Unless specially agreed, the side with the extra pawns moves first.
Black concentrates on gaining piece play and fighting for the initiative rather than keeping the extra pawn.
Rfe1 f6 leaves black with two "healthy" extra pawns for no real compensation.
White can try to keep the extra pawn with 4.
The final position was drawn, demonstrating the weakness of the extra pawns (see diagram).
The two pieces have one or more extra pawns: always a win for the pieces.
In such endings, the superior side is often unable to win with two or even three extra pawns.
Both sides will lose their rooks and Black remains with four extra pawns) 47.
Black cannot gain the extra pawn immediately since 6.
Bxd7+, after which White can play to keep the extra pawn with 4...Qxd7 5.