Worksheet: Rule of the Square
Topic: endgame | Level: 3
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.
Practice Tasks
- Explain what the square starts from and how wide it is.
- Why is the rule of the square useful even before you calculate every move?
- Play out the three races and write whether the king catches the pawn or the pawn escapes.
Board Evolution (One Step per Board)
Step 0: Starting Position
Practice Positions
Find each move on paper, then check the Answer Key at the end.
Practice 1
White to move. Play out the race and show that the king is inside the square.
Practice 2
White to move. Play the race and prove that the king is outside the square.
Practice 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.
Answer Key
- The square starts on the pawn’s square and reaches to the promotion rank with the same width as height.
- It gives a fast yes-or-no answer before you calculate every move in detail.
- Practice 1: king catches. Practice 2: pawn escapes. Practice 3: king catches.
Practice Position Solutions
- Practice 1: Kd4 c3 Kxc3 — The king steps into the square in time and catches the pawn on c3.
- Practice 2: Kf2 c1=Q — White is too far away. The pawn reaches the last rank before the king can catch it.
- Practice 3: Kc3 a4 Kb4 a3 Kxa3 — Even against the rook pawn, White stays close enough to enter the square and capture it on a3.