Real positions from rated games. Narrow them by motif, difficulty or rating, then solve or print each one.
24819 real-game Endgame tactics puzzles in this collection
What is an endgame tactics?
Tactics with reduced material, where a single tempo, a promotion race or one geometric trick decides the game. Every position is drawn from a real endgame.
How to spot it
In endgames, calculate pawn races to the end and respect stalemate tricks, skewers along the promotion path and knight forks around the queening square.
What this set trains
Converts endgame theory into concrete solving skill — where half-points become full points.
How the solutions work · counted by a rules engine
What a typical endgame tactics solution looks like
Sample: 25,000 endgame tactics puzzles (0.8% of all 3,038,191).
11.7% need 1 solver move, 51% need 2 solver moves, 27.5% need 3 solver moves, 6.7% need 4 solver moves, 3.1% need 5 or more solver moves. Median rating: 922 for the shortest solutions, 2245 for the longest.
33% open with a rook move. The first move captures in 28.4% and gives check in 63.6%; 30.1% end in checkmate, 14.6% involve a sacrifice, 50.3% have White to move.
28.4%first move captures
63.6%first move gives check
30.1%end in checkmate
14.6%involve a sacrifice
How many moves does the solver need?
1 solver move
11.7% · median rating 922
2 solver moves
51% · median rating 1231
3 solver moves
27.5% · median rating 1675
4 solver moves
6.7% · median rating 1994
5+ solver moves
3.1% · median rating 2245
Which piece plays the key move?
Key move by a rook
33%
Key move by a queen
24.7%
Key move by a pawn
16.3%
Key move by a knight
10.6%
Key move by the king
8.1%
Key move by a bishop
7.2%
What does the solver win?
Most valuable capture: rook
30.8%
Captures nothing along the line
25.7%
Most valuable capture: queen
17.9%
Most valuable capture: pawn
14.7%
Most valuable capture: bishop
6.6%
Most valuable capture: knight
4.3%
Material balance along the whole line, counting every capture by both sides (pawn 1, minor piece 3, rook 5, queen 9):
No material gained (mating or positional)
37.9%
Up to 2 pawns’ worth
15%
3–4 points (about a minor piece)
16.1%
5–8 points (a rook or more)
23.6%
9 or more points (a queen’s worth)
7.4%
How much is left on the board?
28 or more pieces on the board
0%
21–27 pieces
2.1%
13–20 pieces
63.2%
12 pieces or fewer
34.7%
How it is counted: every puzzle in the sample is replayed move by move with a chess rules engine. A sacrifice means a piece that is captured on the very next ply and was worth more than what it captured itself (pawn 1, minor piece 3, rook 5, queen 9). Sample of 25,000 puzzles. Percentages are shares of the sample.
Where it happens
Where the key move lands
Where the solver’s first move ends, drawn from their own side (rank 1 is their back rank). Busiest squares: e8 (4.9%), d8 (4.6%), f7 (4.1%), f6 (3.6%), c8 (3.3%).
2.3
2.3
3.3
4.6
4.9
3.2
1.5
2.1
8
1
1.1
1.6
1.9
2.8
4.1
2.7
2.3
7
1
1.3
1.9
2.3
2.8
3.6
2.5
2.2
6
1.3
1.6
2.3
2.5
2.7
2.5
1.8
5
1
1.5
1.7
1.8
1.9
2.1
1.4
4
1.2
1
3
2
1
a
b
c
d
e
f
g
h
Counted from the same 25,000-puzzle sample. Squares under 1% are left blank.
Study positions
The most-solved endgame tactics puzzles, from each difficulty level. Play each one on the board, then open the answer for the full line.
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Black to move · rating 856 · solved 22,570 times
· 2 solver moves to find. The solver captures a rook.Reveal line
Opponent's last move: Rf7
Solution: Ng3+ → Kg2 → Nxf1
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Black to move · rating 1121 · solved 16,684 times
· 3 solver moves to find. The solver captures a rook.Reveal line
Opponent's last move: Kh3
Solution: Rh6+ → Kg4 → Rg6+ → Kf5 → Rxg3
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White to move · rating 1165 · solved 16,829 times
· Mate in 2. It ends in checkmate on b8 with the rook. The solver captures a rook.Reveal line
Opponent's last move: Rxb8
Solution: Qh6+ → Kg8 → Rxb8#
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Black to move · rating 1219 · solved 13,728 times
· Mate in 1. It ends in checkmate on g1 with the queen.Reveal line
Opponent's last move: Rd8
Solution: Qg1#
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White to move · rating 1465 · solved 8,458 times
· 3 solver moves to find. The solver captures a knight.Reveal line
Opponent's last move: Rxc3
Solution: Nxg6 → fxg6 → Rh8+ → Kf7 → Rf1+
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Black to move · rating 1472 · solved 20,685 times
· Mate in 2. It ends in checkmate on h4 with the rook. It gives up the rook (Rxh3+) on the way. The solver captures a pawn.Reveal line
Opponent's last move: Rg1
Solution: Rxh3+ → Kxh3 → Rh4#
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White to move · rating 1527 · solved 8,280 times
· 2 solver moves to find. The solver captures a queen.Reveal line
Opponent's last move: Kg6
Solution: Nf8+ → Kf7 → Qxd4
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Black to move · rating 1642 · solved 3,547 times
· 2 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: c5
Solution: d5 → Ke6 → e4
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Black to move · rating 1655 · solved 3,557 times
· Mate in 2. It ends in checkmate on a4 with the rook. The solver captures a queen.Reveal line
Opponent's last move: Kxa2
Solution: Ra5+ → Qa4 → Rxa4#
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White to move · rating 1672 · solved 3,445 times
· 3 solver moves to find. The solver captures a rook.Reveal line
Opponent's last move: Rc6
Solution: Rh5+ → Kd6 → Rh6+ → Kc5 → Rxc6+
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Black to move · rating 2062 · solved 1,168 times
· 4 solver moves to find. The solver captures 2 pieces (rook, pawn).Reveal line
Black to move · rating 2090 · solved 1,181 times
· 2 solver moves to find. The solver captures a pawn.Reveal line
Opponent's last move: Ke5
Solution: h2 → Rh7 → Rxe7+
Positions and move sequences come from real rated games (CC0 data). Engine evaluations, where shown, are stored evaluations of the position (CC0).
Background reading
Chess endgame
The endgame (or ending) is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board. The line between the middlegame and the endgame is often not clear, and may occur gradually or with a quick exchange of pieces. The endgame, however, tends to have different characteristics from the middlegame, and the players have correspondingly different strategic concerns. In particular, pawns become more important as endgames often revolve around attempts to promote a pawn by advancing it to the eighth rank. The king, which normally is kept safe during the game, becomes active in the endgame, as it can help escort pawns to promotion, attack enemy pawns, protect other pieces, and restrict the movement of the enemy king. Not all chess games reach an endgame; some of them end earlier. All chess positions with up to seven pieces on the board have been solved by endgame tablebases, so the outcome (win, loss, or draw) of best play by both sides in such positions is known, and endgame textbooks teach this best play. However, most endgames are not solved, and even those which are can be difficult for humans to play, so textbooks teach useful strategies and tactics about them. The body of chess theory devoted to endgames is known as endgame theory. Compared to opening theory, which changes frequently, giving way to middlegame positions that fall in and out of popularity, endgame theory is less subject to change. Many endgame studies have been composed; they consist of endgame positions which are solved by finding a win for White when there is no obvious way to win, or finding a draw when White appears to lose. In some compositions, the starting position would be unlikely to occur in an actual game; but if the starting position is not artificial, the composition may be incorporated into endgame theory. Endgames are usually classified based on the type of pieces that remain.
The start of the endgame
There is no strict criterion for when an endgame begins, and different authors have different opinions. The former World Chess Champion Alexander Alekhine said, "We cannot define when the middle game ends and the endgame starts." Using the standard system for chess piece relative value, Speelman considers that endgames are positions in which each player has thirteen or fewer points in material (not counting the king). Alternatively, they are positions in which the king can be used actively, but there are some famous exceptions to that. Minev characterizes endgames as positions having four or fewer pieces other than kings and pawns. Fine considers endgames to be positions without queens. whereas Dvoretsky considers them to be positions in which at least one player has such a material configuration. Some problem composers believe that the endgame starts when the player to move can force a win or a draw against any variation of moves. Alburt and Krogius give three characteristics of an endgame: # Endgames favor an aggressive king. # Passed pawns increase greatly in importance. # Zugzwang is often a factor in endgames and rarely in other stages of the game. Mednis and Crouch address the question of what constitutes an endgame negatively. They believe that the game is not in the endgame if these apply: * better development; * open files for attacking; * vulnerable king position; * misplaced pieces.
General considerations
Generally, the player having a material advantage tries to exchange pieces but avoids exchanging pawns in the endgame. Some exceptions to this are: # Endings in which both sides have two rooks and some pawns – the player with more pawns should not exchange a pair of rooks # Endings in which both sides have bishops on opposite colors with other pieces – the stronger side should avoid exchanging the other pieces # Endings in which all the pawns are on the same side of the board – the stronger side should try to create a passed pawn by exchanging pawns Usually, endings with pawns on both sides of the board are easier to win and the first player to promote a pawn to a queen wins if the opponent is unable to do so on the turn immediately after. Max Euwe and Walter Meiden give these five generalizations: # In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases. # In endgames with pieces and pawns, an extra pawn is a winning advantage in 50 to 60 percent of the cases. It becomes more decisive if the stronger side has a positional advantage. # The king plays an important role in the endgame. # Initiative is more important in the endgame than in other phases of the game. In rook endgames, the initiative is usually worth at least a pawn. # Two connected passed pawns are very strong. If they reach their sixth rank, they are as powerful as a rook.
Basic checkmates
Many endings without pawns have been solved, that is, best play for both sides from any starting position can be determined, and the outcome (win, loss, or draw) is known. For example, the following are all wins for the side with pieces: #king and queen against a king—A queen, with its king, can easily checkmate a lone king. #king and rook against a king #king and two bishops of opposite color against a king #king, bishop, and knight against a king See Wikibooks – Chess/The Endgame for a demonstration of the first two checkmates, which are generally taught in textbooks as basic knowledge. The last two are sometimes taught as basic knowledge as well, although the procedure for mate with bishop and knight is relatively difficult and many tournament players do not know it.
Other endings with no pawns
The ending of king and bishop versus king is a trivial draw, in that checkmate is not even possible. Likewise for king and knight versus king. Two knights cannot force checkmate against a lone king (see Two knights endgame). While there is a board position that allows two knights to checkmate a lone king, such requires a careless move by the weaker side to execute. If the weaker side also has material (besides the king), checkmate is sometimes possible. The winning chances with two knights are insignificant except against a few pawns. The procedure can be long and difficult. In competition, the fifty-move rule will often result in the game being drawn first. The endgame of king and three knights against king will not normally occur in a game, but it is of theoretical interest. The three knights win. Two of the most common pawnless endgames (when the defense has a piece in addition to the king) are (1) a queen versus a rook and (2) a rook and bishop versus a rook. A queen wins against a rook — see Queen versus rook endgame. A rook and bishop versus a rook is generally a theoretical draw, but the defense is difficult and there are winning positions (see Rook and bishop versus rook endgame).
King and pawn endings
King and pawn endgames involve only kings and pawns on one or both sides. International Master Cecil Purdy said, "Pawn endings are to chess as putting is to golf." Any endgame with pieces and pawns has the possibility of simplifying into a pawn ending. In king and pawn endings, an extra pawn is decisive in more than 90 percent of the cases. Getting a passed pawn is crucial (a passed pawn is one which does not have an opposing pawn on its file or on adjacent files on its way to promotion). Nimzowitch once said that a passed pawn has a "lust to expand". An outside passed pawn is particularly deadly. The point of this is a deflection – while the defending king is preventing the outside passed pawn from queening, the attacking king wins pawns on the other side. Opposition is an important technique that is used to gain an advantage. When two kings are in opposition, they are on the same file (or rank) with one empty square separating them. The player having the move loses the opposition. That player must move the king and allow the opponent's king to advance. However, the opposition is a means to an end, which is penetration into the enemy position. The attacker should try to penetrate with or without the opposition. The tactics of triangulation and zugzwang as well as the theory of corresponding squares are often decisive. Unlike most positions, king and pawn endgames can usually be analyzed to a definite conclusion, given enough skill and time. An error in a king and pawn endgame almost always turns a win into a draw or a draw into a loss – there is little chance for recovery. Accuracy is most important in these endgames. There are three fundamental ideas in these endgames: opposition, triangulation, and the Réti manoeuvre.
Where this page comes from
The text above is adapted from
“Chess endgame” on Wikipedia,
by its contributors. We removed reference markers, infoboxes, templates and embedded
media, and kept the prose sections otherwise intact — nothing here was written or
rewritten by AI.
The original is published under
CC BY-SA 4.0,
so this section is published under the same licence. You may share and
adapt it, including commercially, as long as you credit the original and keep the same
licence.
Puzzle positions, ratings and move sequences on this page come from real rated games (CC0 data), not from Wikipedia; theme write-ups and difficulty guides
elsewhere on this site are Chess Puzzle Print's own original work and are not covered by
this licence.