Queen versus pawn endgame


The chess endgame of a queen versus pawn is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.
The side with the queen is the attacker and the side with the pawn the defender. Assume that the attacker has the move.
If the pawn is not beyond its sixth rank, the attacker usually wins easily, but there are a few exceptions. The winning process is to either get the queen on a square in front of the pawn and getting the king over to help win the pawn or to check the defending king until it is forced in front of the pawn and using that tempo to bring the king closer, until it can assist in winning the pawn. After the pawn is won, the attacker has an elementary checkmate.

Queen versus a pawn on the sixth rank

The queen usually wins easily if the pawn is on the sixth rank. In the first position, Black is to move, but White wins.
If Black plays 3...Ke2, White replies 4.Qe4+, forcing Black's king back in front of the pawn, and then advances his own king.

Exceptions

Exceptions can occur when the king blocks the queen on a file or diagonal, as in this position.
White needs to pin the pawn by 2. Qh8, but the king blocks the pin.
This was White's only check which prevents the pawn from advancing, and Black responds
repeating the position. If the white king is anywhere else, the queen can pin the pawn and allow for the queen and then the king to approach.

Example

The biggest problem for a queen versus a pawn on the sixth rank is when its own king gets in the way. In this position, the white king prevents the queen from getting on the a1 to h8 diagonal, to pin the pawn to prevent it from advancing. White actually wins by:
Now if
then
wins. If Black does not advance the pawn then the white queen can maneuver to pin the pawn along the diagonal, and wins easily.
If instead, White tries what may seem to be correct:
a draw results with correct play.
Black has five replies. Four of them lose, but
and White can make no progress.

Example from game

In this 1937 game between Vladimir Alatortsev and Vitaly Chekhover, White wins:
If 72...Ke2 then 73.Qe4+ Kf2 forces the Black king in front of the pawn.

Queen versus a pawn on the seventh rank

In order for the defending side to have a chance at a draw, the pawn must be on its seventh rank and the king must be nearby. Except for unusual cases, the attacking side wins if the pawn is a knight pawn or a central pawn. For bishop pawns and rook pawns, the result also depends on the location of the attacking king. If the attacking king is close enough to the pawn, it wins; otherwise a draw results.
First note that the attacker may win easily, depending on the location of the kings. In this position, White wins by 1. Qg5! followed by 2. Qc1, and then the white king is brought nearer to win the pawn. If the black king is on any other square around the pawn, the position is a draw, see below .

Central pawn or knight pawn

If the pawn is a central pawn or knight pawn, the queen wins easily, except for a few unusual positions. In the position on the right, White wins. It takes several moves, but it is not difficult.
Black threatens to queen the pawn. White prevents this by forcing the black king in front of the pawn.
Without the immediate threat of promotion, White has gained a tempo that can be used to bring his king closer. This process is repeated.
And now White can again bring his king closer.
and White wins the pawn and then checkmates. The winning process with a knight pawn is the same.
In some cases, the attacking king can block its own queen, as in the second diagram. If the white king is on d5, d6 or d7, the queen cannot approach the pawn, and the result is a draw.

Rook pawn

The process above does not work against a rook pawn. The reason is that when the king was forced in front of his pawn in other locations, he could move out the other side on the next move. With a rook pawn, this file is not available, and there can be a stalemate.
In the first position, if the procedure above is tried,
and now the position is a stalemate unless White lets the black king back to the b-file. White can make no progress.
White can win similar positions if his king is close enough to the pawn. In the second position, White's king is close enough to win – by allowing the pawn to promote but then checkmating the king. White wins if the king is close enough to move to one of the squares marked with dots in two moves.
and White checkmates.
If the white king was on e3, the win is simple:

Bishop pawn

A bishop pawn may also draw, but for a different reason.
and White can not capture the pawn because stalemate would result. The rule is that White wins if his king is close enough to reach b3 or d2 in one move, because it can assist in checkmate.
If the defending king is not on the side of the pawn near the corner and the attacking king is close enough, the game can still be won – often by letting the pawn promote and then checkmating.
The second position is a 1763 endgame study by Giambattista Lolli. The black king must be prevented from getting to the other side of his pawn, otherwise he can employ the stalemate defense.
The third position shows another win for the attacker, since his king is close and the defending king is not near the corner.
and White checkmates in two more moves. Note that it is possible to win against a bishop pawn on the seventh rank and the king in the corner if the attacking king and queen are in the proper position. White wins if the king is close enough to move to one of the squares marked with dots in two moves.

Example from game

This position from a 1996 game between Loek van Wely and Peter Leko was drawn because of the bishop pawn.

Petrosian versus Fischer

The first position is from the end of a 1958 game between future World Champions Tigran Petrosian and Bobby Fischer. The players agreed to a draw because of the stalemate defense. The game could continue 67...Rxg6+ 68.Kxg6 Kb1 69.f8=Q c2 to the second position, which is a draw.

Traps

There are some traps arising in the endgame with the bishop pawn when the attacking king is not quite close enough to force a win. In this position play could go:
3...Ka1 also draws.
Setting the trap, and now
is the only move to draw. The alternative move 4...Kb1?? is a typical mistake, allowing 5.Kc4!! c1=Q+ 6.Kb3, winning. If instead 4...Kc3??, then 5.Qe5+!, forcing the black king to the wrong side of the pawn and then the white king will be close enough to assist.
The same trick can be tried with the king on the other side of the pawn. The white king is not close enough to force a win in this position, but the defense is difficult.
Setting the trap.
The only move to draw.
If instead 3...Kd1??, then 4.Kd4! c1=Q 5.Kd3 wins. If 3...Kd3??, then 4.Qb2 and Black has to allow a pin to avoid 5.Qc1. After 4...Kd2 the white king gets close enough to win with 5.Ke4.

Extra pawn for the defense

An extra pawn for the defense may be a disadvantage because it deprives the defender of the stalemate defense. In this position, White wins:
3...Kh1 loses after 4.Qxf2.
and White wins.