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Corresponding Squares

Endgame · also: coordinate squares, relative opposition, sister squares

Corresponding squares are pairs of squares in blocked king and pawn endings where, if the enemy king stands on one, your king must occupy its partner to hold or win.

A blocked pawn ending: the a5/a6 and b4/b5 pawns are locked, so the result turns on king manoeuvring. Each square the black king can reach has a corresponding square the white king must hold to defend the break points.

The opposition is the simplest case of a deeper idea: in locked pawn positions, certain squares are linked. If your opponent’s king goes to one square of a pair, you must be ready to answer on its corresponding square, or you lose a key zone.

These pairings arise because each side is trying to break in past fixed pawns. Mapping the corresponding squares tells you precisely where to put your king for every enemy king move — turning a confusing maze into a solvable system.

In complex pawn endings with several break points, working out the corresponding squares is the rigorous way to find the right king route. It’s a generalization of opposition, key squares and triangulation all at once.

Frequently asked

How are corresponding squares different from the opposition?

The opposition is the special case where the corresponding squares are simply the squares directly facing each other. Corresponding squares are the general rule for any blocked structure, where the partner squares may be far apart.

When do I need corresponding squares?

In locked king and pawn endings with more than one place the kings are fighting over. Mapping the pairs tells you exactly where your king must be for each enemy move, instead of guessing.

Related terms

Opposition
Endgame
Read ›
Triangulation
Endgame
Read ›
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