Pawn on the fourth rank
Two files are enough
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Step through the moves with the arrows, or click a move.
Other moves here
Lesson 1 of 5
With rook and pawn against rook, the defending king is the best defender. Cut it off from the pawn with your rook, by enough files, and the pawn walks through.
In rook and pawn against rook, the defender draws easily if the king gets in front of the pawn. The attacker's first job is to stop that: put the rook on a file between the defending king and the pawn, so the king cannot cross it.
How far the king is cut off decides the result. The rule of five gives a quick estimate: add the pawn's rank to the number of files the king is cut off by. More than five is usually a win; five or less is normally a draw.
Every result in this lesson comes from a tablebase. You get three conditions, each with the move that keeps the win and one that throws it away in the same position, two wins move by move, and four positions to solve.
White's rook on f1 keeps Black's king off the f-file, one file from the pawn. Pawn on the fourth rank, one file: four plus one is five, and the tablebase says draw.
With the rook on g1 and the king on h6, the king is two files away. Four plus two is six, and the tablebase says White wins, even with Black to move.
Chéron, 1923: the rule of five says win, but it is a draw. With a b-pawn, White's king has too little room on the far side of the pawn to hide from the checks.
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.
One file is not enough with the pawn on the fourth rank. Put the rook two files away from the pawn, between it and the king.
It works
1.Rg1Win
1.Rg1! cuts the king off by two files. It is the only winning move.
It fails
1.Rf1Draw
1.Rf1? cuts it off by only one file, and the tablebase says draw.
The engine prefers Rg1 (Win).
When the defending rook checks, step forward towards the pawn, not back.
It works
2.Kf4Win
2.Kf4 steps forward. White wins.
It fails
2.Ke2Draw
2.Ke2? steps back, and the tablebase says draw.
The engine prefers Kf4 (Win).
Do not take the rook away from its file to defend the pawn: the king can do that, and the cut has to stay.
It works
3.Kf5Win
3.Kf5 protects the pawn with the king. White wins.
It fails
3.Re1Draw
3.Re1? defends with the rook and lets Black's king back, and the tablebase says draw.
The engine prefers Kf5 (Win).
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.
Pawn on the fourth rank
Step through the moves with the arrows, or click a move.
Other moves here
Against checks from the front
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. Where does the rook go?
1.Rg1
1.Rg1! cuts the king off by two files. Every other rook move only draws or loses.
Rook and pawn against rook.
Exercise 2
White to move. Black checks from a3.
2.Kf4
2.Kf4 comes forward. 2.Kd4 also wins, but more slowly, and stepping back only draws.
Rook and pawn against rook, after 1…Ra3+.
Exercise 3
White to move. Black's rook attacks the pawn.
3.Kf5
3.Kf5 protects the pawn with the king and keeps the rook on the g-file. Moving the rook off the g-file throws the win away.
Rook and pawn against rook, after 2…Ra4.
Exercise 4
White to move. White's king has escaped the checks.
5.Rd1
5.Rd1! puts the rook behind the pawn. It is the fastest win.
The rule of five, after 4…Rd8.
The rule of five is given by Andrew Soltis and Edmar Mednis, as Wikipedia's article on rook and pawn against rook reports. Like any rule of thumb it has exceptions: André Chéron showed in 1923 that with a knight pawn the same position is only a draw.
Before advancing the pawn, put your rook between the defending king and the pawn.
Pawn rank plus files cut off: more than five usually wins, five or less is normally a draw.
When the checks come, step towards the pawn, not away from it.
The king protects the pawn; the rook stays on its file. Moving it lets the defending king back.
With knight and rook pawns, the attacking king may have no room to hide from checks. Count the files on both sides.