King and Pawn Endgames
The endings every other ending reduces to. Six chapters teach the king as a fighting piece, the opposition and the spare tempo, the rule of the square, the key squares that decide whether a pawn promotes, and the rook-pawn draw - each played out against a defending king on the board.
4,956,402+ codders enrolled
26 lessons26 challenges
- Beginner friendly
Hands-on interactive lessons
Audio narration on every lesson
Quizzes to test your knowledge
Free certificate of completion
Syllabus
This section is part of the Endgames Journey. The full syllabus has more sections - click any preview below to view it on the Journey page.
- Section 1Basic Mates26 lessons
Section 2
The King and the Pawn
Start sectionStartExpandCollapseWhat can mate and what cannot, the king as a fighting piece, the opposition, the rule of the square, key squares - and why a rook pawn so often draws.What Can Mate
4 lessons4The King Steps Up
4 lessons4Opposition
6 lessons6The Rule of the Square
4 lessons4Key Squares
4 lessons4Rook Pawns Draw
4 lessons4
Learn by Playing
See every idea on a real board. Each lesson shows you the position, explains what is happening on it, then asks you a question about it.
Every game starts here. The two arrows are the classical first moves.
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Double or Nothing
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Every way to learn
Read, listen, test yourself, or look up anything you've already covered. Every lesson meets you where you are.
The chessboard is a grid of 64 squares, 32 light and 32 dark, in a pattern where the colors always alternate.
Set it up so that each player has a light square in their bottom-right corner.
Files run up the board and ranks run across it - together they give every square its own name.
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Why learn king and pawn endgames with Coddy
- You start by learning what can win at all. King and knight cannot mate, king and bishop cannot, a queen beats a lone piece: the What Can Mate chapter settles which endings are worth playing on and which to trade into.
- The opposition, drilled from every angle. Face to face, around the side, the spare tempo, holding the line: four lessons and a puzzle set on the one idea that decides most pawn endings.
- Geometry you can see. The rule of the square - can the king catch the pawn? - is drawn on the board, and the key squares in front of a pawn are marked so you learn where the king has to stand, not just that it must get in front.
- Wins and draws both. The Rook Pawns Draw chapter teaches the corner and the locked-in king, so you know when to hold a bad ending as well as when to press a good one.