Battle of the Knights Tourney ... { Four Knights Game }

Start Date: Mar 1, 2010

Finish Date: Nov 26, 2012

Time Control
Players
Games Rated
Avg Rating
Rating Range
Points Available
Max Group Size
Complete
# Advance
Round
Simultaneous Games
Completed Games
Tie Breaks
Remaining Games
Max Avg. Time/Move
# of Timeouts
Biggest Upset

The knight ( ) is a piece in the game of chess, representing a knight (armoured cavalry). It is normally represented by a horse's head, leading some to refer to it informally as a "horse".

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.

Movement

Start of chess board.
b8 black knight g8 black knight
b1 white knight g1 white knight
End of chess board.
Location of the knights at the start of the game
Start of chess board.
c6 black circle e6 black circle
b5 black circle f5 black circle
d4 black knight
b3 black circle f3 black circle g3 white circle
c2 black circle e2 black circle f2 white circle
h1 white knight
End of chess board.
The black knight may move to any of eight squares (black dots). The white knight is limited to two squares (white dots).

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 color) to its destination square. It captures an enemy piece by moving into its square. The knight's ability to 'jump over' other pieces means it is at its most powerful in closed positions. 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.

A knight should always be close to where the action is. 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.

Start of chess board.
a8 black rook e8 black king
c7 white knight
End of chess board.
The knight forks the black king and rook

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.

Start of chess board.
a8 four b8 three c8 two d8 three e8 two f8 three g8 two h8 three
a7 three b7 two c7 three d7 four e7 one f7 two g7 one h7 four
a6 four b6 three c6 two d6 one e6 two f6 three g6 two h6 one
a5 three b5 two c5 three d5 two e5 three f5 white knight g5 three h5 two
a4 four b4 three c4 two d4 one e4 two f4 three g4 two h4 one
a3 three b3 two c3 three d3 four e3 one f3 two g3 one h3 four
a2 four b2 three c2 two d2 three e2 two f2 three g2 two h2 three
a1 three b1 four c1 three d1 two e1 three f1 two g1 three h1 two
End of chess board.
Distance from the f5 square, as counted in knight moves

In the diagram above, 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 square. 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.

 

Winners
Trophy
1st Place
webco
Trophy
2nd Place
sfaok
Trophy
3rd Place
Milex