In the previous Issue of Modern Chess Magazine, we have started to examine in detail different kinds of passed pawns. Those of you who have read the article are already aware of different methods of playing with and against connected pawns. Also, a considerable part of the material was dedicated to the idea of a breakthrough.
In the present lecture, we continue to explore the passed pawns. This time, we are going to deal with the so-called electric pawns. I can hear the reader asking himself the question: "Electric pawns? What does it mean?
When I was learning chess, it was common to call pawns that are one file apart "electric pawns". Instead of explaining the hidden meaning of this strange name, I am going to provide you with an example which will help me in illustrating my idea:
Our next example proves that in some positions, the electric pawns could be more dangerous than the connected ones.

In this position, Black has a trump of his own - connected passed pawns. Generally speaking, connected pawns are more desirable in endgames compared to any other pawn formation. Yet, in this particular position, "electric pawns" are no less dangerous. Both sides have to thread carefully.
Now I would like to bring to your attention an example where electric pawns are stronger than a rook.

The position arose on the diagram arose in the classical game Kininger - Richter played in 1947. In this sharp rook endgame both sides have passed pawns and active pieces, but black has one extra pawn, so chances are on his side. Notice how black's pawns are one file apart, just like in previous 2 examples.
Now, when you are already familiar with the electric pawns, we continue with an extremely important endgame rule - the principle of the common square. Let's take a look at the diagram below:

In this position white passed pawns are two files apart. Let us draw an imaginary straight line between these two pawns (covering squares b4, c4, d4 and e4). Then, let us take that line and imagine a square stretching from it towards black king. We would get a square bounded by 4 corners: b4-e4-e7-b7, reaching the 7th rank. Do you see it? OK, now let us push the pawns one step further:
Now we are going to analyze the same position with one small difference - it's Black to move.
It's interesting to point out that the rule of the common square remains valid even when the electric pawns fight against a minor piece. Let's take a look at a position with a knight.

A familiar sight, only this time knight is the defending piece. The outcome of the game will depend on whether the pawns can create a common square that reaches the eight rank.
Compared to king or knight, bishop is a long-range piece capable of exerting its power from distance. Yet, even it can sometimes succumb to the power of passed pawns.
I am sure that after examining the previous examples, you are familiar with all the theoretical concepts related to the common square, you are ready to see it's application in a practical game. The diagram has arisen in the game Kiril Georgiev - Krasimir Rusev, 2013.

From a drawn rook endgame, Rusev (black) entered a pawn endgame, where he incorrectly assessed his chances.