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Distant opposition

Distant opposition is the long-range form of the kings' standoff: the kings share a line with an odd number of empty squares between them, and the side not on move can keep that count odd until the kings meet.

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Kings often have to make decisions long before they meet. If they are going to collide in front of a pawn, the side that will be on move at the moment of contact loses the argument, and that outcome is settled several moves earlier by simple parity.

Count the empty squares between the kings along the file or rank they share. An odd count with your opponent to move means you control the approach: whatever step the other king takes, you mirror it and the count stays odd, until the gap shrinks to one square and the ordinary opposition appears with your opponent on move. If the count is even and it is your move, one step can make it odd in your favor. If the count is odd and you are on move, the opponent has it, and you need a spare tempo or a detour to change the parity.

The mirroring is not always straight ahead. When the enemy king steps sideways, follow onto the matching file so the gap stays odd, as 2.Kd3 does in the diagram.

The usual mistake is walking forward on autopilot and arriving face to face on the wrong move. The other is staying on the original file after the enemy king has switched files, when the count must be measured on the new line.

White to move. Only 1.Ke3 wins: three empty squares separate the kings on the e-file and Black must move. After 1...Kd7 2.Kd3 the gap on the d-file is still three, and after 2...Kc7 3.Kc4 White's king stands on a key square of the c-pawn. Every other first move draws.

It sits close to Diagonal opposition. Diagonal opposition is the standoff in which the two kings sit on the same diagonal with exactly one empty square between them, so the king that has to move must give ground.

It sits close to Corresponding squares. Corresponding squares form a map for blocked pawn endings: each square the attacking king might use is paired with the square the defending king must occupy in reply, and missing a pair lets the attacker break through.

If "Distant opposition" has cost you half a point, a first lesson is a good place to find the pattern behind it: George Li goes through your games and builds a plan.

Related terms

  • Opposition

    Opposition is a standoff between the two kings on one file or rank with a single empty square between them; whoever does not have to move holds it, because the other king must give up ground.

  • King and pawn endgame

    A king and pawn endgame is an ending in which only kings and pawns remain, so the result depends on promotion races, king placement, opposition, and exact counting of moves.

  • Zugzwang

    Zugzwang is the bind of having to move when standing still would be best: the player on move has only moves that weaken the position, and since passing is not allowed, the duty to move itself costs something.

  • Corresponding squares

    Corresponding squares form a map for blocked pawn endings: each square the attacking king might use is paired with the square the defending king must occupy in reply, and missing a pair lets the attacker break through.

  • Key squares

    Key squares are the target squares for the attacking king in a pawn ending: once it reaches one while its pawn is safe, the pawn promotes by force, no matter whose move it is.

Guides that go further

Want to spot this in your own games?

A first lesson starts with your games: George reviews them and builds a study plan around what he finds.