Pawn endgame
The Rule of the Square
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The rule of the square replaces a simple pawn race with geometry. Count how many moves the unsupported pawn needs to promote and construct a square of that size toward the defending king. A king on or inside the boundary can catch the pawn; a king outside cannot, unless it moves first and can enter. The shortcut assumes no other piece changes either route.
How to draw the square
The white pawn on c5 needs three moves: c6, c7 and c8. The square therefore has corners c5, c8, f8 and f5. Black’s king on f5 stands on the boundary and catches the pawn even though White moves first. A king on f4 would be outside: with White to move the pawn wins, but with Black to move 1...Kf5 enters the square and draws.
The pawn’s first move counts
A pawn on its starting square may advance two squares on its first move, but that still consumes one move. To construct the square, imagine the pawn one square ahead, not on the square where a double move would land. For a white pawn on c2, use c3 as the starting corner: it needs five moves to promote (c2–c4, then c5, c6, c7 and c8). Also check that the double move is legal and unobstructed.
When it applies
The rule is exact for the race between an unsupported pawn and a lone pursuing king when both routes are clear. An attacking king can shoulder the defender away; another pawn can block a diagonal; a check on promotion can alter the count. When those features appear, use key squares, opposition or direct calculation instead.