Progressive Training Three
                             Progressive Training Endgame

Throughout a chess game a player hides his King away on the sidelines where it quivers in a perpetual state of fear. Of course, this is easy to understand, a state of martial law exists on the chessboard and a wandering King will be quickly executed by a vindictive Queen and her cohorts. This matriarchy exists as long as the all-powerful Queens roam. Eventually though, all goes quiet; the warring factions have bludgeoned each other in to oblivion and only the Kings and a few faithful pawns are left remaining Knight, Bishop, or Rook may also exist, acting as small dogs that bark and snap at the King's heals.

When the board is finally cleared of hostile pieces the Kings finally become supreme. Now, safe from attack from the extinct larger pieces, the Kings are free to leave their respective bunkers and go for a stroll. At times what's left of the two male run armies give up hostilities and make peace, a draw is declared. More often than not though, the King, so recently freed from the bullying presence of the dominating Queen, find himself lonely. He misses his lady and goes in search of a new one. Thus the queening of a pawn becomes his sole ambition and he roams the face of the board in an effort to turn this dream into reality.

The outcome of an endgame, the phase which is reached after enough pieces have come off the board to let the King take part in the fight with out running the danger of getting caught in a checkmating attack., is easiest to calculate in pure King and Pawn endings. In most of these a player needs to be only one Pawn ahead to win, because he will usually be able to produce a passed Pawn whom he can Queen before the opponent gets a chance to do likewise. There are, of course, exceptions to this rule, due to a positional superiority of a player which equalizes or outweighs his material minus, or to such special situations as you may have seen mainly involving stalemates or the opposition of the Kings.

When there are Pawns on both wings, the player who gets his King to the center of the board first often gains a decisive advantage. Unless his opponent can stop him from invading his territory, the King is likely to get at the hostile Pawn and win one or more of them.

Situations in which the distribution of the Pawns across the board is uneven usually offer the most complex problems, win or loss depending upon a number of different factors.

      
	  
	  
	  
	  
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