Knight against pawn is lesson 3 of 6 in Endgame 6: Bishops and knights, an endgame course suited to players rated around 1600 (club players). A knight stops a pawn if it gets in front of it in time; one wrong knight move and the pawn queens. It has 6 interactive exercises: 6 calculated lines from real positions. You play every move on a board and get feedback straight away. The lesson is free.
What you practise
White to move: hold the draw. (3 positions)
Black to move: hold the draw. (3 positions)
Worked examples
White to move: hold the draw. 1.Nd7 Ke6 2.Nc5+ Kd5 3.Nd3. Nd7 brought the knight in front of the pawn in time. This is a draw (checked with endgame tables). After Kh7 the position would be lost.
Black to move: hold the draw. 1...Nb4 2.b8=Q Nc6+ 3.Kb7 Nxb8. Nb4 brought the knight in front of the pawn in time. This is a draw (checked with endgame tables). After Kb5 the position would be lost.