King and pawn endings have a reputation for being simple. They are not simple; they are exact. There is no piece to trade, no attack to fall back on, and no luck. Every tempo is visible, every mistake is permanent, and the result is usually decided several moves before either player notices.
That is why a checklist helps. The same handful of questions settles the vast majority of these positions. Run through them before you touch a pawn and you will stop throwing away half-points — and start rescuing positions that looked hopeless.
In a king and pawn ending your king is not a king. It is your strongest piece, and a king on the sixth rank is often worth more than a pawn. A king left on the back rank is worth nothing at all.
Question 1: where would I put my king if I could teleport it there? Nine times out of ten that square is on the fourth rank or beyond, heading for the pawns. Bring it there before you push anything. Beginners push a pawn and hope the king follows; strong players bring the king and let the pawn follow.
Question 2: can my king reach a key square? For a passed pawn on the fifth rank, the key squares are the three squares directly two ranks ahead of it. If your king reaches one of them, the pawn promotes regardless of whose turn it is. If the defending king occupies or controls all three, the pawn usually dies.
So count steps. How many moves does each king need to reach that area? If you are a tempo short, you already know the result — and you can stop hoping and start looking for the drawing resource instead.
Question 3: who has the opposition? When the kings face each other along a file or rank with one square between them, the player who does not have to move has the opposition. The same logic applies at a distance: an odd number of squares between the kings favours the player who has just moved.
In king and pawn versus king, the defender's aim is to take the opposition in front of the pawn. The attacker's aim is to lose a tempo and hand the obligation back. That is why the attacking king so often shuffles sideways before stepping forward. It is not indecision; it is the entire plan.
One exception is worth knowing by heart. With a rook pawn, the opposition hardly matters once the defending king reaches the corner in front of the pawn. Push the pawn all you like — it is a draw.
Question 4: is my passed pawn an outside passer? An outside passed pawn is usually decisive because it drags the enemy king away from the main theatre of war. A protected passed pawn is a different animal: it cannot be captured, but it can be blockaded, so it only wins if your king has a second target to attack.
Question 5: can my pawn be stopped? Use the rule of the square. With the defender to move, draw a square with the pawn and its promotion square as two corners. If the defending king stands inside that square, it catches the pawn. If not, the pawn runs.
Two practical points that catch people out. Pushing a pawn to the seventh rank without king support often achieves nothing at all — the enemy king simply sits in front of it. And check that your own king is not standing in the pawn's path; a king blocking its own passer is the most common way to turn a win into a draw.
Question 6: if I could pass my turn, would I be better off? If the answer is yes, you are in zugzwang — and in these endings, zugzwang is not a curiosity, it is the main way games are lost. Most king and pawn endings are decided by the player who runs out of useful moves first.
Question 7: do I have a spare tempo? Look at your pawns, not your king. A pawn on its second rank can move one or two squares; a pawn on the third can usually do the same. Those unmoved pawns are your reserve, and you will spend them at the critical moment to force your opponent to move first.
Kings can lose a tempo too, through triangulation: three king moves that return the king to the same square while your opponent's king has only made two. If you can see a triangle, check whether it wins the opposition back.
Question 8: can my remaining pawns actually produce a passer? Doubled pawns cannot create one on their own. Two pawns facing two pawns on one wing produce nothing unless something is unbalanced. A blocked chain offers no entry.
Then ask the question that decides most simplified endings: is mine the outside majority? If you are attacking, avoid trades that leave you with nothing to play for. If you are defending, do the opposite and trade pawns at every sensible opportunity, because fewer pawns means fewer ways to lose.
Run the eight questions in order, quickly, before calculating variations. It takes about thirty seconds and it tells you whether you are playing for a win or for a draw — which changes everything that follows.
Then train it. Set up a bare king and pawn against a king and play it out against a friend or an engine, swapping sides each time. Repeat the same position until you can state the result without moving the pieces. Add a second pawn, then one on the other wing, and watch how the answers to questions four and eight change.
When you are winning, slow down before every pawn move and ask question six again. When you are defending, look for a pawn trade and the opposition, in that order. Do this often enough and the checklist stops being a list and becomes instinct.