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Rule of the Square

Endgame · also: the square rule, square of the pawn

The rule of the square is a shortcut for pawn races: draw the square from the pawn to its promotion file, and if the lone king can step into that square it catches the pawn.

Black’s h-pawn on h2 is one step from queening. White’s king on e1 is outside the pawn’s square, so even with the move it can’t enter in time — the pawn runs to h1 and promotes.

Instead of counting moves, picture a square whose side runs from the pawn to its queening square. If it’s the king’s move and the king can enter that square, it will catch the pawn; if it can’t, the pawn promotes.

The geometry works because the king moves one square in any direction, including diagonally, so it can always keep pace with a pawn once it’s inside the square. A pawn on its starting square counts from the third rank, since it may advance two.

This rule lets you judge a passed-pawn race at a glance — invaluable in time trouble and when deciding whether to push a passer or chase one. Just remember it assumes the king’s path isn’t blocked and it’s genuinely the king’s turn.

Frequently asked

How do I draw the square?

Take the file from the pawn to its promotion square as one side, then complete the square toward the king’s side of the board. If the king (on its move) can step onto any square inside it, the king catches the pawn.

Does the rule change for a pawn on its starting square?

Yes. A pawn that hasn’t moved can advance two squares, so you measure the square from the third rank in front of it rather than from the pawn itself, giving the pawn a head start.

Related terms

Passed Pawn
Strategy
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King and Pawn Endgame
Endgame
Read ›
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