Make sure to use your king! When all else is equal, the side with the more active king will get the upper hand. If you're unsure how to evaluate a knight endgame, try to see which king is closer to the center or queenside -- the closer king will be able to contribute to the action first.
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[Event "rated untimed match"] [Site "USSR"] [Date "1967.??.??"] [Round "?"] [White "Sasin"] [Black "Gik"] [Result "1-0"] [Annotator "David Hayes"] [BlackElo "0"] [FEN "2b5/1pP2kbp/5pp1/1p2p3/1P2PP2/6P1/6BP/B5K1 w - - 0 1"] [SetUp "1"] [TimeControl "0"] [WhiteElo "0"] 1. Bh3 Bxh3 ( { The alternative is this long endgame where white maintains a strong advantage. } 1... f5 2. fxe5 Bh6 3. Bd4 Bf8 4. Bc3 Ke7 5. exf5 gxf5 6. Bf1 Kd7 7. Bxb5+ Kxc7 8. Bc4 b6 9. Bg8 h6 10. Kf2 b5 11. h4 Kd8 12. Kf3 h5 13. Bf7 Bh6 14. Bxh5 Ke7 15. g4 fxg4+ 16. Bxg4 Bb7+ 17. Ke2 Bf4 18. Bd4 Bd5 19. Kd3 Bc6 20. e6 Kf8 21. h5 Be8 22. Be3 Be5 23. Ke4 Bb2 24. h6 Bc3 25. Bc5+ Kg8 26. Bf5 Bc6+ 27. Kd3 Bf6 28. Bd4 Bxd4 29. Kxd4 Be8 30. Ke5 Bh5 31. e7 Be8 32. Kf6 Bc6 33. Bg6 Bd7 34. e8=Q+ Bxe8 35. Bxe8 { White wins with a large material advantage. } ) 2. f5 gxf5 3. c8=Q { White wins with a large material advantage. } 1-0