Rule of the Square

Use an imaginary square to decide quickly whether a king can catch a running pawn.

Why This Matters

  • Count how many moves the pawn needs to promote. That number helps make the sides of the square.
  • If the defending king can step inside the square, it can usually catch the pawn.
  • The rule is a shortcut, but you should still check the actual moves when kings are close.

Objectives

  • Draw or imagine the square of a pawn race.
  • Decide quickly whether the king is inside the square or outside it.
  • Check your square idea by playing the race out move by move.

Guided Interactive Lesson

Step 0 of 6
Try to play move 1:(Expected idea from lesson line)

Lesson Line

  1. Kd4
  2. c3
  3. Kxc3
  4. Kg7
  5. Kd4
  6. Kg6

Practice Positions

Find the move yourself — the answer stays hidden until you solve it or reveal it.

Practice 1 of 3

White to move. Play out the race and show that the king is inside the square.

Practice 2 of 3

White to move. Play the race and prove that the king is outside the square.

Practice 3 of 3

Rook pawns have a funny-shaped race too. Play it out and show the king still catches this one.

Mini-Game

Play this with a partner. Before each king move, point to the imaginary square of the pawn and say whether the king is inside it or outside it.

Printable Move-by-Move Boards

Print one board per step to review the full sequence offline.

Open printable version