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Chess Endgame Practice: 10 Positions Every Club Player Should Know Cold

Disclosure: this guide was written by the team behind Chess DNA, the free AI chess-analysis app you'll see recommended below. About us

By Yuval Incze, Founder of Chess DNA, competitive chess player & chess improvement researcher · Published Sep 22, 2026 · Updated Sep 22, 2026 · ~10 min read

Most endgame advice tells you what to think. This page gives you something to do. Below are ten classic endgame positions, ordered from the first one you should learn to the last, each with a board, the FEN so you can set it up anywhere, the goal, the key line and the principle it teaches. Every position and every move was checked with an engine-grade move validator before publishing.

TL;DR

Interactive lesson — The opposition: the king move that wins a pawn ending: Play it on the board below, and make the key move yourself. White to move. Two kings, one pawn, and exactly one winning move out of six. The instinct is to push, so pause before you do. Ke6. The kings now stand on the same file with one square between them, and it is Black to move. That is the opposition, and it wins. Black has to give ground. Whichever way he steps, he can no longer sit in front of your pawn. Kf7. You walk around him. Your king now covers e8, the pawn has a clear road, and it promotes. That is what the opposition buys you: the squares in front of the pawn.

Why practice positions, not just principles

Chess endgames are the one phase where knowing the exact answer is possible. There is no opening theory debate about the Lucena position; it is a win, and there is one method. That makes chess endgame practice unusually efficient: a small number of positions, learned properly, covers most of what you will ever face. It also makes reading a chapter of principles and nodding along unusually ineffective: you either know the moves when the clock is running or you do not.

The numbers back this up. When we ran Stockfish depth-18 analysis on 164 players across six rating bands, opening accuracy climbed from about 70 percent under 600 Elo to about 84 percent at 1800+, a gain of 13 points. Endgame accuracy did not improve at all; it fell 1.6 points, because higher-rated players reach endgames that are still genuinely contested. The full breakdown is in which phase of chess decides your rating. Nobody drifts into good endgame play by getting better at chess in general; it has to be practiced on purpose.

Our guide on how to improve your chess endgame covers the habits: king activity, pawn timing and the five mistakes that cost club players most. This page is the companion drill set.

How to use this set

The positions are grouped in three levels. Level 1 is the material every player should know before worrying about anything else. Level 2 adds the pawn and minor-piece ideas that decide most club games. Level 3 covers the rook endgame landmarks and one composed study that teaches a way of thinking rather than a single ending. Work through them in order; do not move on until you can play the current position from both sides against an engine.

Each card shows the diagram from White’s side of the board, so when the caption says Black to move, remember the side at the top is playing. The key lines are short on purpose: they show the method, not every defensive try.

Level 1: the endings you must never lose

Three positions that turn up, in some form, in a large share of games that reach a bare-king finish. The first is pure technique; the second and third are the foundation of all pawn endings.

1. Rook mate: finishing the box

♚︎♚︎♜︎abcdefgh87654321
White to move, win

FEN: 3k4/8/4K3/8/8/8/8/7R w - - 0 1

Goal: Win

What to look for: The rook cuts the king off along the seventh rank; the white king walks to take the opposition, then the rook delivers mate on the back rank.

Key line: 1.Rh7 Kc8 2.Kd6 Kb8 3.Kc6 Ka8 4.Kb6 Kb8 5.Rh8#

Principle: The rook fences, the king does the work. Only give a rook check when it is mate or when it shrinks the box.

2. King and pawn: the opposition

♚︎♚︎♟︎abcdefgh87654321
White to move, win

FEN: 4k3/8/3K4/4P3/8/8/8/8 w - - 0 1

Goal: Win

What to look for: Get the king in front of the pawn and use the pawn as a spare tempo, so it is Black who must give way.

Key line: 1.Ke6 Kd8 2.Kf7 Kd7 3.e6+ Kd8 4.e7+ Kd7 5.e8=Q+

Principle: King in front of the pawn plus the opposition equals promotion. Push the pawn only when it gains a tempo, never to relieve tension.

3. Rule of the square

♟︎♚︎♚︎abcdefgh87654321
Black to move, draw

FEN: 8/8/8/1P6/5k2/8/8/7K b - - 0 1

Goal: Draw

What to look for: Draw a square from the pawn to its promotion rank. If the defending king can step into that square, it catches the pawn.

Key line: 1...Ke5 2.b6 Kd6 3.b7 Kc7 4.b8=Q+ Kxb8

Principle: Count squares before you calculate moves. With White to move here, 1.b6 shrinks the square and the pawn queens.

Level 2: pawn and minor-piece endings

These three decide many games between 1000 and 1600. Two of them are draws that the stronger side regularly loses on the clock by trying to win, and one is a win that looks like a race but is really a decoy.

4. Outside passed pawn as a decoy

♚︎♟︎♟︎♚︎♟︎abcdefgh87654321
White to move, win

FEN: 8/8/3k2p1/8/P2K4/6P1/8/8 w - - 0 1

Goal: Win

What to look for: The a-pawn is not meant to queen. It drags the black king to the edge while the white king eats the g-pawn.

Key line: 1.a5 Kc7 2.Ke5 Kb7 3.Kf6 Ka6 4.Kxg6 Kxa5 5.g4

Principle: The pawn farthest from the action wins the endgame, because the defending king cannot be in two places at once.

5. Bishop and the wrong rook pawn

♚︎♚︎♟︎♝︎abcdefgh87654321
Black to move, draw

FEN: 6k1/8/5K2/7P/8/3B4/8/8 b - - 0 1

Goal: Draw

What to look for: The bishop is light-squared and the promotion square h8 is dark. The black king just has to reach the corner and refuse to leave.

Key line: 1...Kh8 2.h6 Kg8 3.h7+ Kh8 4.Kf7 stalemate

Principle: A rook pawn whose queening square the bishop does not control is a draw if the defending king reaches that corner. Check the corner color before you trade into it.

6. Queen against a bishop pawn on the seventh

♚︎♛︎♟︎♚︎abcdefgh87654321
Black to move (in check), draw

FEN: 8/7K/8/8/1Q6/8/2p5/1k6 b - - 0 1

Goal: Draw

What to look for: Black hides the king in the corner next to the pawn. If the queen ever captures on c2, it is stalemate, and the white king is too far away to help.

Key line: 1...Ka2 2.Qc3 Kb1 3.Qb3+ Ka1 4.Qxc2 stalemate

Principle: Queen versus pawn on the seventh is a win unless the pawn is a bishop pawn or a rook pawn with the attacking king far away. The corner is the defender’s friend.

Level 3: rook endings and a famous study

Rook endings are the most common endgame at every level, which is why two of the three textbook rook positions are here. The last position is Richard Reti’s 1921 study, included because it changes how you think about king moves in every ending.

7. Rook behind the passed pawn

♜︎♟︎♚︎♟︎♟︎♚︎♟︎♟︎♜︎abcdefgh87654321
White to move, win

FEN: r7/P5k1/6pp/3K4/8/8/6PP/R7 w - - 0 1

Goal: Win

What to look for: The white rook sits behind its own passed pawn, so the black rook is nailed to a8. The white king strolls over and evicts it.

Key line: 1.Kc6 Kf7 2.Kb7 Re8 3.a8=Q Rxa8 4.Kxa8

Principle: Rooks belong behind passed pawns, yours and the opponent’s. Swap the rooks (Black behind on a1, White in front on a8) and the same position is a draw.

8. Philidor: the third-rank defence

♚︎♜︎♚︎♟︎♜︎abcdefgh87654321
White to move, draw

FEN: 4k3/8/r7/3KP3/8/8/8/7R w - - 0 1

Goal: Draw

What to look for: Black’s rook on the sixth stops the white king from crossing. The moment the pawn steps to e6, the rook drops to the first rank and checks from behind for ever.

Key line: 1.e6 Ra1 2.Kd6 Rd1+ 3.Ke5 Re1+ 4.Kf6 Rf1+ 5.Ke5 Re1+

Principle: Keep the rook on the third rank (from the defender’s side) until the pawn advances, then switch to checks from behind. The pawn on e6 blocks the king’s shelter.

9. Lucena: building the bridge

♚︎♟︎♚︎♜︎♜︎abcdefgh87654321
White to move, win

FEN: 1K6/1P2k3/8/8/8/8/r7/3R4 w - - 0 1

Goal: Win

What to look for: White has already checked the black king one file away. Now the rook goes to the fourth rank so that it can later block the checks and shield the king.

Key line: 1.Rd4 Ra1 2.Kc7 Rc1+ 3.Kb6 Rb1+ 4.Kc6 Rc1+ 5.Kb5 Rb1+ 6.Rb4

Principle: Rook to the fourth (or fifth) rank first, then walk the king out. The bridge turns an endless series of checks into a single interposition and the pawn queens.

10. Reti: the king that goes two ways

♚︎♚︎♟︎♟︎abcdefgh87654321
White to move, draw

FEN: 7K/8/k1P5/7p/8/8/8/8 w - - 0 1

Goal: Draw

What to look for: The white king seems hopelessly outside the square of the h-pawn, but each diagonal step both chases the pawn and supports the c-pawn.

Key line: 1.Kg7 h4 2.Kf6 Kb6 3.Ke5 Kxc6 4.Kf4

Principle: On a chessboard the diagonal is as short as the straight line. A king move that creates two threats at once can outrun geometry. If 3...h3, then 4.Kd6 h2 5.c7 Kb7 6.Kd7 h1=Q 7.c8=Q+ and it is a draw.

For the theory behind positions 8 and 9, the Wikipedia entries on the Lucena position and the Reti endgame study give the full history and the main defensive tries. Short definitions live in our glossary entries on the opposition, the Lucena position and the Philidor position.

How to practice endgames so they stick

Solving a position once proves you can find the idea when you know there is one. Winning it with two minutes left and no hint that this is a Lucena is a different skill, and the routine below is built for that.

  1. Set up, then state the plan. Paste the FEN into an analysis board. Before you move, say the plan in one sentence. For position 2 that sentence is: king in front of the pawn, take the opposition, push only with tempo. If you cannot say it, you do not know the position yet.
  2. Play it out against an engine, from both sides. Lichess and Chess.com both let you play a custom position against the computer. Win it as the attacker, then switch colors and hold it as the defender. The engine punishes every imprecise move, which is the feedback a book cannot give.
  3. Space the repetitions. Revisit each position after one day, three days and a week. Spaced repetition works for endgames as it does for vocabulary: the second retrieval is where the memory forms. Ten positions on this schedule take about twenty minutes a day.
  4. Check your own games. Go through your last thirty to fifty games and note every ending you reached: which type, and whether the result matched the evaluation when the endgame began. That list tells you which of the ten positions to drill hardest. Our guide on how to analyze your chess games walks through this step.
  5. Go back to the conversion habits. Technique fails most often because the player relaxed, not because the method was unknown. If your list shows winning endgames drifting to draws, read how to convert winning chess positions and why you keep throwing away won games alongside this drill set.
Where Chess DNA fits. The app imports your Chess.com and Lichess games, runs every move through Stockfish, and groups your errors by phase and type. If your endgame losses cluster in rook endings, it will say so, and you can point your practice there instead of guessing. It does not replace the drilling; it tells you what to drill.

Frequently Asked Questions

How do I practice chess endgames?

Set up one position at a time from its FEN on a real board or an analysis board, decide your plan before touching a piece, then play the position out against an engine from both sides until you can win or hold it without thinking. Revisit each one a few days later, then check your own recent games for the same endings so practice time goes to the positions that cost you points.

What endgames should I learn first?

Start with king and pawn versus king, in particular the opposition and the rule of the square, because every other ending can simplify into one of those. Then learn the basic rook mate, the wrong-bishop draw, and the two rook endgame landmarks, Lucena and Philidor. Those seven ideas cover the endgames that decide most club games; queen versus pawn and pure minor-piece endings can wait until you convert the simpler ones consistently.

Are endgame puzzles worth it?

Yes, but only when you know why the answer works. A tactical puzzle trains you to spot one move; an endgame position trains a method you will need to apply over ten or twenty moves. Solving the ten positions here once is not enough: play them out against an engine, explain the principle in your own words, and come back after a week. Puzzles solved by guessing and then forgotten produce almost no improvement in real games.

How many endgame positions do I need to know?

For players below roughly 1800, a working knowledge of ten to twenty theoretical positions is enough, provided you know them well enough to reproduce the method under time pressure. Manuals list hundreds, but the ones that decide club games are the pawn endings, the basic rook endings and a handful of minor-piece draws. Knowing Lucena and Philidor cold beats a vague familiarity with fifty rook endings.

How do I find out which endgames I actually lose?

Run your last thirty to fifty games through an engine and look only at games that reached an endgame. Note the evaluation when the endgame started and the final result; a game that went from winning to drawn tells you which type to practice next. Chess DNA does this automatically for Chess.com and Lichess games, grouping endgame errors by type so you can see where your losses cluster.

What is the difference between an endgame puzzle and an endgame study?

An endgame puzzle is usually a position from a real game with a single best move or short forced line. An endgame study is a composed position with one unique solution, often built around a surprising idea like the Reti manoeuvre on this page. Studies are harder and rarer in practical play, but the best ones teach a principle you never forget. For everyday practice, textbook positions like the first nine here transfer best.

Related guides

See which endgames you actually lose →
About the author

Yuval Incze is the founder of Chess DNA and a competitive chess player who has studied and taught chess improvement for over a decade. Chess DNA was built to answer the question this page leaves open, which of these endgames are costing you points, by analyzing your own game history instead of a generic curriculum. Learn more about Yuval →