The One Thing
King and Rook vs King is a forced win. Use the rook to restrict the defending king to fewer ranks until checkmate on the edge.
Chess Endgame · KRK
White winsKing and Rook vs King
For sub-1000 ELO players
King and Rook vs King is always a win for the stronger side. The technique is called the lawnmower (or box method): use the rook to cut off the defending king rank by rank, shrinking the area it can reach. Then bring your king in close and deliver checkmate on the back rank. Stockfish 17 at depth 25 confirms this position is a forced win in 21 moves.
The Technique
Key Moves
The moves that decide the game
What Happens With Perfect Play
Use the rook to cut off the defending king. Use your king to push it to the edge. Checkmate comes when the defending king runs out of room.
Stockfish confirms the starting position is a forced win for White (+M21).
This technique works for b, c, d, e, f, and g pawns. Rook pawns (a and h files) have special drawing cases -- see the draw exceptions below.
3 Mistakes Sub-1000 Players Make
These are the patterns we see in endgames below 1000 ELO. Fix these and you will stop drawing won games.
Giving check too early
Beginners chase the king with checks because it feels productive. But random checks push the defending king toward the center, where it is safe. Every check should be part of a plan to corner the king.
Ke2Ra8+ pushes Black king to b7 or b6, where it has more space and escapes easily. You reset the position and waste time.
Stalemate when winning
The most common draw in KRK: White plays a rook check that leaves Black with no legal moves. Black is not in check but cannot move. Stalemate. The win disappears instantly.
Ke7Ra8+ with Black king on a8 and no escape squares is stalemate. Always count Black's legal moves before making a rook move.
Leaving the rook undefended
Ra8+ with Black king on h8 and White king far away: Black takes the rook. The win turns into a draw because you have only a king left.
Ke7Ra8+ Kxg8 and the rook is gone. Always make sure the rook is defended by the king or out of reach before giving check.
Key Squares to Know
These are the squares that decide the game. Get your king to these squares and the pawn promotes.
h8Mating cornerThe corner where checkmate is delivered. Force the defending king here with your own king and the rook.
h1Checkmate squareThe rook delivers checkmate from h1 with the White king on f7 and Black king on h7.
Engine-verified by Stockfish 17 at depth 25. Theoretical result: White wins. Published by Jon Stenstrom, Chess.com 759 Daily, Founder, 1000elo.com.
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