg5 (Mate).
Click a move or use the arrows. Under each note you'll find the defender's other choices and how to answer them. The number under the board is Stockfish's evaluation from the attacker's side.
King walk
32…Rce8. The notes are on the highlighted moves.
Other moves here
Short builds a bind with his queen on f6 and rooks on the d-file, while Black's pieces are tied to the defence of the kingside. Then the white king walks from g1 to g5, and Timman resigns before it reaches h6.
Tilburg · 1-0
Step through the moves with the arrows, or click a move.
Each position has one best move. Find it, then check the solution.
Exercise 1
White to move. White's king has stepped to h2.
32.Kg3
32.Kg3! continues the walk towards h6. Other moves are clearly weaker.
Short–Timman, Tilburg 1991.
Exercise 2
White to move. The king is on g3.
33.Kf4
33.Kf4! and Stockfish finds a forced mate.
Short–Timman, Tilburg 1991.
Exercise 3
White to move. One step to go.
34.Kg5
34.Kg5 threatens 35.Kh6 and mate on g7. Timman resigned.
Short–Timman, Tilburg 1991.
Wilhelm Steinitz, the first world champion, held that the king is a fighting piece. The Dutch writer Tim Krabbé has collected more than a hundred games with king walks. Short–Timman, Tilburg 1991, is the most famous of recent times: Graham Burgess, John Nunn and John Emms included it among the hundred greatest chess games.
In the middlegame too, if it is safe and has a job to do.
A king can walk only when the opponent's pieces cannot reach it with checks.
Pin the opponent's pieces to defence first. Then they cannot attack your king.
If you need one more piece for the mate and only the king is free, use the king.
Do not trade the pieces that hold the bind while the king is on its way.