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The Knight title


The Knight


Typical Staunton wood Knight piece used in a game of Chess (Fig. 1). This piece is shaped like a horse head and have a unique movement. The Knight is considered a minor piece and each player start the game with two pieces.

 

Staunton wood white Chess Knight piece

Staunton wood white Chess Knight piece

Fig. 1

 

The following graphic shows white and black Chess Knight figures (Fig. 2). These pieces are widely used in diagrams to illustrate games, positions, and Chess problems.


Chess Knight figures

Chess Knight figures

Fig. 2




This diagram (Fig. 3) shows the position both Knights have at the beginning of the game.

 

Knights initial position

Knights initial position

Fig. 3

 
 

The Knight can move 2 squares left or right and then 1 square up or down; or, 2 up or down and  then 1  left or right.  They always land on a different color square (Fig. 4 & 5). If placed in the center of the board, a Knight can control up to 8 squares.

 

White Knight’s movement

White Knight's movement

Fig. 4

 

Black Knight’s movement

Black Knight's movement

Fig. 5

 
 

The moving proprieties of the Knight cannot emulate those of the King, Queen, Rooks, Bishops, and Pawns as shown in the graphic below with red marks (Fig. 6 & 7)

 

White Knight cannot move like a Bishop or Rook (red marks)

White Knight cannot move like a Bishop or Rook

Fig. 6

 

Black Knight cannot move like a Bishop or Rook (red marks)

Black Knight cannot move like a Bishop or Rook

Fig. 7

 
 

The white Knight can capture the black Bishop (Fig. 8 & 9) but cannot capture the black Pawn or Rook. The white Knight can’t move to f7 since is occupied by a friendly piece (white Rook).


White Knight can capture black Bishop

White Knight can capture black Bishop

Fig. 8

 

Black Knight can capture white Bishop

Black Knight can capture white Bishop

Fig. 9

 
 

Despite being surrounded by enemy pieces, the Knights can ‘jump’ over them to any legal square (Fig. 10 & 11). A Knight placed in the center of the board is more active and controls more space.


White Knight can ‘jump’ over enemy or friendly pieces

White Knight can jump

Fig. 10

 

Black Knight can ‘jump’ over enemy or friendly pieces

Black Knight can jump

Fig. 11

 
 

The following Applet lets you try an interactive feeling to practice the Knight’s moves and capture. Just place the cursor over the white Knight piece, press the left button of your mouse, and drag the Knight to the cell you wish and release it. The computer (black pieces) will move next. This position should end in a draw after both Pawns are captured.


White to move

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More about the Knight

The Knight move is that if it is on a white square it must move to a black square, and if it is on a black square it has to move to a white square.

Like the other pieces, the Knight can capture by moving to the square of an enemy piece and taking it off the board. 

Unlike the other pieces, the Knight can jump over anything in its way, just like a horse.

Knights are more effective when placed in the center of the board but when placed near the edge lose some of their power.

Knights should be developed early during a game.

The relative numeric value of the Knight is 3 points.
 


The Board The Pieces The King The Queen The Rook The Bishop

The Knight

The Pawn

Check Checkmate Draws Notation

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