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⏳ The Dictionary of Endgame Theory: Essential Positions & Rules
The opening is memorization, the middlegame is imagination, but the endgame is calculation. This phase demands precise theoretical knowledge. This glossary defines the essential endgame positions—such as the Lucena, Philidor, and Trebuchet—that you must know by heart. Master these technical terms and the positions they represent to convert your advantages with robotic accuracy.
"The opening is memorization, the middlegame is imagination, but the endgame is calculation."
This glossary defines the precise theoretical positions and rules you must know to convert a win or save a draw.
🏁 Knowledge insight: Endgame theory isn't about creativity; it's about facts. If you don't know the Lucena position, you simply won't win. Master the theoretical must-knows to convert your hard-earned advantages.
A geometric shortcut to determine if a King can catch a Passed Pawn without calculating move-by-move. Imagine a square box extending from the pawn to the promotion rank.
The Rule: If the King can step into the square, he catches the pawn. If not, the pawn promotes.
Specific squares in front of a pawn that guarantee a win if your King occupies them, regardless of whose turn it is.
The Rule: For a non-rook pawn, getting your King to the 6th rank in front of the pawn usually wins.
Triangulation Advanced
A maneuver where the King moves in a triangle shape (e.g., d5-e5-d4) to return to the same square but "lose a tempo," passing the move to the opponent.
Goal: To put the opponent in Zugzwang.
Trebuchet Advanced
A situation of "Mutual Zugzwang." Whoever has to move loses their pawn. Neither King wants to move.
An ending with a Bishop and a Rook Pawn (a or h file). If the Bishop is on the opposite color of the promotion square (corner), it is a draw if the enemy King reaches the corner.
Why: The Bishop can never chase the King out of the corner.
The Centaur Strength
A nickname for a Bishop + Knight combination. They cover both light and dark squares perfectly, often stronger than a Rook in the endgame.
Barrier (Knight) Defense
A Knight can create a "barrier" of controlled squares that an enemy King cannot cross, often used to stop a King from supporting a pawn.
A setup where the weaker side sets up an impenetrable defensive zone. Even if down material (e.g., Queen vs Rook), the opponent cannot break through.
Principle of Two Weaknesses Strategy
In the endgame, one weakness (like a bad pawn) is usually defendable. To win, you must create a second weakness on the other side of the board to stretch the defender.
A German term meaning "compulsion to move." A situation where every legal move available to a player worsens their position. They lose because they cannot pass.
Your next move:
Endgame terms describe ideas, not just rules. Use this glossary when a position feels unclear or technical.