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Turboplombir vs hikaru
winTable of Contents
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Game Snapshot
Indian Defense: Normal Variation
Crucial Positions
| move # | position | classification | ||
|---|---|---|---|---|
|
Move #:
46
Move:
b5
best
Endgame pawn break with positive eval swing
|
46 | b5 | best | Endgame pawn break with positive eval swing |
|
WHAT HAPPENED Move Played: b5 Black to move pushed the b‑pawn from b6 to b5. The move locks the pawn structure a5‑b5, creates a passed pawn on the a‑file and limits the white king’s infiltration. White’s most direct idea is 47.Kd4, trying to win the undefended knight on d4, while the engine notes that the safer continuation is 47.Kd3. After 46…b5 the white king’s access to d4 is delayed because Black threatens …a4‑a3‑a2, turning the pawn majority into a decisive advantage. WHY THIS MOVE IS STRONG The engine confirms 46…b5 as the optimal move because it converts Black’s pawn majority into a passed pawn and forces the white king to waste time. Any alternative (e.g., 46…Kd6 or 46…Kd5) would leave the pawn structure static and allow White to immediately attack the knight with 47.Kd4, winning material. By playing …b5, Black accepts the temporary hanging of the d4‑knight; after 47.Kd3 the knight is either exchanged or later supported by …a4, while Black’s king remains active on c5. The line 46…b5 47.Kd3 a4! demonstrates how the pawn advance creates a decisive passed pawn, something the alternative moves cannot achieve. KEY PRINCIPLE Create and advance passed pawns in the endgame: When you have a pawn majority, lock the opponent’s king out and generate a passed pawn, even if it means temporarily leaving a piece undefended. The resulting pawn promotion threats outweigh the short‑term material concerns. |
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Master Lens
What The GM Did Well By Phase
Opening
Middlegame
Endgame