5 Knight

5.1 Tutorial

The knight is the only piece which can jump over other pieces. Its move is slightly bent. One square either horizontally or vertically and then one square diagonally. Or the other way round: one square diagonally and then the other square horizontally or vertically. As it moves it leaps over any pieces which are on the intervening squares. This ability of the knight compensates for its limited range. 

If an opposing piece is on its target square it is captured and the knight takes its place.
Knights feel most at home in the centre of the board. On the edge they suffer from their lack of range and they can only control half the number of squares from there. They become especially dangerous when they are close to the opposing camp since they can seek targets behind protecting pawns.

5.2 Exercises

Move directly on the board to input a solution. Either click first on the start square and then on the target square. Or click on the piece, hold on to it, move it tot he target square and let go of it. The button ‘Left arrow’ takes back the move.
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The centre is a good place for the knight to be. From there it can reach out to many squares. On the edge and in the corner a knight is less effective. The knight fork is a dangerous tactical motif.