| Endgame Training : Select |
Pick an endgame from the lists below. Your browser will play as the opponent.
Click the randomize button to play the endgame again from a random starting position.
Scroll down for the more advanced endgames. Enjoy!
Beginner
Intermediate
Advanced - Minor Pieces
Advanced - Queen
Custom - FEN Position
| Beginner |
Play |
Tips/Comment |
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Try to force the opposing king into a corner |
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Try to force the opposing king into a corner |
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Keep your king in front of your pawn, until you can promote it. If the pawn is on the edge, a draw is much more likely. You'll need to maintain opposition |
  vs  |
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Guard your pawn with the extra piece, use your king to help advance it |
  vs  |
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Guard your pawn with the extra piece, use your king to help advance it |
| Intermediate |
Play |
Tips/Comment |
  vs  |
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Keep the bishops close together & constrict king into a corner |
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Steer the king towards a corner of opposite colour to the bishop, then force it along the edge until it can be mated in the other corner |
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Once cornered, the knight can be captured or the king checkmated |
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Once cornered, the bishop can be captured or the king checkmated |
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A tricky affair with some drawing chances. If cornered, the rook can be separated from the king. Be careful to avoid stalemate. |
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With no pieces left, an extra pawn is decisive in 90% of cases. Make it count! |
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Same deal, but with added complication! |
    vs     |
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Remember, first to promote a pawn should normally win! |
   vs   |
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Draws possible if bishops on opposite colour squares |
   vs   |
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Careful play should see the advantage home |
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Keep your pawns protecting each other and you should be good for the win |
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Lure the king behind your pawns, or try to trade knights |
  vs    |
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First to move wins in over 80% of cases |
| Advanced (Minor Pieces) |
Play |
Tips/Comment |
  vs   |
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Normally a win, with some exceptions. |
  vs   |
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Normally a win, with some exceptions. |
  vs   |
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One of the most common endgames. If the king can be kept away from the queening square, it is normally a win. |
   vs    |
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Similar, but can you still convert the advantage? |
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The extra pawn should be decisive, try to promote it or trade it for the rook. |
   vs   |
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The extra pawn should be decisive, try to promote it or trade it for the rook. |
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The pawn cannot afford to be traded for the rook. As a result, a win is often difficult or simply not possible with a strong defense. |
   vs    |
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Two extra pawns should be a decisive advantage for the rook. |
   vs    |
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Two extra pawns should be a decisive advantage for the rook. |
   vs    |
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Two extra pawns should be a decisive advantage for the rook. |
    vs   |
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Piece + Three pawns is enough to defeat the rook. |
    vs   |
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Piece + Three pawns is enough to defeat the rook. |
| Advanced (Queen) |
Play |
Tips/Comment |
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A win if a fortress can be prevented, which is usually. With stout defense, the 50 move rule may allow the defender to escape with a draw. |
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A win if a fortress can be prevented, which is usually. |
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A win if a fortress can be prevented, which is usually. |
  vs   |
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Some winning chances, but often a draw by perpetual check. |
   vs   |
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Should be enough to have all the glory. |
   vs    |
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Its an advantage, but not always enough for a win. |
  vs    |
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Tricky, but should be able to garner a win. |
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Difficult, but hey, this is what practice is for! |
   vs     |
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Trickier. |
   vs     |
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More complicated. |
   vs    |
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Yep, its enough to win with, apparently. |
   vs   |
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Likewise, let's hope you don't have to win this in a real game! |
| Custom (FEN Position) |
Play |
Tips/Comment |
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