Active king
In the endgame the king becomes a fighting piece — centralise it and use it to attack and support.
Once the queens are off and mating attacks fade, the king turns from a liability into one of your strongest pieces, worth roughly four pawns as a fighter. Marching it toward the centre and into the opponent's position — supporting passed pawns, attacking weak pawns, seizing the opposition — is a hallmark of good endgame play.
The rule 'in the endgame, activate your king' is one of the most reliable in chess. A centralised king often outweighs a small material deficit.
King activity decides a huge share of endgames — the side whose king gets to the centre first usually wins the pawn race or the key squares.
Leaving the king tucked in the corner out of habit long after the danger of a mating attack has passed.
Related terms
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