Knight (chess)

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This article uses algebraic notation to describe chess moves.
Knight in the standard Staunton pattern.
Knight in the standard Staunton pattern.

The knight ( , sometimes referred to by inexperienced players as a 'horse') is a piece in the game of chess, representing a knight (armoured cavalry). It is normally represented by a horse's head.

Each player starts with two knights, which start on the rank closest to the player. Expressed in algebraic notation, the white knights start on b1 and g1, while the black knights start on b8 and g8.

Contents

[edit] Movement

Diagram 1
Image:chess zhor 26.png
Image:chess zver 26.png a8 __ b8 nd c8 __ d8 __ e8 __ f8 __ g8 nd h8 __ Image:chess zver 26.png
a7 __ b7 __ c7 __ d7 __ e7 __ f7 __ g7 __ h7 __
a6 __ b6 __ c6 __ d6 __ e6 __ f6 __ g6 __ h6 __
a5 __ b5 __ c5 __ d5 __ e5 __ f5 __ g5 __ h5 __
a4 __ b4 __ c4 __ d4 __ e4 __ f4 __ g4 __ h4 __
a3 __ b3 __ c3 __ d3 __ e3 __ f3 __ g3 __ h3 __
a2 __ b2 __ c2 __ d2 __ e2 __ f2 __ g2 __ h2 __
a1 __ b1 nl c1 __ d1 __ e1 __ f1 __ g1 nl h1 __
Image:chess zhor 26.png
Location of the knights at the start of the game.
Diagram 2
Image:chess zhor 26.png
Image:chess zver 26.png a8 __ b8 __ c8 __ d8 __ e8 __ f8 __ g8 __ h8 __ Image:chess zver 26.png
a7 __ b7 __ c7 __ d7 __ e7 __ f7 __ g7 __ h7 __
a6 __ b6 __ c6 xo d6 __ e6 xo f6 __ g6 __ h6 __
a5 __ b5 xo c5 __ d5 __ e5 __ f5 xo g5 __ h5 __
a4 __ b4 __ c4 __ d4 nd e4 __ f4 __ g4 __ h4 __
a3 __ b3 xo c3 __ d3 __ e3 __ f3 xo g3 __ h3 __
a2 __ b2 __ c2 xo d2 __ e2 xo f2 __ g2 __ h2 __
a1 __ b1 __ c1 __ d1 __ e1 __ f1 __ g1 __ h1 __
Image:chess zhor 26.png
This knight may move to any of eight different squares.
Chess pieces
Image:Chess kdt45.svg King Image:Chess klt45.svg
Image:Chess qdt45.svg Queen Image:Chess qlt45.svg
Image:Chess rdt45.svg Rook Image:Chess rlt45.svg
Image:Chess bdt45.svg Bishop Image:Chess blt45.svg
Image:Chess ndt45.svg Knight Image:Chess nlt45.svg
Image:Chess pdt45.svg Pawn Image:Chess plt45.svg

The knight move is unusual among chess pieces. When it moves, it can move two squares horizontally and one square vertically, or two squares vertically and one square horizontally. The complete move therefore looks like the letter 'L'. Unlike all other standard chess pieces, the knight can 'jump over' all other pawns and pieces (of either colour) to its destination square. It captures an enemy piece by moving into its square.

The move is one of the longest surviving moves in chess, having remained unchanged since before the seventh century AD. Because of this it also appears in most chess-related national games. The knight moves alternately to white and black squares.

Pieces are generally more powerful if placed near the center of the board, but this is particularly true for a knight. A knight on the edge of the board attacks only four squares and a knight in the corner only two. Moreover, it takes more moves for a decentralized knight to switch operation to the opposite side of the board than a decentralized bishop, rook, or queen. The mnemonic phrases "A knight on the rim is grim" or "A knight on the rim is dim" are often used in chess instruction and reflect these features.

The knight is the only piece that can move at the beginning of the game before any pawn move has been made. Because of the above reasons, in most situations the best square for the initial move of each knight is one towards the center. Knights are usually brought into play slightly sooner than the bishops and much sooner than the rooks and the queen.

The knight is the only piece that can be in position to attack a king, queen, bishop, or rook without being reciprocally attacked by that piece. The knight is thus especially well-suited for executing a fork.

Diagram 3
Image:chess zhor 26.png
Image:chess zver 26.png a8 x4 b8 x3 c8 x2 d8 x3 e8 x2 f8 x3 g8 x2 h8 x3 Image:chess zver 26.png
a7 x3 b7 x2 c7 x3 d7 x4 e7 x1 f7 x2 g7 x1 h7 x4
a6 x4 b6 x3 c6 x2 d6 x1 e6 x2 f6 x3 g6 x2 h6 x1
a5 x3 b5 x2 c5 x3 d5 x2 e5 x3 f5 nl g5 x3 h5 x2
a4 x4 b4 x3 c4 x2 d4 x1 e4 x2 f4 x3 g4 x2 h4 x1
a3 x3 b3 x2 c3 x3 d3 x4 e3 x1 f3 x2 g3 x1 h3 x4
a2 x4 b2 x3 c2 x2 d2 x3 e2 x2 f2 x3 g2 x2 h2 x3
a1 x3 b1 x4 c1 x3 d1 x2 e1 x3 f1 x2 g1 x3 h1 x2
Image:chess zhor 26.png
Distance from the f5 square, as counted in knight moves.

In Diagram 3, the numbers represent how many moves it takes for a knight to reach each square on the chess board from its location on the f5 sqaure. Observing and even memorizing the patterns (diagonally 2-4-2-4-2-4, horizontally and vertically 3-2-3-2-3-2) helps making quick decisions in chess such as knowing where to move other pieces not to be in the direct 'fire' of the knight or even maneuvering the knight itself better.

[edit] Value

Diagram 4
Image:chess zhor 26.png
Image:chess zver 26.png a8 rd b8 __ c8 __ d8 rd e8 __ f8 __ g8 kd h8 __ Image:chess zver 26.png
a7 pd b7 pd c7 __ d7 __ e7 __ f7 pd g7 bd h7 pd
a6 __ b6 __ c6 __ d6 pd e6 __ f6 __ g6 pd h6 __
a5 __ b5 __ c5 __ d5 nl e5 pd f5 __ g5 __ h5 __
a4 __ b4 __ c4 __ d4 __ e4 pl f4 __ g4 __ h4 qd
a3 pl b3 __ c3 __ d3 __ e3 __ f3 pl g3 __ h3 __
a2 __ b2 pl c2 __ d2 ql e2 __ f2 __ g2 pl h2 pl
a1 __ b1 kl c1 __ d1 rl e1 __ f1 __ g1 __ h1 rl
Image:chess zhor 26.png
A powerful knight occupying a hole (d5) in the enemy pawn structure.

A knight is approximately equal in strength and value to a bishop. The latter's range is larger, but it is restricted to only half the squares of the board. Since the knight is capable of jumping over obstructing pieces, it is considered to be more valuable when the board is more crowded (closed positions). A knight is best when it has a 'support point' — a square that acts as relatively sheltered place for it to stop at and exert its strength remotely. [1] On the fourth rank a knight is comparable in power to a bishop, and on the fifth it is often superior to the bishop, and on the sixth rank it can be a decisive advantage. This is assuming that the knight is taking part in the action; a knight on the sixth rank which is not doing anything useful is not a well-placed piece. [2] (See chess piece point value.)

Enemy pawns are very effective at harassing knights because a pawn attacking a knight is not itself attacked by the knight. For this reason, a knight is most effective when placed in a weakness in the opponent's pawn structure, i.e. a square which cannot be attacked by enemy pawns. In the diagram at right, White's knight on d5 is very powerful — more powerful than Black's bishop on g7.

In endgames with pawns on both sides of the board, a knight is often not as good as a bishop as its range is limited. With pawns in only one side of the board, knights have the advantage of being able to attack pawns standing at either color. In either case, a disadvantage of the knight is that by itself it cannot lose a move (see triangulation and tempo), while a bishop can.

Whereas two bishops cover each other's weaknesses, two knights in general do not cooperate efficiently. However, a queen and a knight is often a better combination than a queen and a bishop. Also, in an endgame without other pieces, two knights have a better chance against a queen than two bishops or a bishop and a knight against the queen (see fortress (chess)).

Diagram 5
Image:chess zhor 26.png
Image:chess zver 26.png a8 __ b8 __ c8 __ d8 __ e8 __ f8 __ g8 __ h8 __ Image:chess zver 26.png
a7 __ b7 __ c7 __ d7 __ e7 __ f7 __ g7 __ h7 __
a6 __ b6 __ c6 __ d6 __ e6 bd f6 __ g6 __ h6 nl
a5 __ b5 __ c5 __ d5 __ e5 __ f5 __ g5 __ h5 __
a4 __ b4 __ c4 __ d4 bl e4 __ f4 __ g4 __ h4 __
a3 __ b3 __ c3 __ d3 __ e3 __ f3 __ g3 __ h3 __
a2 __ b2 __ c2 __ d2 __ e2 __ f2 __ g2 __ h2 __
a1 __ b1 __ c1 __ d1 nd e1 __ f1 __ g1 __ h1 __
Image:chess zhor 26.png
Two trapped knights trapped by two enemy bishops

At the end of the game, if one side has only a king and a knight while the other side has only king, the game is a draw since a checkmate is impossible. When a bare king faces a king and two knights, checkmate can occur only if the opponent commits a blunder by moving his king to a square where it may be checkmated on the next move. Otherwise, a checkmate can never be forced. However checkmate can be forced with a bishop and knight, or with two bishops, even though the bishop and knight are conceptually held to be of equal value. Paradoxically, checkmate with two knights sometimes can be forced if the weaker side has a single extra pawn, but this is essentially a curiosity of little practical value (see two knights endgame). Pawnless endings are a rarity, and if the winning side has even a single pawn, an extra knight should give him an easy win. A bishop can trap (although it cannot then capture) a knight on the rim (diagram), especially in the endgame.

[edit] Notation

In algebraic notation, the usual modern way of recording chess games, the letter N stands for the knight (K is reserved for the king); in descriptive chess notation, Kt is sometimes used instead, mainly in older literature. In chess problems and endgame studies, the letter S, standing for the German name for the piece, Springer, is often used, N instead being used for the popular fairy chess piece, the nightrider.

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[edit] Notes

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