Knight and pawn coordinate to promote
This is a White-to-move Minor piece endings endgame study. With best play, the result is white wins; the solution runs 10 half-moves.
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Knight and pawn coordinate to promote is a Minor piece endings endgame study from the Climbchess curated set of 80 positions. With a far-advanced pawn and active knight, White forces promotion. The knight controls key squares while the pawn advances unstoppably.
Position: White to move. Result with best play: white wins. Solution length: 10 half-moves.
FEN: 8/8/k7/8/1P6/6K1/8/7N w - - 0 1
Solving guide (move by move)
Show step-by-step solution
Try the position yourself first — endgame technique compounds when you struggle through the calculation before peeking.
- White:
h1f2 - Black:
a6b5 - White:
f2d3 - Black:
b5c4 - White:
g3g4 - Black:
c4d5 - White:
g4f4 - Black:
d5c6 - White:
f4e5 - Black:
c6b6
About Minor piece endings
K+B+N mate, two bishops, opposite-coloured fortress, knight outposts.
Related endgames
Underlying chess concepts
Endgame technique reduces to a small number of recurring patterns: opposition, key squares, zugzwang, fortress, breakthrough. Climbchess catalogues 4,505 interpretable patterns extracted from Leela Chess Zero via sparse autoencoders. Browse the methodology or jump straight into the trainer to attempt this exact position interactively.
Frequently asked
Is this position a win, draw or loss?
With best play: white wins. White moves first.
What is the key idea?
With a far-advanced pawn and active knight, White forces promotion. The knight controls key squares while the pawn advances unstoppably.
How long is the solution?
10 half-moves (5 full moves) of forced or near-forced play.
Where can I practise it?
Open the Climbchess trainer using the deep-link button — the position loads pre-set so you can play it out against the engine.