Use an imaginary square to decide quickly whether a king can catch a running pawn.
Follow the lesson one board at a time. The teacher answer key includes the move list.
Solve each position on paper first. Answers live only in the separate teacher/parent key.
White to move. Play out the race and show that the king is inside the square.
White to move. Play the race and prove that the king is outside the square.
Rook pawns have a funny-shaped race too. Play it out and show the king still catches this one.
Play this with a partner. Before each king move, point to the imaginary square of the pawn and say whether the king is inside it or outside it.
Teacher/parent key for Worksheet: Rule of the Square.
Prompt: Explain what the square starts from and how wide it is.
The square starts on the pawn’s square and reaches to the promotion rank with the same width as height.
Prompt: Why is the rule of the square useful even before you calculate every move?
It gives a fast yes-or-no answer before you calculate every move in detail.
Prompt: Play out the three races and write whether the king catches the pawn or the pawn escapes.
Practice 1: king catches. Practice 2: pawn escapes. Practice 3: king catches.
White to move. Play out the race and show that the king is inside the square.
Solution: Kd4 c3 Kxc3
The king steps into the square in time and catches the pawn on c3.
White to move. Play the race and prove that the king is outside the square.
Solution: Kf2 c1=Q
White is too far away. The pawn reaches the last rank before the king can catch it.
Rook pawns have a funny-shaped race too. Play it out and show the king still catches this one.
Solution: Kc3 a4 Kb4 a3 Kxa3
Even against the rook pawn, White stays close enough to enter the square and capture it on a3.