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VC0004

A pawn race on opposite wings

Three white pawns on the queenside against three black on the kingside. Between them, an empty board: the pawns will never meet, so this is a pure race. Count the tempi and it is clear that White queens twice as fast.

The race: White to move

Pawns on opposite wings do not get in each other's way. Choose which pawn to run with - any of them wins.

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Three white pawns on a5, b5 and c5 on the queenside, three black on f7, g7 and h7 on the kingside. They are on opposite edges of the board and will never meet: a pure race. White is on the fifth rank and Black has twice as far to go - any white pawn wins.

Moves played

The walkthrough has not started yet.

{t.fork}

At the branches several defences are available - take any of them. «Back» returns one move, «Main line» plays the principal variation automatically.

A race on opposite wings

White's pawns stand on the a-, b- and c-files, Black's on f, g and h. A whole board of empty squares lies between them: they cannot capture each other and no breakthrough is possible. What remains is a pure race - who queens faster.

When the pawns do not touch, only the count of tempi decides. The two trios look identical, but White's are further advanced and White moves first.

Counting the tempi

A white pawn on the fifth rank needs 3 moves to reach the queening square (a5-a6-a7-a8=Q, for instance). A black pawn on the seventh needs a full 6. White is twice as close and moves first into the bargain.

So White queens at about the moment the black pawn reaches the middle of the board. The margin is enormous - any of the three pawns will do.

Queen against pawns

Whoever queens first stops the opponent's scattered pawns easily while they are still far from promotion. Here White's queen appears on move three and controls the whole board.

The conclusion is the same as in any race: do not judge which side looks more threatening, count the moves to the queening square.

Traps and common mistakes

What to avoid, so the breakthrough does not turn into a draw.

Being taken in by the look of the positionthe pawns look level

The two trios look equal, but that is deceptive: what counts is the distance to promotion. White on the fifth (3 moves) against Black on the seventh (6 moves) - a decisive margin.

Play it on your own board

The starting position is already loaded - move the pawns yourself or paste your own FEN.

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Drag a piece onto the board, or click a piece and then click the squares. The cross beside the pieces sweeps every piece of that colour off the board, and a single piece can be dragged off the edge.

Side to move
Castling
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FEN of the position
Load FEN
Named mates and combinations

The pieces will be arranged into the chosen pattern.

Puzzles: mate in one

It is the mating side to move. Find mate in one.

Popular positions

Openings, endgame positions and breakthrough studies - the set-up appears on the board.

Common questions

Who wins in this position?

White, and easily: the pawns are twice as close to the queening square (3 moves against 6) and White moves first. The queen appears as early as move three.

Why do the pawns not get in each other's way?

They stand on opposite wings - on the a-, b- and c-files and on f, g and h. They cannot capture each other or block each other's road, so the position becomes a pure race.

Which pawn is best to run with?

Any of them - the margin in tempi is so large that the edge a-pawn, the central b-pawn and the c-pawn all win. The main thing is not to waste moves.

How does this differ from a breakthrough?

In a breakthrough the pawns touch, and sacrifices and exchanges are needed (see VC0001 and VC0003). Here there is no contact at all - the bare count of tempi decides everything.

The tournament app

How to run a tournament without being an arbiter

No arbiter skills required. The app takes over the part that usually stops people from running tournaments at all: who plays whom in each round and who finishes first.

  • Swiss system
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    for a small group that wants to play everyone
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