Part I · First steps Chapter 4 of 40
The pawn
The weakest piece, and the only one that never moves backwards. We follow one pawn all the way from the second rank to the eighth: the double step, the capture on the diagonal, en passant and promotion. At the end we count whether a king can catch it.
What to know first: 3 · King and knight
What you will learn
- move a pawn and capture with it, remembering that it moves straight but captures diagonally
- capture en passant and promote a pawn to the piece you need
- count whether a king can stop a pawn that runs for the last rank
Of the sixteen chessmen each side starts with, half are pawns. The pawn is the weakest piece, the slowest, and it never goes back: it has no step backwards. But only a pawn that reaches the last rank can turn into another piece, most often a queen.
The last chapter left a question open: can a king catch a pawn that runs for the last rank? To answer it you need to know everything about the pawn. So we will walk with one pawn the whole way, rank by rank. At the start it learns to step two squares, on the way to capture diagonally and to catch an enemy pawn in passing, and on the last rank it changes into another piece. At the end of the chapter we stage a race between a pawn and a king.
The second rank: one step or two
A pawn moves only forward, along its file, one square at a time. White pawns go up, towards the eighth rank, and black pawns go down, towards the first. A pawn never moves sideways or backwards.
There is one exception, and the start gives it. A pawn that has not moved yet and stands on its starting rank (the second for White, the seventh for Black) may go two squares on its first move. It may, but it need not: the player chooses, e2–e3 or e2–e4. You made this move already in the first chapter. After that the pawn goes one square at a time again, right to the end.
The double step exists to get the game going faster. The move e2–e4 puts a pawn in the centre in a single move and opens the road for the queen and the bishop on f1. Black does the same in mirror image: its starting rank is the seventh, and the double step looks like e7–e5.
How many moves does the pawn on c2 have, and how many the pawn on f3?
The pawn on c2 can go to c3 or to c4. The pawn on f3 has already made its first move, and it has one move: f3–f4.
A pawn cannot jump, and it cannot capture what stands straight in front of it. If any piece, yours or the enemy's, stands on the square ahead, the pawn will not go forward. Two pawns that have run into each other on one file, like e4 and e5 in many games, stay like that until one of them is removed or one of them finds something to capture. For the double step both squares must be free: a pawn cannot pass through a piece on the third rank to reach the fourth.
Which white pawn can go two squares forward right now?
The pawn on h2 has not moved yet, and h3 and h4 are free, so it can play h2–h3 or h2–h4. The other pawns are held up by pieces in front of them or by having made their first move already.
Diagonally: a pawn captures differently from how it moves
For all the pieces you know so far, capturing looks like moving: a rook captures along its line, a knight with a jump. The pawn is the exception we warned about in the second chapter. It moves straight, but it captures diagonally forward: on a neighbouring square on the diagonal, to the left or to the right. A white pawn on e4 attacks d5 and f5. A black pawn on e5 attacks d4 and f4: its "forward" is down.
Which black pieces can the white pawn on e4 capture?
The squares d5 and f5 lie diagonally ahead of the pawn on e4, so it can take the rook and the knight standing there: exd5 or exf5. When a pawn captures, the record starts with the letter of the file the pawn came from: exd5 means the pawn from the e-file took on d5.
Capturing with a pawn pays: it is worth the least, and if it takes a piece you come out ahead even when the pawn is taken in return. Find the best capture yourself. Click on the pawn and the board will show where it can go.
White to move. The pawn on e4 can take the rook or the knight. Which one?
exd5: the pawn takes the rook, Black's most valuable piece, and Black has nothing to take the pawn back with. The knight on f5 is defended by the pawn on g6 and the rook on d5: after exf5 Black takes the pawn back, so White only trades a pawn for a knight and the rook stays on the board. A rook is worth 5 and a knight 3, so take the rook.
Three things follow from the pawn attacking diagonally, and you will use them in every game. First: a piece standing right in front of an enemy pawn is safe from it, though it blocks the pawn's way. Second: pawns defend one another diagonally. White pawns on b2, c3 and d4, standing like a staircase, hold each other up, and only the rear one, b2, has no defender. The chapter on pawn structure deals with such chains. And third: a king does not step onto a square that an enemy pawn attacks, humble as the pawn is.
The white king is on e4, the black pawn on d6. Which square can the king not go to?
The black pawn goes down and attacks diagonally forward, that is, c5 and e5. Of the squares next to the king only e5 is under attack. On d5, right in front of the pawn, the king may stand: the pawn cannot reach it there.
A pawn attack threatens more than a king. A piece placed diagonally in front of an enemy pawn can be lost to it. The black pawn is the easiest to overlook, because for it everything is upside down.
Ng5: the knight attacks the pawn on f7. But the black pawn on h6 attacks g5. For Black "forward" is down, and g5 lies diagonally ahead of the pawn on h6.The pawn has another attack worth fearing. A pawn is worth the least, so when it attacks a knight or a rook, the piece almost always has to move. And if a pawn attacks two pieces at once, only one of them has time to get away. A blow at two targets is called a fork, and chapter 11 is about it. Here the fork is made by the double step.
White to move. Play a pawn so that it attacks both black knights at once.
d4: the pawn goes from d2 two squares at once and from d4 attacks both squares diagonally ahead, c5 and e5. One move cannot save both knights, and they cannot take the pawn on d4, so one of the knights is lost. The move d3 does not work: from d3 the pawn attacks c4 and e4, missing the knights, and itself comes under attack from both.
Pawns are slow and cheap, and that is exactly why they decide so much. A piece can go away and come back, but a pawn move cannot be taken back: each one changes, for a long time, which squares are yours and which are your opponent's. In 1749 the French chess player and composer François-André Danican Philidor wrote in the preface to his book that pawns are the soul of chess: they alone create both attack and defence, and whether a game is won or lost depends on whether they stand well or badly. The course returns to this idea in the chapters on strategy.
The fifth rank: en passant
The double step gave the pawn speed, but it opened a loophole. Let a white pawn stand on e5 and a black pawn on d7. If the black pawn goes to d6, the white pawn takes it. But what if it goes straight to d5? It slips past d6, a square that the pawn on e5 attacks, and lands next to it, safe. The rules leave no such loophole: the pawn on e5 may take it as if Black had moved only one square. The white pawn lands on d6 and the black pawn is removed from d5. This is called en passant, French for "in passing": the black pawn was caught as it went by.
exd6.Bxd6. The pawns are level again.En passant is the rarest and most confusing rule of the pawn. But a player who does not know it will one day decide that the opponent has made an impossible move. So here are all three of its conditions.
- Only a pawn captures, and only a pawn is captured.
- The enemy pawn has just moved two squares and landed next to yours, on the same rank. So a white pawn captures from the fifth rank, and a black pawn from the fourth.
- You can capture only at once, on your very next move. If you do not, the right is gone for good.
Where does such a strange rule come from? In the old game the pawn moved only one square. The double step appeared in Europe sometime between the 13th and 16th centuries, to get a game going faster, and it brought a loophole: a pawn learned to slip past an enemy pawn. En passant closed that loophole. It is recorded already in the 1561 book of the Spanish master Ruy López, while in Italy players were allowed to slip past for a long time, and en passant became the general rule there only in 1880.
En passant, like any other capture, is optional. Chapter 7 explains how such a capture is marked in a game record.
Black has just played d7–d5. Which white pawn can take it en passant?
exd6: the pawn from e5 lands on d6, and the black pawn on d5 is removed from the board. The pawn on c4 can take the same pawn with an ordinary capture, cxd5, but that is not en passant.
A black pawn has arrived on d5 with a double step. White replied with a king move, and so did Black. Can the pawn on e5 now take d5 en passant?
En passant lasts for one move. Now the pawn on e5 has only a move forward, to e6, and it can never take d5.
The purpose of the rule is clearest when a pawn tries to slip past and run away. If you do not catch it now, you never will.
White to move. Black has just played c7–c5: the pawn slipped past the white pawn on d5 and is running to c1. The white king in the corner on a8 will not catch it. Stop the pawn.
dxc6: en passant. The pawn on c5 jumped over c6, a square attacked by the pawn on d5. The white pawn lands on c6 and the black pawn is removed from the board. Now it is the white pawn that runs, and the king on a8 is not far from helping it: the engine rates the position as won for White. Any other move loses: the pawn on c5 reaches c1, and the white king needs seven moves to get there.
The eighth rank: promotion
When a pawn reaches the last rank (the eighth for a white pawn, the first for a black one), it changes into another piece on that same move. The player removes the pawn from the board and puts on that square a queen, rook, bishop or knight of their own colour, as they choose. This is promotion. A pawn cannot stay a pawn, and it cannot become a king. The choice does not depend on what has already been captured: you can get a second queen while the first is still on the board. The new piece acts at once: if it attacks the king right away, that is check.
That is why a pawn that has come close to the last rank is worth far more than one point: the opponent sees an almost-queen in it and throws their best pieces against it. Most dangerous of all is a pawn that no enemy pawn can stop: none of them stands in its way or attacks the squares ahead of it. Such a pawn is called a passed pawn, and chapter 29 is about it.
On the board in this course, when you bring a pawn to the last rank, four pieces appear to choose from. In the record, promotion is written like this: e8=Q means the pawn came to e8 and became a queen.
A white pawn has reached e8. What can it turn into?
Promotion gives a choice of four pieces: queen, rook, bishop, knight. How many are already on the board does not matter.
Usually promotion is a long way off, and the opponent does all they can to stop it. But when a pawn already stands on the seventh rank, one move decides everything.
White to move. Black threatens mate with Qa1# along the first rank. Get in first: promote the pawn so as to give mate at once.
e8=Q#: the new queen checks the king on g8 along the eighth rank and holds the square f7 along the diagonal e8–f7. The squares g7 and h7 are occupied by Black's pawns, f8 and h8 are attacked by the queen, and nothing can take it. A rook on e8 would give check, but not mate: the king would go to f7, and Black would be left with a queen against a rook. After a promotion to a knight or a bishop there is no check at all, and Black mates first.
A pawn also promotes when it arrives on the last rank by a capture. The diagonal capture and the promotion happen in the same move.
White to move. The pawn on b7 cannot go straight: there is a knight on b8. How can you still get a queen and not lose it?
bxa8=Q: the pawn takes the rook diagonally and becomes a queen on the same move. It could take the bishop on c8 as well, but there the king on d7 would take the new queen at once. On a8 the queen is safe, and White has a queen against a knight and a bishop. Promoting the pawn on a8 to a rook would be worse: a rook (5) against a knight and a bishop (3 and 3) is already less than Black has.
Almost always a pawn is promoted to a queen, since no piece is stronger. Sometimes a knight is better: it attacks squares that a queen does not reach, and only it can give check with a jump. Promoting to anything but a queen is called underpromotion.
And sometimes a queen is even a mistake. A well-known position of this kind bears the name of Fernando Saavedra, a Spanish priest who lived in Glasgow. A local newspaper printed it in 1895, and the author of the column believed that Black could save the game. Saavedra found that the pawn must be promoted to a rook.
6. c8=Q, then 6...Rc4+, and after 7. Qxc4 the black king on a1 has no move and is not in check. That is stalemate, and the game ends in a draw.6. c8=R! A rook does not attack along a diagonal, and there will be no stalemate after Rc4+. White threatens to bring the rook to a8: check along the a-file, and then mate.Ra8 is harmless: the rook on a4 will take the white rook.Rc1#. Black cannot parry both threats at once: the engine confirms that White wins.Here is the draw that White avoided. The white queen and king have taken every square from the king on a1, but there is no check, and Black has no other pieces: there is nothing to move. Such a position is called stalemate. What it is and why it is a draw is explained in chapter 5.
The race: will the king be in time
Now the answer to the question from the last chapter. A pawn runs for the last rank, and the enemy king tries to catch it. The pawn's own king is no help: it is far away. Who will make it? You can work this out without making a single move.
First count the pawn's moves to the last rank. From e4 to e8 a pawn needs four moves, and from its starting rank five, not six, because the first step can be a double one. Then count the king's moves to the promotion square as chapter 3 taught: how many files or ranks lie between it and the square, whichever is larger. And finally, look at whose move it is: while the pawn makes its moves, the king can make as many if it moves first, and one fewer if the pawn moves first. If those moves are enough for the way to the promotion square, the king stops the pawn. If it is one short, it still stops it: when the pawn becomes a queen the king will be standing next to it and will take it, since nothing defends the new queen. If it is two short or more, the pawn gets through. A black pawn is counted the same way, only downwards: from c5 to c1 it needs four moves, and from the seventh rank to the first, five.
Will the black king be in time to stop the pawn?
The pawn needs four moves to b8: b5, b6, b7, b8. The king on g5 needs five to b8: there are five files between g and b, and three ranks between 5 and 8, and we take the larger. White moves first, so while the pawn makes its four moves, the king can make only three. It is two moves short, not one, so it cannot even take the new queen. With Black to move the king would make it: in four moves it reaches c7 and takes the new queen. The engine confirms it: with White to move, White wins.
Players also judge such races by eye, with "the rule of the square": it and other pawn endings are covered in chapter 35. But the rule is the same count of moves, only drawn on the board. Practise counting: the trainer shows a pawn and a king, and you decide who is in time.
This count has two conditions that are easy to forget. The pawn's own king must be far away: if it is close, it will shield the pawn or drive the enemy king off, and the count tells you nothing. And there must be nothing in the pawn's way: a pawn that has run into a piece goes nowhere.
And the last exercise of the chapter: catch the pawn yourself. The black pawn on c5 needs four moves to c1. The white king on g3 also needs four to c1, and you move first. So you are in time, with a move to spare. But a move away from the pawn costs more than one move.
White to move. Do not let the black pawn become a queen: catch it with the king.
The king should go towards the pawn by the shortest way, diagonally: for example Kf2, Ke2, Kd3, and the pawn on c2 will be taken. A move that does not bring the king closer, Kg2 or Kg4, does no harm yet: it is still four moves to c1, and being one short would not matter, since the king takes the new queen. But a step to the h-file, to h2, h3 or h4, puts the king five moves from c1, and the pawn gets through. If the black king comes to help the pawn, the white king stands in front of it and does not let it advance.
What's next
Now you know how all six pieces move. But along the way we kept speaking of check, mate and stalemate and never explained them fully. In the promotion problem a new queen gave mate, and in the Saavedra position the same queen would have given stalemate and thrown away the win. From the first chapter you know that you get out of check by moving the king, blocking or capturing the checking piece. When each of those works, how mate differs from stalemate, and why stalemate is a draw even when one side has a queen and the other only a king, is the subject of the chapter "Check, checkmate and stalemate".