Connected passed pawns
Two adjacent passed pawns that defend each other as they advance.
Passed pawns on neighbouring files support one another: one covers the square in front of the other, so they roll forward as a phalanx that even a rook struggles to stop. On the sixth or seventh rank they are usually decisive.
The rule of thumb: connected passers on the sixth beat a rook. Push the one that is not attacked and let them cover each other.
Recognising connected passers — for or against you — often decides whether an endgame is winning, drawn, or lost.
Advancing them onto the same colour where a single blockader freezes both, instead of keeping them mobile.
Related terms
See Connected passed pawns in your own games
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