This ending shows a knight holding up a pawn single-handed, literally on the doorstep of promotion. White to move, and White saves the game: although Black's pawn on c2 is one step from c1, the knight gets back in time - a draw (per the tablebases).
White has the king on h2 and the knight on f4, far from the action; Black has the king on c1 and the pawn on c2. With a manoeuvre (via d3 or e2) the knight either attacks the pawn or takes control of the queening square c1 and keeps it out.
The lesson is simple: the knight is a good blockader, and even from a distance it often gets to a passed pawn in time. Its hardest case is a rook's pawn on the very edge, where there are not enough squares to manoeuvre.
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.
The pieces will be arranged into the chosen pattern.
It is the mating side to move. Find mate in one.
Openings, endgame positions and breakthrough studies - the set-up appears on the board.
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