The Opposition (King and Pawn Endgames)

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The opposition is the single most important idea in king-and-pawn endgames.

What it is

When the kings stand on the same file (or rank) with exactly one square between them, the player who does not have to move holds the opposition. The opponent must step aside, letting your king advance.

Why it wins

To promote a pawn you usually need your king to reach the squares in front of it. Gaining the opposition forces the defending king to give way, so your king can outflank it and escort the pawn home.

Distant and diagonal opposition

The same idea works with three or five squares between the kings (distant opposition) and on diagonals. The rule of thumb: with an odd number of squares between the kings and it's the opponent's move, you have the opposition.

The exception: rook pawns

With an a- or h-pawn the defending king can get stuck in the corner and the position is often only a draw, even a pawn up โ€” opposition can't save it.

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