Chess RU

Part I · First steps Chapter 3 of 40

King and knight

Two pieces that do not go far: the king steps to a neighbouring square, the knight jumps in the shape of an L. We count how many moves each needs to reach a target, and see why a neighbouring square can be so far away for a knight.

Novice 35 minutes
  • rules
  • pieces

What to know first: 2 · Rook, bishop, queen

What you will learn

  • move the king without putting it under attack, and capture unprotected pieces with it
  • move the knight, count its routes and spot knight attacks that lie on no line
  • trap a knight in the corner and give smothered mate with a knight

The square b2 is next to the corner a1. A king steps there in one move. A knight on a1 needs four moves to reach b2, and there is no faster way. By the middle of the chapter you will be able to explain why.

In the last chapter the rook, bishop and queen travelled along lines as far as they liked, but could not jump over anyone. Now for pieces that are built the other way round. The king moves only to a neighbouring square. The knight does not go far and does not follow a line, but it jumps over anything. Range has nothing to do with it, and a different question measures these pieces better: how many moves does it take to reach the target? For the king and the knight the answers are quite different, and the whole chapter rests on that.

The king: one step in any direction

The king moves one square in any direction: forward, back, sideways or diagonally. You could also say that the king moves like a queen, but only one square. From the middle of the board it has eight neighbouring squares.

Near the edge there are fewer neighbours, and in a corner very few. The king attacks all the neighbouring squares and defends its own pieces standing next to it: if the opponent captures such a piece, the king captures back. The king also has a special move together with the rook, castling, but it has a chapter of its own, chapter 6.

How many squares does a king on the edge of the board, on e1, attack if the board is empty around it?

The neighbours of e1 are d1 and f1 at the sides, and d2, e2 and f2 above. Five in all. In the middle of the board a king has eight, on the edge five, in a corner three.

Where the king cannot go

You already know the main rule about the king from the first chapter: a king never steps onto a square that an enemy piece attacks. Every other piece may take risks, but the king may not. A move after which the king would still be in check is simply not allowed. So before you step with the king, check which enemy pieces are looking at that square.

How many moves does the white king have?

The rook on a5 keeps the whole fifth rank under attack, so the king can step neither to d5, nor to e5, nor to f5. Five squares remain: d4 and f4 beside it, d3, e3 and f3 behind. This rook does not give check, but it takes three of the king's eight squares away.

One consequence of this rule surprises beginners: two kings never stand next to each other. Each attacks the neighbouring squares, so to stand right beside the enemy king is the same as stepping under attack. There is always at least one empty square between the kings.

The white king is on e4, the black king on e6. Which square can the white king not go to?

The square e5 is next to both kings, and the black king attacks it. The squares d5 and f5 are closed to the white king as well: the black king attacks them too. The other five squares are free.

Kings facing each other across one square, as in this question, get in each other's way: neither can enter the square between them. In endgames such a face-off decides whose king gets through, and it has a name of its own: we give it in First checkmates and study it properly in the chapter on pawn endings. For now remember the simple thing: kings do not stand next to each other.

The king captures the way it moves: a piece on a neighbouring square. The rule still applies here. If someone defends the enemy piece, the king cannot take it, because after the capture it would be in check. A king may capture only unprotected pieces.

White to move. Next to the white king stand a black knight on d5 and a black pawn on f4. The king can take one of them. Which?

Kxd5: the knight stood right next to the king, and no black piece defended it. The king cannot take the pawn on f4: the rook on f8 defends it along the f-file, and after the capture the king would be in check. The board will not even allow such a move. White is now a pawn up, with the pieces level.

The king counts in its own way

Now the question we began the chapter with: how many moves does the king need to reach a given square? On an empty board the answer is simple. In one move the king can shift by one file and, if it goes diagonally, by one rank at the same time. So the number of moves equals the larger of the two shifts, in files or in ranks. A king goes diagonally no slower than straight.

The king is on a1, the board is empty. Which takes it longest: h1, h4 or h8?

To reach the h-file the king in any case has to cross seven files, one per move. It picks up the ranks on the way by stepping diagonally: to h4 it takes three steps up and to the right and four to the right, to h8 all seven diagonally. For a king a diagonal is not a detour.

All strong players keep this property of the king in mind: in endgames it decides whether a king can catch the opponent's pawn or support its own. We come back to it in the chapter on pawn endings.

While there are many pieces on the board, the king hides in a corner behind its pawns. Walking forward into checks is dangerous for it. But if the opponent's pieces are tied up and cannot get at it, the king becomes a strong fighter. One of the most famous king walks in chess was played in Tilburg in the Netherlands in 1991, and it is remembered as Short's king walk. The Englishman Nigel Short had White against the Dutchman Jan Timman, and by move 31 White's queen and rook were already close to the black king.

The queen on f6 wants to mate on g7. But the black king guards g7: a queen that goes there without support will be taken. It needs a helper next to g7. For that role Short sent his own king from g1. The first step: the king leaves the first rank. The king is on g3. Black moved a rook from e8 to c8, and the king walks on. The king is on f4. The rook is back on e8, and the king has two steps left to h6. The king is on g5, and Timman resigned. White threatens Kh6 and then Qg7#: the queen will go to g7 under the king's protection, and the black king has nowhere to go. The engine confirms it: Black has no defence against mate.

The king crossed four squares, h2, g3, f4 and g5, and each time it stepped where Black's pieces could not reach. It never broke the rule "do not step under attack".

The knight: a jump in the shape of an L

The knight does not move along a line. Its move looks like the letter L: two squares along a file or a rank and one more to the side. You can also go the other way round, one square straight and two to the side, and you land on the same squares. The squares the knight passes over do not matter: whether they are empty or occupied by your pieces or the enemy's, it simply jumps. Only the landing square counts. The knight cannot land on a piece of its own side, and it captures an enemy piece like any other.

Look at the diagram more closely. The marked squares form a ring around the knight, but the neighbouring squares are not part of it. The knight attacks no square next to it and no square on its own file, rank or diagonal. Its attacks lie where neither a rook nor a bishop is looking, which is why they are so easy to miss.

The jump gives the knight what the line pieces lack. In the starting position the rooks, bishops and queens are shut in by their own pawns, but the knight comes out at once, straight over the wall of pawns. On the first move of a game only pawns and knights can move.

The closer a knight is to the edge, the fewer squares it has: some of its jumps lead off the board. From the centre a knight attacks eight squares, at the edge half of that or fewer. Players in different countries have sayings about this, and the English one even rhymes: "a knight on the rim is dim".

How many squares does a knight attack from the corner a1 on an empty board?

From a1 the knight jumps to b3 (one to the right, two up) or to c2 (two to the right, one up). The other six jumps lead off the board. Two squares against eight in the centre: a knight in the corner has four times fewer.

Compare the pieces of the last chapter. On an empty board it makes no difference to a rook where it stands: it attacks 14 squares from anywhere. A bishop in the corner attacks almost half as many squares as in the centre. A knight in the corner has four times fewer squares than in the centre. So the knight is usually put nearer the middle of the board: from there it reaches both wings in a couple of jumps, while from the edge it first has to come back.

The knight changes colour

The knight's jump has a property that makes its counting unusual. Look again at the diagram with the knight on d4: the square d4 is dark, and all eight squares it jumps to are light. It is always so. With every move the knight changes the colour of its square, from light to dark and from dark to light. The bishop, as you remember from the last chapter, lives on one colour all its life, but the knight cannot stay on its own colour for even one move.

From this comes a rule for counting. In an odd number of moves (1, 3, 5) the knight lands on a square of the other colour, and in an even number (2, 4, 6) on a square of the same colour as the one it started from. You have known the colours of the squares since the first chapter: a1 is dark, h1 is light.

A knight is on e4. Can it reach d5 in exactly three moves?

Both e4 and d5 are light. The first jump takes the knight to a dark square, the second brings it back to a light one, the third takes it to a dark one again. So in three moves it cannot, but in two it can: e4–f6–d5.

Knight routes

Back to the puzzle from the start of the chapter. The knight is on a1, the target is the neighbouring square b2. Both squares are dark, so the number of moves must be even. Let us see whether two are enough.

How many moves does the knight need to get from a1 to b2?

One and three moves are ruled out by colour, and two are not enough. That leaves four, for example a1–b3–a5–c4–b2. A square one step from the corner turned out to be farther for the knight than half the squares of the board.

How do you find such a path in your head? The easiest way is to think from the end. First ask from which squares the knight reaches the target in one jump: it comes to b2 from a4, c4, d3 or d1. Then find which of those squares is easiest to reach from the start. The chain is built from both ends towards each other. Try it yourself: the trainer names the square where the knight stands and the square it must be brought to, and you click the squares it jumps to.

When two moves become easy, go on to the levels with three and four moves. It is good training not just for your fingers: in a game you need to see where a knight can get to in a couple of moves before it has moved.

One last thing about counting. From d4 a knight on an empty board reaches any square in at most four moves. The longest trip for a knight is to the opposite corner: from a1 to h8 it needs six jumps. For a king it is seven steps, so the knight gets to the far corner faster. But to the neighbouring b2, as we saw, the king gets there four times faster than the knight.

Knight attacks

Knight attacks are easy to miss, because the eye is used to running along lines. The rook, bishop and queen aim along files, ranks and diagonals, and you can see that. The knight aims round the corner. When you check a square, it is not enough to draw eight rays from it, as we learned in the last chapter. You must also ask: is there a knight an L-shaped jump away?

White to move. The knight on c3 can take the rook on e4 or the bishop on b5. Which should it take?

Nxe4: the rook is worth more than the bishop, and it does not attack the knight, which is not on its line. Taking the bishop would be a double mistake: after Nxb5 Black mates with Re1#. The king on g1 cannot get away: the squares in front of it are occupied by its own pawns, and it cannot step sideways to f1 or h1, since that is the same first rank and the rook attacks all of it. By taking the rook, the knight removed that threat as well.

Here is an example from the other side: this time White overlooked a knight. White wants to attack the pawn on b7 with the queen and chooses the square d5. From d5 the queen really does attack b7 along the diagonal. But who else is looking at d5?

White played Qd5: the queen attacks the pawn on b7 along the diagonal d5–c6–b7. But the knight on f6 attacks d5, with a jump of two squares to the left and one down. It is on no line with the queen, which is why it was missed.

The pawn on b7 could also have been attacked from a safe square, for example from b3, along the b-file. Before moving the queen, check not only the rays but also the jumps of the enemy knights.

A check from a knight is especially unpleasant. You remember from the first chapter that there are three ways to get out of check: move the king, block, or capture the checking piece. To block, you put a piece on the line between the attacker and the king. But the knight has no line: it attacks by a jump.

The black knight on d3 gives check to the white king on e1. How can White block the check?

You can never block a check from a knight: there are no squares between the knight and the king that could be shut off. What remains is to move away or capture the knight. Here there is nothing to capture it with, so the king moves to d1, d2, e2 or f1. It cannot go to f2: the knight on d3 attacks that square too.

A knight check that also attacks another piece is the knight's favourite weapon. The king must move, and on the next move the knight takes what it attacked. A blow at two targets at once is called a fork, and chapter 11 is about it. For now, find a fork yourself.

White to move. In one jump the knight on d5 can attack two black pieces at once. Find the move.

Ne7+: the knight checks the king on g8 and at the same time attacks the queen on c8. You cannot block a knight's check, nobody can capture the knight on e7, and the king goes to f8 or h8. On the next move comes Nxc8: the fork wins the queen.

King against knight

Now let us bring our two heroes together. You already know that a knight in the corner is poor: it has only two squares. The king uses this. See how a fork like the one in the problem above turned into a trap for the knight itself.

Black is up the exchange, a rook against a knight, and threatens mate with Ra1# along the first rank. White has a fork. Check to the king on e8 and an attack on the rook on a8. The king will have to move. The king goes not away from the knight but towards it, to d7. The knight has taken the rook and is stuck in the corner on a8. From there it has only two squares: b6 and c7. The black king goes to c6 and attacks both squares. Wherever the knight jumps, the king will take it, and the white king is too far away to help. The black king has come up close and taken the knight. The fork won the exchange back for White, but no more: only the kings and three pawns each are left on the board.

Notice that the king boldly stepped up to the knight. A knight does not attack the neighbouring squares, so a king beside a knight is safe. A knight can attack a king only from an L-shaped jump away; right up close it is harmless. Now trap a knight yourself.

White to move. The black knight has crept into the corner on a8. With one king move take both of its squares away.

Kc6: the king attacks both b6 and c7, the knight's only squares. The knight is trapped: if it jumps, it will be taken, and if it stays, the king will come to b7 and take it on a8. The black king on g6 will not arrive in time to help. There is no other square from which the king holds b6 and c7 together and that it can reach in one move. White will be left with three pawns against a lone king.

Now the reverse story: the knight against the king. A king usually hides behind its own pieces, and that protects it. But against a knight such protection turns into a disaster. If all the squares next to the king are occupied by its own pieces, and a knight gives check, the king has nowhere to go and the check cannot be blocked. This mate is called smothered: the king is shut in by its own men. Other mating patterns are collected in chapter 18.

White to move. The black king on h8 is hemmed in by its own pieces. Give mate in one move.

Nf7#: the knight checks the king on h8 with a jump from f7. There is nowhere to go: g8 is occupied by its own rook, g7 and h7 by its own pawns. A knight's check cannot be blocked, and nobody can capture the knight on f7: the rook on g8 attacks the eighth rank and the g-file, and the king cannot reach f7.

The last problem of the chapter takes two moves. Here the king has one free square left, g8. Think how to make Black occupy it themselves.

White to move. Mate in two.

Qg8+! The queen sacrifices itself. The king cannot take it: the knight on h6 attacks g8. Black is left with Rxg8, and the rook locks in its own king. Nf7# is a smothered mate: all the squares next to the king are occupied by Black's pieces, and you cannot block a knight's check.

Both themes of the chapter worked together in this problem. The knight attacked squares you cannot see along any line: g8 and f7. And the black king, which has eight neighbours only in the centre, had three in the corner and lost all three.

What's next

The king and the knight do not go far, and the two of them cannot give mate. If the opponent has only a king left and you have a king and a knight, mate is impossible: there is not enough material, and the game ends at once in a draw. Such draws are covered in chapter 6.

You now know five pieces out of six. Pawns have already appeared on our diagrams, but only as targets and walls. The pawn is the slowest piece: it goes only forward, one square at a time (from its starting square it may go two), and it captures differently from how it moves. But when it reaches the last rank, a pawn can turn into a queen, and then the counting of moves that we learned from the king decides the game: will the king catch the pawn? How the pawn moves and what it can do is in the chapter "The pawn".