Explanation
The rule of the square quickly shows whether the defending king can catch a pawn running alone toward promotion, when it reaches the last rank and becomes another piece. First imagine the , whose side length reflects the number of pawn moves remaining.
On the square's boundary
Four moves to promotion
From the pawn needs four moves to promote. The square has corners , , , and , with the black king exactly on at its boundary. The white king is far from the race.
If the defending king is already inside the square, it can normally catch the pawn. If it is the king's turn and the king can enter the square immediately, it also arrives in time. If the pawn's side moves first, the pawn advances and the square shrinks before the king approaches. The side to move can therefore decide the race.
One move changes the boundary
The pawn can still move two squares
The pawn is on and White is to move. The calculation must account for - being available as a single move.
The rule assumes a simple contest: an unsupported pawn, a clear path, and no checks or obstacles that alter the timing. An attacking king may block the defender's route, and other pieces can change the result. Treat the rule as a fast first test, not a complete evaluation of every endgame.
Geometry is not enough
The entry square is controlled
From , three pawn moves remain, placing on the square's boundary. The black king is on , but is controlled by the white king on , so that geometric entry is not a legal square for the defender.
Sources
- 1.Square Rule - Chess Terms, Chess.com
- 2.Rule of the Square, Chess Programming Wiki
- 3.King and pawn versus king endgame, Wikipedia
