What this book teaches
114 simple endgames. Two chapters: Red to move and win (81), Red to move and draw (33).
Not mate patterns. You practise the verdict: can this be won, or only drawn?
Ask: is this a win or a draw — and what is the key technique?
114 straightforward win-or-draw endgames — ideal for beginners.
114 simple endgames. Two chapters: Red to move and win (81), Red to move and draw (33).
Not mate patterns. You practise the verdict: can this be won, or only drawn?
Ask: is this a win or a draw — and what is the key technique?
The chapter already says the result. Still ask yourself:
① What do you have more of — pawn, horse, cannon, or the position? ② Where can their king run? Are advisors and elephants still on? ③ If you go wrong, can they draw or even win?
Know the verdict, then find the way.
① Do you need to check, or a slow move — pawn, advisor? ② In a draw: which move holds, which move ruins it? ③ When done: if you change one move, does the result change?
Good endgame play is the right tempo, not an early check.
Wins first — get used to forcing the win. Then draws — harder, because you must restrain yourself and not grab.
Finish this book before Clever Practical Endgames or the Practical Endgame volumes. You need not memorise the poetic titles — remember the technique.
1. Play it yourself. Open the line only when stuck. 2. Each problem, ask again: win or draw? What if you go wrong? 3. 114 positions are the foundation. Learn the technique; don’t memorise moves.
Interactive board, move-by-move solutions, solve mode with spaced repetition and on-device Pikafish. Free on Android, iOS and desktop.