White to play - Draw

A cascade of blunders in what Fine calls the simplest drawing line 1.Ke3! f5 2.Kf4 Ra4+ 3.Kg3? White needs to use his own king to keep the Black king at bay with 3.Ke5! Black's only real try to make progress is 3...g3 but then White can trade a pair of pawns with 4.a8Q Rxa8! 5.Rc3! with an easy draw 3...Kf6? 3...Kg5 threatening both ...f4+ and ...Ra3+, but the main point is that after 4.Rg7+ Kf6 5.Rc7 Black has 5...Ra3+ when White must go back since going forward now gets mated 6.Kf4 (6.Kh4 Rh3#) 6...Rf3# 4.Rb7? Fine gives this an exclam, but Black can win as in the previous note. White had to keep the Black king off of g5 with 4.Kh4! 4...Ke5? 4...Ra3+ transposes to the winning variation above 5.Rb5+? pushing Black back to where he needs to go. White can just mark time here with 5.Rc7 when he could correct the error at move 4 after 5...Kf6 6.Kh4! 5...Ke6? 5...Kf6! when White doesn't have time for 6.Kh4 because his a-pawn is hanging (6.Rb7 Ra3+)

Analysis using computer generated endgame tablebase.

Uncorrected as Position 714 in the Benko edition.