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Jeremy's Chess Ascent · The Craft of the Game · No. I

The Endgame

A field manual in chess and character. The art of finishing.

Written for you, and with you, by Dad.

FOR JEREMY, AGED 12 PRECISION · PATIENCE · COURAGE

A letter before we begin

Where games are really won

Jeremy,

Every one of your opening books taught you how to start a game well. This one teaches you how to finish it, and finishing is the harder art, the rarer one, and the one that separates a player from a winner. Most boys your age pour all their love into openings and clever combinations, and treat the endgame as the boring bit at the end when the pieces are few. That is exactly why the endgame is where you can leave them all behind. Learn to play it well and you will win games that are dead level, and save games that look lost, simply because when the board grows quiet you know what to do and they are guessing.

Here is the truth that took masters centuries to learn: the fewer the pieces, the more each move matters. In the opening a small inaccuracy is forgiven; you have a dozen pieces to cover for it. In the endgame a single careless move is the whole game, because there is nothing left to hide behind. One tempo, one square, the difference between your king one step forward or one step back, decides whether a pawn queens or falls. This is a phase of pure precision, and precision is not a gift you are born with. It is a habit you build, position by known position, until the right move in a bare ending is as automatic to you as breathing.

There is a quieter lesson in it too, and it is the reason I wanted to write this book for you before all the others in this new set. Anyone can be brilliant for a moment. Fewer people can be patient and exact and unhurried all the way to the end, long after the excitement has gone, when the work is dull and the crowd has stopped watching. That steadiness, that refusal to grow careless just because the hard part looks over, is a kind of character, not just a kind of chess. The man who finishes what he starts, cleanly and to the last move, is the man I am raising.

So we begin at the end. Read slowly. Set up every position. And learn to love the quiet part of the game, because that is where champions are made.

A win is not a win until it is finished. Finish everything you start.

Be precise, be patient, and never grow careless because the hard part looks over.

Dad

THE ENDGAMEJEREMY'S CHESS ASCENT

How to train with this book

Four habits, every session

The endgame is learned with your hands, not skimmed with your eyes. Work each position the same way and it becomes part of you.

1
Set it up and play it out.

Put every position on a real board and play it to the result against yourself, both sides, until you can win the wins and hold the draws every time. Knowing is not enough; you must be able to do it.

2
Know the exact ones cold.

A handful of positions have one correct answer, proven long ago. Those you do not reason out over the board; you simply know them, the way you know your name. This book marks them clearly.

3
The king is a fighting piece.

In the middlegame you hide your king. In the endgame you march it into the centre and let it fight. An idle king in an ending is a piece you have chosen not to use.

4
Do not hurry.

When you are winning, there is almost never a rush. Improve every piece to its best square, take away the enemy's counterplay, and only then advance. Haste loses more won endings than any single blunder.

✦  A word on the gold boxes

Wherever you see a gold Training Ground box, we step off the board for a moment. Those short notes are the lessons I care about most, because the man I am raising matters more to me than the rating I am coaching. Read them slowly.

Map of the manual

  • 01First principles. The king, the pawn, the result.
  • 02King and pawn. Opposition, key squares, the square.
  • 03Rook endings. The commonest, and the most technical.
  • 04Minor pieces. Good bishops, bad bishops, and draws.
  • 05Queens and technique. Two weaknesses, and not hurrying.
  • 06Know these cold. The positions you must simply own.
  • 07Thrown-away wins. How the point escapes at the end.
  • 08The training programme. How to drill it.
  • 09Knowledge check. Prove you own it.
THE ENDGAME · HOW TO TRAINJEREMY'S CHESS ASCENT

Chapter 01 · Foundations

First principles

Before a single exact position, four ideas run through every ending you will ever play. Hold these and you already play endgames better than most of your opponents.

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. . . . . . . .
. . . k . . . .
. . . . . . . .
. . . K . . . .
. . . P . . . .
. . . . . . . .
King before pawn. The extra pawn does not promote by being shoved forward alone; it promotes with the king leading it. Bring the king up first, seize the opposition, and only then advance.

One: activate the king. The single most common endgame mistake is leaving the king at home. When the queens come off and the danger of mate fades, your king becomes your strongest worker. Walk it to the centre, then toward the fight. A centralised king wins pawns, escorts passers, and holds back the enemy's; a king left on the back rank is a whole piece wasted.

Two: passed pawns must be pushed, but escorted. A passed pawn is your prize asset, yet it rarely runs home alone. It needs its king in front to clear the road. Learn the difference between a pawn that queens and one that merely advances into capture; almost always, the difference is whether the king went with it.

Three: calculate to the result, not to the fog. In the middlegame you often stop calculating when the position looks good. In the endgame you must calculate to the very end, to a position whose result you know for certain: a queen on the board, a known draw, a mate. Do not stop at “this looks winning.” Stop at “this queens by force,” and be sure.

Four: know the difference between a rule and an exact position. Some endgame knowledge is a principle to guide you; some is a single position with one proven answer. This book keeps the two apart, and so must you. Reason your way through the principles; simply know the exact ones.

✦  Training Ground · Finishing

Anyone can begin a thing with excitement. The rarer and better man is the one who is still careful and steady at the very end, when the thrill has gone and only the work remains.

“Better is the end of a thing than the beginning thereof: and the patient in spirit is better than the proud in spirit.” Learn to love the finishing, son. It is where the proud grow careless and the patient grow great.

Ecclesiastes 7:8

THE ENDGAME · FIRST PRINCIPLES01

Chapter 02 · The foundation ending

King and pawn

Every ending, no matter how many pieces, is decided by what happens once they come off: a bare king and pawn. Master this and you can read the whole game backwards from its end.

. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . k . . .
. . . . . . . .
. . . . K . . .
. . . . . . . .
. . . . . . . .
The opposition. Kings cannot touch, so when they stand with one square between them the player who must move has to give way. Here White is to move and must yield, so we say Black “has the opposition.” This single idea decides a hundred king-and-pawn endings.

The opposition is the heart of king-and-pawn play. Because the two kings can never stand next to each other, when they face off with an odd number of squares between them, the side not to move controls the ground: the other king must step aside and let the enemy king through. Winning a king-and-pawn ending is very often nothing more than taking the opposition at the right moment so your king can escort your pawn home.

. . . k . . . .
. . . . . . . .
. . . K . . . .
. . . P . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
Key squares: the king leads. With his king on the sixth rank in front of the pawn and Black to move, White wins. The king reaches a “key square,” shoulders the black king aside, and clears the path to queen.
. . . . . . K .
. . . . . . . .
. . . . . . . P
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
k . . . . . . .
The rule of the square. Draw the square with the pawn's file and its distance to promotion (shaded). If the enemy king cannot step inside it on his move, he can never catch the pawn. Black is outside, so the h-pawn simply runs and queens.

Two exact tools live inside this ending. The key squares tell you when a king-and-pawn position is won: if your king can reach the squares in front of the pawn ahead of the enemy king, the pawn promotes. The rule of the square is your instant test for a running passed pawn: picture the square whose side is the pawn's path to the last rank, and if the lone enemy king cannot enter it, do not bother calculating, the pawn queens on its own. These are not opinions; they are laws, and you should be able to apply both in a single glance.

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P . . . . k . p
. . . . . . . P
. . . . . K . .
. . . . . . . .
. . . . . . . .
The outside passed pawn. White's far a-pawn is a decoy: the black king must chase it to the edge, and while it is gone the white king strolls in and devours the kingside. A passed pawn far from the kings is worth more than an equal one nearby.

Finally, the outside passed pawn, one of the most practical winning weapons in all of chess. A passer far from the main body of pawns acts as a magnet: the enemy king is dragged away to deal with it, and while he is busy your king harvests the pawns he abandoned. Whenever you can create a passed pawn on the far wing, you are usually winning, even a pawn down elsewhere. Remember it in reverse too: when you must defend, keep your king central so no single decoy can pull it too far.

✦  Training Ground · Stepping forward

The king wins the endgame by walking toward the danger, not away from it. So much of life is the same: the thing you are tempted to shrink from is the very thing you must step toward.

“The wicked flee when no man pursueth: but the righteous are bold as a lion.” Bring your king off the back rank and into the fight, son, on the board and off it.

Proverbs 28:1

Prove it

FROM THE DIAGRAMS.

  1. What is the opposition, and how do you know which side “has” it?
  2. Describe the rule of the square in one sentence, and use it on the h-pawn diagram.
  3. Why is an outside passed pawn so strong, and what should the defender do about it?
THE ENDGAME · KING AND PAWN02

Chapter 03 · The commonest ending

Rook endings

More endgames reach a rook ending than any other kind, and they are the most technical of all. Two positions, Lucena and Philidor, are the pillars; learn them and you will win won rook endings and draw the difficult ones.

. K . k . . . .
. P . . . . . .
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. . . . . . . .
. . . . . . . .
R . . . . . . r
Lucena: the winning position. Pawn on the seventh, your king in front of it, the enemy king cut off. White wins by “building a bridge”: the rook comes to the fourth rank to block the checks so the king can step out and shepherd the pawn home.
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. . . . . . . .
. . . . k . . .
. . . . P . . .
. . . . . . r .
. . . . K . . .
. . . . . . . R
Philidor: the drawing position. When you must defend, keep your king in front of the pawn and your rook on the third rank. The moment the pawn advances to the sixth, swing the rook behind it and check the enemy king endlessly. This holds the draw.

These two are the most important names in the endgame, so learn them by heart. Lucena is the technique for winning a rook-and-pawn ending when your pawn has reached the seventh and your king is in front: you build a bridge with your rook so that when you emerge from in front of the pawn, the enemy checks run out and the pawn queens. Philidor is the technique for drawing one when you are the defender: hold your rook on the third rank to keep the enemy king out, and once his pawn advances and blocks his own view, drop your rook to the back and check from behind forever. If you know only two endgames in your life, know these two.

r . . . . . . .
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. . k . . . . .
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P . K . . . . .
. . . . . . . .
. . . . . . . .
R . . . . . . .
Rooks belong behind passed pawns. White's rook backs the a-pawn and gains scope with every step it takes; Black's rook, stuck in front on a8, only grows more passive. Put your rook behind the passer, yours to push it, his to brake it.
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. . . . . . . .
. . . k . . . .
. . . . . . . .
. . . . . . . .
. . . . R . . .
. . . . K . . r
Cut the enemy king off. A rook on an open file or rank walls the enemy king away from the action. A king cut off from the fight is worth less than the rook that jails it; do this before you push anything.

Two guiding rules carry you through the rook endings that are not exactly Lucena or Philidor. First, the rook belongs behind the passed pawn, whether it is yours or his: behind your own passer the rook grows stronger as the pawn advances; behind his, it holds the pawn while your king comes across. Second, the active rook is everything. A rook that cuts the enemy king off, or sits on the seventh rank gobbling pawns, is worth far more than a rook tied to passive defence. In rook endings, activity beats material more often than in any other part of chess; a pawn is a fair price for a genuinely active rook.

✦  Training Ground · The proven way

Some things you do not need to reinvent. Wiser people than you solved them long ago and wrote the answer down; the humble, diligent thing is to learn it and stand on their shoulders.

“The plans of the diligent lead surely to abundance, but everyone who is hasty comes only to poverty.” Learn the method exactly, then you are free to be creative everywhere else.

Proverbs 21:5

Prove it

IN YOUR OWN WORDS.

  1. What are the three conditions for the Lucena win, and what does “building a bridge” achieve?
  2. In the Philidor draw, where does the rook wait, and when does it drop behind the pawn?
  3. Why does the rook belong behind the passed pawn rather than in front?
THE ENDGAME · ROOK ENDINGS03

Chapter 04 · Bishops and knights

Minor-piece endings

Here judgement matters as much as technique. A bishop can be a giant or a prisoner depending on your pawns, and two of the most important draws in chess hide among the minor pieces, ready to rob you of a win you thought was certain.

. . b . . . . .
. . . . . . k .
p . p . p . p .
. . . . . . . .
. . . . . . . .
. . . B . K . .
. P . . . P P P
. . . . . . . .
Good bishop, bad bishop. Level on material, but White's bishop breathes and Black's is buried behind its own pawns. Keep your pawns off your bishop's colour, and fix his pawns onto his.
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. . . . . . . .
. . . k . b . .
. . . . . . . .
. . . P K . . .
. . . . . . . .
. . . . . . . .
. . . . . B . .
Opposite-coloured bishops: the great draw. A pawn up, even two, and still only a draw. The defender blockades on squares the enemy bishop can never attack. Know this before you trade.
. . . . . . . k
. . . . . . . .
. . . . . . K P
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. B . . . . . .
The wrong rook's pawn. Bishop plus a rook's pawn, but the bishop cannot cover the queening corner and the king reaches it: a draw. Check the corner's colour first.

The first great lesson of the minor pieces is the good and bad bishop. A bishop is only as free as your pawns allow: pawns fixed on its own colour hem it in and turn it into a tall, useless pawn, while pawns on the opposite colour leave it the run of the board. So the rule works both ways. Place your own pawns off your bishop's colour to give it freedom, and try to fix the enemy's pawns onto the colour of his bishop to smother it. Whole endings are won by nothing more than the better bishop.

The second lesson is a pair of draws you must respect, because each one has stolen countless wins from players who did not know it. Opposite-coloured bishops are the most drawish ending in chess: because the bishops can never challenge each other, the defender sets up a blockade on his bishop's colour and the extra pawns, even two of them, simply cannot break through. And the wrong rook's pawn: a bishop and a rook's pawn are famously not always a win. If the bishop does not control the pawn's queening square and the lone king can reach that corner, it is a dead draw, however many times you check. Before you celebrate a minor-piece ending, count the colours; the board may be laughing at you.

✦  Training Ground · Understanding

Two positions can look almost the same and be worlds apart, one a win, one a draw. The difference is understanding, not effort, and understanding is worth chasing above almost anything.

“Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding.” Learn to see why a position is what it is, and you will never be fooled by how it looks.

Proverbs 4:7

Prove it

FROM THE DIAGRAMS.

  1. On which colour should your pawns sit relative to your own bishop, and why?
  2. Why can two extra pawns fail to win with opposite-coloured bishops?
  3. What two conditions make a bishop and rook's pawn only a draw?
THE ENDGAME · MINOR-PIECE ENDINGS04

Chapter 05 · Queens and technique

Converting the advantage

Winning a won position is a skill of its own. Two ideas, the second weakness and the refusal to hurry, turn a clear edge into a full point far more reliably than any brilliancy.

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. . . . . . . .
. . . . . . . .
. k . . . . . .
. p . . . . . .
. K . . . Q . .
Queen versus a pawn on the seventh. Against a central or knight's pawn the queen wins, walking the king nearer check by check. Against a rook's or bishop's pawn on the seventh it is only a draw. Know which pawn you are facing before you count your win.
. . . . . . . .
. . . . . p p p
. . . . k . . .
. . . . . . . .
P . . . . . . .
. . . . . . P P
. . . . . P K .
. . . . . . . .
The principle of two weaknesses. One weakness a defender can guard; so White opens a second front with the far a-pawn. The defence cannot stretch across the whole board, and something must fall.

The principle of two weaknesses is the master key to conversion. A single weakness is often not enough to win, because the defender can plant a piece beside it and hold on. So you create a second problem on the far side of the board, and now his forces must run back and forth between two fires. No defence can cover both wings at once, and while he is guarding one, you win the other. Almost every well-converted endgame you will ever admire is this idea at work: stretch the defence until it tears.

The do-not-hurry rule is its partner. When you are winning, resist the urge to cash in at once. Improve your worst piece. Put your pawns on safe squares. Deny the enemy every scrap of counterplay. Only when everything you own stands on its best square do you strike. Beginners rush a winning position and let the opponent swindle them; the quiet, unhurried player squeezes all the risk out first and then converts with no drama at all. And know the exact facts too, like the queen-versus-pawn rule above: a rook's or bishop's pawn one step from queening can save the defender, where a centre pawn cannot. Precision to the last.

✦  Training Ground · Do not hurry

Faith and patience look the same from the outside: both are the refusal to grab in a panic, the willingness to wait for the right moment because you trust it will come.

“He that believeth shall not make haste.” When you are winning, slow down. Improve everything, remove every danger, and take the point when it is safe, not when it is merely tempting.

Isaiah 28:16

Prove it

IN YOUR OWN WORDS.

  1. Why is one weakness often not enough to win, and what do you do about it?
  2. What does “do not hurry” ask you to do before you strike?
  3. Which pawns on the seventh draw against a queen, and which lose?
THE ENDGAME · CONVERTING THE ADVANTAGE05

Chapter 06 · The certainties

The positions you must know cold

Most of chess is judgement, but a small core of the endgame is pure fact, solved forever. These you do not work out at the board. You simply own them, and one day one of them will win or save you a game that matters.

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. . . . . . . .
. . . . . . . .
. . . . k . . .
. . . . . . . .
. . . Q . . . .
. . . . . . . .
. . . . K . . .
King and queen versus king. Herd the lone king to the edge with your queen a knight's-move from it, bring your own king up, and mate. The one danger to watch is stalemate: when he has no move and is not in check, you have blundered the win.
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . k . . .
. . . . . . . .
. . . . . . . .
. R . . . . . .
. . . . K . . .
King and rook versus king. The rook cuts off a line, the kings come into opposition, and the rook mates along the edge. Drill it until your hands know it; you will need it when the clock is low and your mind is tired.

These two basic mates are the price of entry. You cannot call yourself a player until you can force king and queen, and king and rook, against a lone king every single time, quickly and without stalemating. Practise them against the clock until they are reflex. Then add the handful of exact positions from the earlier chapters. The list below is your permanent core; return to it until not one of them can ever catch you out.

PositionThe verdict you must simply know
K + Q v KWin. Queen a knight's-move away, walk the king to the edge, beware stalemate.
K + R v KWin. Cut off, take the opposition, mate on the edge.
LucenaWin. Pawn on the seventh, king in front, build the bridge.
PhilidorDraw. King in front, rook on the third, then check from behind.
The oppositionTool. The side not to move controls the ground; take it to break through.
Opposite bishopsDraw, often even two pawns up. Respect it before you trade into it.
Wrong rook's pawnDraw. If the bishop misses the queening corner and the king reaches it.
Q v rook/bishop pawn on 7thDraw. The lone rook's or bishop's pawn one step from queening holds.
✦  Training Ground · Study to be sure

There is a quiet confidence that comes from having done the work in private, long before the test arrives. The boy who has drilled these until they are automatic sits down to a hard ending unafraid, because he already knows the answer. “Study to shew thyself approved unto God, a workman that needeth not to be ashamed.” (2 Timothy 2:15)

THE ENDGAME · KNOW THESE COLD06

Chapter 07 · Staying in command

How winning endings are thrown away

A won endgame is not the same as a won game. More points are dropped here, one careless move from victory, than anywhere else on the board. Here are the five ways it happens, and the command that prevents each.

The errorWhy it costs the point, and the command
Pushing the pawn aloneThe passer is shoved forward without the king, walks into the enemy king, and falls. Command: king first, pawn second. Escort every passer home.
The passive rookThe rook sits in front of the passer or glued to defence, and slowly suffocates. Command: activate the rook, behind the passer or onto the seventh, even at the cost of a pawn.
Trading into a known drawA piece is swapped a pawn up, straight into opposite-coloured bishops or a wrong-bishop draw. Command: before every trade in an ending, ask what the resulting bare position is worth.
Hurrying the winThe advantage is cashed in a move too early, handing the opponent a swindle. Command: do not hurry. Improve every piece and kill all counterplay first.
Missing stalemateIn the act of mating with queen or pawns, the lone king is left with no move and no check. Command: when the enemy is nearly out of moves, check that he still has one before you take.

Notice that not one of these is a deep tactic or a hard calculation. Every one is a lapse of care, a moment of hurry or inattention when the hard part looked over. That is the whole warning of this book: the endgame does not punish weakness of talent, it punishes weakness of attention. The player who stays exact and unhurried right to the final move keeps what he has earned. The one who relaxes at the door lets it slip away.

✦  Training Ground · Finish standing

The most dangerous moment is not when you are losing; it is when you think you have already won. That is when care slips, and that is when men fall.

“Wherefore let him that thinketh he standeth take heed lest he fall.” Stay humble and watchful all the way to the last move, especially when you are sure it is over.

1 Corinthians 10:12

Every dropped endgame comes down to one thing: care that ran out before the game did. Keep yours to the last move. That's not caution, but rather COMMAND.

THE ENDGAME · THROWN-AWAY WINS07

Chapter 08 · The work

The training programme

Endgame knowledge fades unless it is drilled with the hands. Work these stages in order, and do not add new material until the current stage is automatic.

Three stages of mastery

StageThe workYou pass when
1 · The matesForce K+Q v K and K+R v K against the computer or a partner, from ten random starts each, against a clock.You mate every time inside the moves, never stalemating.
2 · The pillarsSet up Lucena, Philidor, the opposition, and the rule of the square. Play each to its result from both sides.You win the wins and hold the draws without a single slip.
3 · The judgementPlay out good-and-bad bishop, opposite bishops, and two-weaknesses positions; decide correctly whether each is win or draw before you start.Your verdict matches the result you then achieve.

Seven-day endgame camp

Day 1The two basic mates, ten times each against the clock, until they are reflex.
Day 2Lucena and Philidor: set up, understand, and play out from both sides five times each.
Day 3King-and-pawn drills: opposition, key squares, the rule of the square, the outside passer.
Day 4Minor pieces: good-and-bad bishop, opposite bishops, the wrong rook's pawn. Say “win” or “draw” before each.
Day 5Conversion: two-weaknesses and do-not-hurry positions; win them slowly, killing all counterplay.
Day 6Play one long game and steer for an endgame on purpose; annotate the ending afterwards.
Day 7Take the knowledge check cold, then teach one ending to someone else.
THE ENDGAME · TRAINING PROGRAMME08

Chapter 09 · Prove you own it

Knowledge check

Answer these cold and out loud before you check the key.

Questions

  1. What are the four first principles that run through every ending?
  2. What is the opposition, and how does it help you break through?
  3. State the rule of the square in one sentence.
  4. Name the winning rook technique and its three conditions.
  5. Name the drawing rook technique and where the rook waits.
  6. Why can two extra pawns fail to win with opposite-coloured bishops?
  7. What is the principle of two weaknesses?
  8. Give two endings that look winning but are exact draws.
Coach & parent answer key
1Activate the king; escort passed pawns with the king; calculate to a known result; and tell a guiding principle from an exact, solved position.
2Two kings cannot touch, so with an odd number of squares between them the side not to move must give way; take the opposition to force the enemy king aside.
3If the lone king cannot step into the square formed by the pawn's path to promotion, it can never catch the pawn.
4Lucena: pawn on the seventh, your king in front, enemy king cut off; build a bridge with the rook to block the checks.
5Philidor: keep your king in front of the pawn and your rook on the third rank; when the pawn reaches the sixth, check from behind.
6The bishops never meet, so the defender blockades on his own colour and the extra pawns cannot force a way through.
7Open a second front so the defence must guard two distant points at once; it cannot, and one falls.
8Opposite-coloured bishops a pawn or two up; and a bishop with the wrong rook's pawn when the king reaches the corner. (Also queen versus a rook's or bishop's pawn on the seventh.)

After every serious game: the endgame audit

  • Did my king join the fight, or sit idle?
  • Did I know the exact position I reached, or guess?
  • Before each trade, did I judge the bare ending it led to?
  • When winning, did I hurry, or improve everything first?
  • What one ending will I drill before my next game?
THE ENDGAME · KNOWLEDGE CHECK09

A word before you close the book

One more thing, son

Of all the books I am making for you, this is the one I hope shapes more than your chess. The endgame rewards a rare thing: the patience to stay careful and exact long after the excitement has gone, when the work is quiet and unglamorous and nobody is clapping. That is not just how you win chess games. That is how you build anything worth building, a skill, a calling, a life. The people who finish well are not the flashiest starters; they are the ones who kept their care and their focus all the way to the last move.

So learn to love the finishing. Bring your king into the fight instead of hiding it. Do not hurry when you are ahead, and do not despair when you are behind, because a known draw held with a steady hand is its own kind of victory. And when you are certain you have won, that is exactly the moment to stay humble and watchful, for that is where careless men fall. Precision to the last move, in chess and in everything.

One day, far from now, you will look back on a race well run and be able to say the truest words a man can say about a finished thing:

“I have fought a good fight, I have finished my course, I have kept the faith.”2 Timothy 4:7

Finish every course you begin, son, cleanly and to the end. I am proud of the way you are learning to do the quiet, patient work, and I will be right beside you for every ending we ever play.

“The Lord bless thee, and keep thee: the Lord make his face shine upon thee, and be gracious unto thee: the Lord lift up his countenance upon thee, and give thee peace.”Numbers 6:24-26

Dad

Weekly reflection

  • The ending I now understand that I did not before is...
  • The exact position I can play best is...
  • The one I still need to drill is...
  • My patience when winning was  /10, because...
  • Next week's single endgame focus is...
THE ENDGAME · JEREMY'S CHESS ASCENTPRECISION · PATIENCE · COURAGE
♞ Jeremy's Chess Ascent  ·  Written for you, and with you, by Dad.  ·  VISION · PATIENCE · COURAGE