Draw the from the pawn to its : b4-f4-f8-b8. If the defending king can step into it on its move, it catches the pawn. King to f4King to f4, king to f5king to f5 or king to f6king to f6 draws; any other move loses, since the white king is too far away to help.
Moves
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About this endgame
The is for a pawn that breaks away when no king can help it. Before you move, picture the square: one side runs from the pawn to its and the rest is drawn towards your king. If your move takes you inside it, you are in time; if not, the pawn queens. The count takes a second and saves level games from a pawn nobody was watching. One detail often confuses people. If the pawn is still on its starting square, it can advance two squares at once, so the square is drawn as if the pawn were already one rank further up. The rule works just the same with more pieces on the board, as long as none of them can stop or help the pawn. In this exercise your king has three good squares, and all three are on the same file.