The knight has most trouble with a rook's (edge) pawn: at the side of the board it lacks squares to manoeuvre and is easily driven into a corner. Even so, in many positions the knight still gets there in time to hold the pawn up.
Here White has the king on a8 (far away in the corner) and the knight on f5; Black has the king on d3 and a pawn on h3. White to move, and it is a draw (per the tablebases): the knight reaches the queening square in time and blockades the edge pawn.
The lesson: the knight is a good blockader even at the edge, but a rook's pawn in particular demands precision. Knowing these positions saves more than one point in practical endings.
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.
Often yes, but it is cramped at the edge: the route to the queening or blockading square has to be worked out in advance.
The number of squares available to it halves, and the enemy king drives it off with tempo easily.
Push the knight back with the king and advance the pawn at the moment the knight is furthest from the queening square.
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