King-and-pawn race
A pure pawn endgame reduced to counting: whose passed pawn queens first?
When all the pieces are gone and both sides have a running passed pawn, the position often reduces to pure arithmetic: count the squares each pawn needs to promote, count who moves first, and see who queens with check (or queens a move earlier). 'The square rule' — can the defending king catch the pawn by stepping into an imaginary square drawn from the pawn to its queening square — decides many of these instantly, without needing to calculate the whole race.
The trap is forgetting that queening first doesn't always win — if the new queen can be met with check, or if the other side's pawn queens with check of its own, the race can flip in the final move.
A race you can count accurately is a race you can play with total confidence, right down to the exact move — no vague evaluation needed.
Racing pawns without checking whether either promotion arrives with check, which can completely reverse who actually wins the race.
Related terms
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