query: what is the chess piece next to the knight

pos: Knight (chess) ♞) Knight (chess) The knight (♘ ♞) is a piece in the game of chess, representing a knight (armored cavalry). It is normally represented by a horse's head and neck. Each player starts with two knights, which begin on the row closest to the player, between the rooks and bishops. Colloquially it is sometimes referred to as a "horse", which is also the translation of the piece's name in several languages. Some languages refer to it as the "jumper", reflecting the knight's ability to move over pieces in its way: Polish "skoczek", Danish/Norwegian "springer", German "Springer", Luxembourgish "Sprénger", Slovene "skakač".

pos: Fork (chess) on the next move. A fork of the king and queen, the highest material-gaining fork possible, is sometimes called a "royal fork". A fork of the enemy king, queen, and one (or both) rooks is sometimes called a "grand fork". A knight fork of the enemy king, queen, and possibly other pieces is sometimes called a "family fork" or "family check". Bibliography Fork (chess) In chess, a fork is a tactic whereby a single piece makes two or more direct attacks simultaneously. Most commonly two pieces are threatened, which is also sometimes called a "". The attacker usually aims to

pos: Knight (chess) Knight (chess) The knight (♘ ♞) is a piece in the game of chess, representing a knight (armored cavalry). It is normally represented by a horse's head and neck. Each player starts with two knights, which begin on the row closest to the player, between the rooks and bishops. Colloquially it is sometimes referred to as a "horse", which is also the translation of the piece's name in several languages. Some languages refer to it as the "jumper", reflecting the knight's ability to move over pieces in its way: Polish "skoczek", Danish/Norwegian "springer", German "Springer", Luxembourgish "Sprénger", Slovene "skakač". In

pos: Chess endgame the defense is difficult and there are winning positions (see Rook and bishop versus rook endgame). A rook is worth roughly two pawns plus a bishop or a knight. A bishop and knight are worth roughly a rook and a pawn, and a queen is worth a rook, a "" (bishop or knight) and a pawn (see Chess piece relative value). Three pawns are often enough to win against a minor piece, but two pawns rarely are. However, with rooks on the board, the bishop often outweighs the pawns. This is because the bishop defends against enemy rook attacks, while

pos: Chess piece relative value of bishops is stronger than two rooks plus a knight . This situation is very rare. Black is ahead by counting material but in reality white is much better. White's queenside is perfectly defended. White can slowly build up pressure on black's weakened kingside. Black's extra queen has no target. White's dark-squared bishop is stronger than black's passive rook on f8. Principle of the redundancy of major pieces. Neither queen does anything that the other one cannot do. Chess piece relative value In chess, the chess piece relative value system conventionally assigns a point value to each piece when assessing

pos: Chess tactic the lesser piece can be captured. Like pins, only queens, rooks, and bishops can perform the skewer, and skewer attacks can be either "absolute" (the more valuable piece in front is the king, in check) or "relative" (the piece in front is a non-king piece). Pawns are the least valuable chess piece, so are often used to capture defended pieces. A single pawn typically forces a more powerful piece, such as a rook or a knight, to retreat. The ability to fork two enemy pieces by advancing a pawn is often a threat. Or a simple pawn move can reveal

pos: Bishop (chess) Bishop (chess) A bishop (♗,♝) is a piece in the board game of chess. Each player begins the game with two bishops. One starts between the and the king, the other between the and the queen. The starting squares are c1 and f1 for White's bishops, and c8 and f8 for Black's bishops. The bishop has no restrictions in distance for each move, but is limited to diagonal movement. Bishops, like all other pieces except the knight, cannot jump over other pieces. A bishop captures by occupying the square on which an enemy piece sits. The bishops may be differentiated

pos: Chess piece relative value centre, pawns close to promotion are worth far more, pieces controlling the centre are worth more than average, trapped pieces (such as bad bishops) are worth less, etc. Although the 1-3-3-5-9 system of point totals is the most commonly given, many other systems of valuing pieces have been proposed. Several systems give the bishop slightly more value than the knight. A bishop is usually slightly more powerful than a knight, but not always; it depends on the position . A chess-playing program was given the value of 3 for the knight and 3.4 for the bishop . "Note:" Where a

pos: Pawnless chess endgame bishops and a knight versus a rook (requires up to 68 moves); and two rooks and a minor piece versus a queen (requires up to 82 moves for the bishop, 101 moves for the knight). A three-point material advantage can also result in a forced win, in some cases. For instance, some of the cases of a queen versus two minor piece are such positions (as mentioned above). In addition, the four minor pieces win against a queen. Two bishops win against a knight, but it takes up to 66 moves if a bishop is initially trapped in a corner

pos: Knight (chess) rank which is not doing anything useful is not a well-placed piece. A knight is usually worst positioned on the edge of the board. 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 left, White's knight on d5 is very powerful – more powerful than Black's bishop on g7. Whereas two bishops cover each other's weaknesses,

pos: Mathematical chess problem The solution for rooks is to place them all on one of files or ranks. The solutions for other pieces are given below. These kinds of problems ask to find a tour of certain chess piece, which visits all squares on a chess board. The most known problem of this kind is Knight's Tour. Besides the knight, such tours exists for king, queen and rook. Bishops are unable to reach each square on the board, so the problem for them is formulated to reach all squares of one color. In chess swap problems, the whites pieces swap with the black

pos: Tutti-Frutti Chess Tutti-Frutti Chess Tutti-Frutti Chess is a chess variant invented by Ralph Betza and Philip Cohen in 1978. It has been played regularly in tournaments and correspondence games. The game is played using a standard chessboard, and follows all the rules and conventions of standard chess, with one difference: the queen's rooks are replaced by empresses (rook plus knight), the queens are replaced by amazons, the king's bishops are replaced by queens and the king's knights are replaced by princesses. All other pieces are unchanged. A king may castle with a rook or empress, and pawns may promote to any piece

pos: Bishop (chess) knights cannot. A bishop and knight can force mate, but with far greater difficulty than two bishops. In certain positions a bishop can by itself lose a move (see triangulation and tempo), while a knight can never do so. The bishop is capable of skewering or pinning a piece, while the knight can do neither. A bishop can in some situations hinder a knight from moving. In these situations, the bishop is said to be "dominating" the knight. On the other hand, in the opening and middlegame a bishop may be hemmed in by pawns of both players, and thus

neg: Knight relay chess Knight relay chess Knight Relay chess (also called N-Relay chess) is a chess variant invented by Mannis Charosh in 1972. In this game knights "relay" their power to friendly pieces. Any piece defended by a friendly knight gains the power of a knight (except the king). The piece loses the additional power as soon as a friendly knight no longer defends it. Knights are immune from capture, cannot capture enemy pieces and (so) cannot give check. Pawns may not move to the first or last rank by a relayed knight move. If a pawn is relayed to its initial rank,

neg: Camel (chess) Camel (chess) The camel (or long knight) is a fairy chess piece that moves like an elongated knight. When it moves, it can jump to a square that is three squares horizontally and one square vertically, or three squares vertically and one square horizontally, regardless of intervening pieces; thus, it is a (1,3)-leaper. The camel is a very old piece, appearing in some early chess variants such as Tamerlane chess, but also in Wildebeest Chess. It is still known as such in fairy chess problems. The camel by itself is worth about two pawns (appreciably less than a knight), because

neg: Chess piece middle game, endings). A for example, is worth half a pawn. In specific circumstances, the values may be quite different: A knight can be more valuable than a queen in a particular decisive attack. Courier Chess, a predecessor of modern chess, used all six chess pieces plus a courier, man (or rath or sage), and jester. Although the symbols for pieces have international standards, the characters implied by pieces' names vary between languages. For example, in many languages, the piece known in English as the "knight" is named a term that translates to "horse". Chess piece A chess piece, or

neg: Princess (chess) Princess (chess) A princess is a fairy chess piece that can move like a bishop or a knight. It cannot jump over other pieces when moving as a bishop, but may do so when moving as a knight. The piece has acquired many names and is frequently called archbishop or cardinal; it may also be called simply the bishop+knight compound. Chess moves in this article use NB as notation for the princess. The princess can move as a bishop or a knight. The "princess" is one of the most simply described fairy chess pieces and as such has a long

neg: Empress (chess) Empress (chess) An empress is a fairy chess piece that can move like a rook or a knight. It cannot jump over other pieces when moving as a rook, but may do so when moving as a knight. The piece has acquired many names and is frequently called chancellor or marshall (or marshal); it may also be called simply the rook+knight compound. Chess moves in this article use C as notation for the empress. The empress can move as a rook or a knight. The empress is one of the most simply described fairy chess pieces and as such has

neg: Knight (chess) of chaturanga in India around the 6th century. Similar pieces are found in almost all games of the chess family. The "ma" of xiangqi and janggi are slightly more restricted; conceptually, the piece is considered to pass through the adjacent orthogonal square, which must be unoccupied, rather than "jumping". Another related piece is the "keima" of shogi, which moves like a knight but may only move two squares forward followed by one square sideways, restricting its movement to two possible squares. Unicode defines two codepoints for knight: ♘ U+2658 White Chess Knight (HTML ♘) ♞ U+265E Black Chess Knight (HTML

neg: Knight (chess) 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 (and in some variants of fairy chess "N" is used for the popular fairy chess piece, the nightrider). Even among sets of the standard Staunton pattern, the style of the pieces varies. The knights vary considerably. Here are some examples. The knight, along with the king and the rook, has the oldest defined movement of any chess piece, its movement being unchanged since the invention

neg: Princess (chess) diagonally away from it but it can not be forced. Bibliography Princess (chess) A princess is a fairy chess piece that can move like a bishop or a knight. It cannot jump over other pieces when moving as a bishop, but may do so when moving as a knight. The piece has acquired many names and is frequently called archbishop or cardinal; it may also be called simply the bishop+knight compound. Chess moves in this article use NB as notation for the princess. The princess can move as a bishop or a knight. The "princess" is one of the most

neg: Knight Move button and speeding up the knight's movement. The main objective in Knight Move is to continue this cycle, despite the increasing game speed, and reach the highest score possible. The game also includes a simultaneous 2 player versus mode similar to the single player modes. Knight Move The game is based around the concept of how a knight piece is moved in the game of chess. The player controls a knight chess piece that is constantly jumping and must continually choose which of the possible legal moves to make before the knight lands back on the board. When the knight

neg: Empress (chess) which powerful pieces can control is decreased, and variants will then often have a greater combination of powerful pieces. Bibliography Empress (chess) An empress is a fairy chess piece that can move like a rook or a knight. It cannot jump over other pieces when moving as a rook, but may do so when moving as a knight. The piece has acquired many names and is frequently called chancellor or marshall (or marshal); it may also be called simply the rook+knight compound. Chess moves in this article use C as notation for the empress. The empress can move as a

neg: Queen (chess) to the announcement of "check". Some published rules even required this announcement before the queen could be legally captured. This custom was largely abandoned in the 19th century. In Russia for a long time the queen could also move like a knight; some players disapproved of this ability to "gallop like the horse" (knight). The book "A History of Chess" by H.J.R. Murray, page 384, says that William Coxe who was in Russia in 1772 saw chess played with the queen also moving like a knight. Such an augmented queen piece is now known as the fairy chess piece "amazon".

neg: Janus Chess Janus Chess Janus Chess is a chess variant invented in 1978 by Werner Schöndorf from Bildstock, Germany. It is played on a 10×8 board and features a fairy chess piece, the "janus", with the combined moves of a bishop and a knight. The janus piece is named after the Roman god Janus because this god was usually depicted with two faces looking in opposite directions. The usual set of chess pieces is extended with two pawns and two januses per player. Each janus is placed between a rook and a knight. The relative position of the king and queen is

neg: Knight Move Knight Move The game is based around the concept of how a knight piece is moved in the game of chess. The player controls a knight chess piece that is constantly jumping and must continually choose which of the possible legal moves to make before the knight lands back on the board. When the knight lands on any square on the board, it turns from white to light teal. Landing there again, turns it dark teal. Landing there yet again destroys the square altogether, leaving a hole that the player must avoid. Falling in a hole will result in a

neg: Undermining (chess) b5. White undermined the knight with 1. Bxb5. The game continued 1... Rxb5 2. Rxa4, with a net gain of a pawn for White. Black may attempt 1...Nxb2??, disposing of the unguarded knight and hoping for 2.Kxb2 Rxb5+ to regain the lost pawn. However, after 2.Rb3 Black loses the knight and cannot take the bishop, leaving White a minor piece ahead instead of only a pawn. Undermining (chess) Undermining (also known as removal of the guard, or removing the defender) is a chess tactic in which a defensive piece is captured, leaving one of the opponent's pieces undefended or under-defended.

neg: Amazon (chess) Amazon (chess) An amazon (also known as a queen+knight compound) is a fairy chess piece that can move like a queen or a knight (or, equivalently, like a rook, bishop, or knight). It may thus be considered the sum of all orthodox chess pieces (not including pawns, nor the royal powers of a king). It cannot jump over other pieces when moving as a queen, but may do so when moving as a knight. In diagrams in this article, the amazon is represented by an inverted rook. Chess moves in this article use A as notation for the amazon. The

neg: Decoy (chess) is two pawns ahead and should win comfortably. Perhaps the most celebrated game featuring a decoy theme is Petrosian vs. Pachman, Bled 1961, which also involved a queen sacrifice. Decoy (chess) In chess, decoying is the tactic of ensnaring a piece, usually the king or queen, by forcing it to move to a poisoned square with a sacrifice on that square. In the diagram, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: 1... Rxc4! 2. Qxc4. Next, the fork is executed by removing the sole defender of

neg: Fork (chess) a target of a fork can be a direct mating threat (for example, attacking an unprotected knight while simultaneously setting up a battery of queen and bishop to threaten mate). Or a target can be an implied threat (for example, a knight may attack an unprotected piece while simultaneously threatening to fork queen and rook). Forks are often used as part of a combination which may involve other types of chess tactics as well. The type of fork is named after the type of forking piece. For example, a "knight fork" is a knight move that attacks two or more

neg: Mind Sports South Africa represented the games as administered by the MSSA. The State Herald Frederick Brownell designed the Janus Knight for the MSSA. The logo is made up of the following aspects: The double-headed knight chess piece: The knight chess piece is already an international symbol for army battle school. The symbol represents tactical and strategic thought and training. By making the symbol a double-headed knight, it also incorporates the concepts of considering the opponent's moves and shows the mental versatility of gamers. The circle: The circle represents the rules to which all the games are played, and the unity of all the

neg: Decoy (chess) Decoy (chess) In chess, decoying is the tactic of ensnaring a piece, usually the king or queen, by forcing it to move to a poisoned square with a sacrifice on that square. In the diagram, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: 1... Rxc4! 2. Qxc4. Next, the fork is executed by removing the sole defender of the a3-square: 2... Qxb2!+ 3. Rxb2 Na3+ 4. Kc1. Finally, a zwischenzug decoys the king to b2: 4... Bxb2+. After either 5.Kxb2 Nxc4+ 6.Kc3 Rxe4, or 5.Kd1 Nxc4, Black

neg: King (chess) not meaningful to assign a value to the king relative to the other pieces, as it cannot be captured or exchanged. In this sense, its value could be considered infinite. As an assessment of the king's capability as an offensive piece in the endgame, it is often considered to be slightly stronger than a bishop or knight – Emanuel Lasker gave it the value of a knight plus a pawn (i.e. four points on the scale of chess piece relative value) . It is better at defending nearby pawns than the knight is, and it is better at attacking them

neg: Tripper (chess) Tripper (chess) A tripper is a fairy chess piece that jumps three squares diagonally, leaping over any intermediate piece. Below, it is given the symbol G from Betza notation. The tripper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth slightly less than half a knight. This slightly reduced value is due to its limited mobility on the 8×8 board; Betza noted that it was a much more useful component on the 12×12 board, then having practically its ideal value of half a knight. Its value as a

neg: Undermining (chess) Undermining (chess) Undermining (also known as removal of the guard, or removing the defender) is a chess tactic in which a defensive piece is captured, leaving one of the opponent's pieces undefended or under-defended. The opponent has the unpalatable choice of recapturing or saving the undefended piece. A possible response is to sacrifice the piece whose defense was undermined before capturing the piece which just took the defender. Kramnik–Topalov in the seventh round of the 2004 Linares chess tournament reached the diagrammed position with White to play. The black knight on a4 is defended only by the black pawn on

neg: Chess White's next move). When a pawn advances to the eighth rank, as a part of the move it is "promoted" and must be exchanged for the player's choice of queen, rook, bishop, or knight of the same color. Usually, the pawn is chosen to be promoted to a queen, but in some cases another piece is chosen; this is called underpromotion. In the animated diagram, the pawn on c7 can be advanced to the eighth rank and be promoted to an allowed piece. There is no restriction placed on the piece that is chosen on promotion, so it is possible

neg: Janus Chess Korchnoi, Péter Lékó and Artur Yusupov. Korchnoi said: "I like playing Janus Chess because one can show more creativity than in normal chess." Chess engines that play Janus Chess: Janus Chess Janus Chess is a chess variant invented in 1978 by Werner Schöndorf from Bildstock, Germany. It is played on a 10×8 board and features a fairy chess piece, the "janus", with the combined moves of a bishop and a knight. The janus piece is named after the Roman god Janus because this god was usually depicted with two faces looking in opposite directions. The usual set of chess pieces

neg: Bughouse chess on and thus what happens on one board influences what happens on the other board. It is therefore natural for team members to communicate during game play. A common request of an attacking player would be "trades are good", while players in trouble would ask their partner to hold trades with "trades are bad". Equally a player can request a piece e.g. "knight wins a queen" or ask to hold a piece e.g. "rook mates me". Another common situation in the interplay between the two boards is a player not moving, also called sitting or stalling. This can happen in

neg: Empress (chess) and marshal are popular names for the rook+knight compound, although a case could be made for marshal, as the word is related to "mare" (female horse) and thus fits better for a piece that can move like a knight than chancellor, which has no connection to horses. Also, there are many commonly used chess pieces that, like chancellor, begin with "C" (e.g. the cannon in xiangqi, the camel in Tamerlane Chess, the champion in Omega Chess, and the cardinal or princess), and using the name marshal for the rook+knight compound would reduce this difficulty. The name empress is more widely

neg: Interference (chess) Interference (chess) In the game of chess, interference occurs when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece. It is a chess tactic which seldom arises, and is therefore often overlooked. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself represent a threat. In the position at left, White to play will apparently be obliged to retreat the knight from f5, because the squares to which it could advance are all guarded. However, the interference move 1.Nd6+ interrupts the

neg: Empress (chess) attacking archbishop two squares diagonally away), while the rook+knight compound cannot. Worse, the word empress suggests a piece stronger than the queen, while this piece is at best equal to and perhaps weaker than the queen, especially in the endgame. The empress was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the "war machine" (dabbabah; not to be confused with the piece more commonly referred to as the dabbaba today, which is the (2,0) leaper). It was introduced in the West with Carrera's chess from 1617, where it was called a "champion",

neg: Knight (chess) (depending on its exact location) and a knight in the corner only two. Moreover, it takes more moves for an uncentralized knight to switch operation to the opposite side of the board than an uncentralized 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 to reflect this principle. The knight is the only piece that can move at the beginning of the game without first moving a pawn. For the reasons above, the best square for the initial move of each

neg: Falcon-Hunter Chess exchanges) his queen, a rook, a bishop, or a knight, he may, on any subsequent move, enter his falcon or hunter into play on any empty square of his . Doing so constitutes a turn. The player becomes eligible to enter his remaining fairy piece (falcon or hunter) after losing a second piece (queen, rook, bishop, or knight). A move entering the falcon or hunter into play may also give check. Decimal Falcon-Hunter Chess (also known as Great One-Way Chess), invented in the 1950s, is played on a 10×10 board with the falcon and hunter already in the starting setup

neg: Desperado (chess) Desperado (chess) In chess, a desperado piece is a piece that is or trapped, but captures an enemy piece before it is itself captured. This can be in either a situation where both sides have pieces, "...in which you use your doomed piece to eat as much material as possible before it dies"; or alternatively a sacrifice that will result in stalemate if it is captured. A simple example illustrating the first definition comes from a 1958 game between future World Champions Tigran Petrosian and Bobby Fischer (see diagram). White had just captured the e5-pawn with his knight on f3.

neg: Knight (chess) Sicilian it is called "sceccu", a slang term for a donkey, derived from the Arabic "sheikh", who during the Islamic period rode from village to village on donkeys collecting taxes. The knight move is unusual among chess pieces. It moves to a square that is two squares away 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 pieces (of either color) to its destination square. It captures an enemy piece by replacing it on

neg: Princess (chess) is weaker than the rook), the name princess was used for the bishop+knight compound and the rook+knight compound was called the "empress". However, the bishop+knight compound can checkmate a lone king all by itself if the opposing player blunders by putting his king on a corner square where the princess can checkmate it two squares away diagonally, while the rook+knight compound cannot checkmate a lone king by itself. The princess was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the "vizir" (not to be confused with the piece more commonly referred to

neg: Nightrider (chess) Nightrider (chess) A nightrider (also known as a knightmare or unicorn, though the latter sometimes also means the bishop+nightrider compound) is a fairy chess piece that can move any number of steps as a knight in the same direction. The nightrider is often represented by a symbol similar to the knight's icon, but altered in a way to indicate the additional straight-line motion. In this article the nightrider is represented with an inverted knight, and notation N (in which case the "knight" is abbreviated as S for German "Springer"). The nightrider was invented by T. R. Dawson in 1925, and

neg: Zebra (chess) large to be functional on an 8×8 board, and that only on a 10×10 board or larger would it be worth its ideal value of about a knight. Zebra (chess) The zebra is a fairy chess piece that moves like a stretched knight. It jumps three squares horizontally and two square vertically, or three squares vertically and two square horizontally, regardless of intervening pieces; thus, it is a (2,3)-leaper. The zebra by itself is worth just below two pawns (appreciably less than a knight), due to its restricted freedom of movement on an 8×8 board. Its larger move is the

neg: Tripper (chess) piece by itself is severely compromised by its being only being able to reach an eighteenth of the squares on any size of chessboard; combining it with other pieces usually masks this weakness to some extent. Tripper (chess) A tripper is a fairy chess piece that jumps three squares diagonally, leaping over any intermediate piece. Below, it is given the symbol G from Betza notation. The tripper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth slightly less than half a knight. This slightly reduced value is due

neg: Mann (chess) in the opening. It is effective at close proximity, where its striking power is considerable. Although it is rather slow, the man is excellent at both attacking and defending nearby pieces and pawns, similar to the king . The man reaches its peak strength during the endgame, in which its value is slightly more than a knight, despite being slightly less than a knight in the opening. The archers, or men are represented by inverted kings in the following examples. Bibliography Mann (chess) A man (german: Mann) is a fairy chess piece often used in chess variants. It moves like

neg: Promotion (chess) occurs more often in chess problems than in practical play. In practical play, underpromotions are rare, but not extraordinarily so (see table below). As the most powerful piece, the queen is usually the most desirable, but promotion to a different piece can be advantageous in certain situations. A promotion to knight is occasionally useful, particularly if the knight can give immediate check. A promotion to a rook is occasionally necessary to avoid a draw by immediate stalemate that would occur if the promotion was to a queen. Promotion to a bishop almost never occurs in practical play (about one game

neg: Amazon (chess) queen requires 10 moves and the rook requires 16. In fact, the amazon does not even require its king's help to force checkmate (as an example of a checkmate position, the king is in the corner and the attacking amazon is a knight's move away from it), and this great power is the reason why it is not seen as often in chess variants as the princess or empress. Bibliography Amazon (chess) An amazon (also known as a queen+knight compound) is a fairy chess piece that can move like a queen or a knight (or, equivalently, like a rook, bishop,

neg: Kirin (chess) Kirin (chess) A kirin is a fairy chess piece that moves as a ferz or a dabbaba. In notation, it is given the symbol FD. In this article, the kirin is represented by an inverted knight. The kirin is also known as giraffe ( ). The kirin appears under this name (Japanese: 麒麟, "kirin") in the 14th-century Japanese game of chu shogi, and also in many other shogi variants. It appears in Ralph Betza's Chess on a Really Big Board. It is approximately equal to a knight in value. Two kirins can force checkmate on a bare king without the

neg: Kirin (chess) help of their own king. Kirin (chess) A kirin is a fairy chess piece that moves as a ferz or a dabbaba. In notation, it is given the symbol FD. In this article, the kirin is represented by an inverted knight. The kirin is also known as giraffe ( ). The kirin appears under this name (Japanese: 麒麟, "kirin") in the 14th-century Japanese game of chu shogi, and also in many other shogi variants. It appears in Ralph Betza's Chess on a Really Big Board. It is approximately equal to a knight in value. Two kirins can force checkmate on

neg: Promotion (chess) Promotion (chess) Promotion is a chess rule that requires a pawn that reaches its eighth to be immediately replaced by the player's choice of a queen, knight, rook, or bishop of the same . The new piece replaces the pawn, as part of the same move. The choice of new piece is not limited to pieces previously , thus promotion can result in a player owning, for example, two or more queens despite starting the game with one. Pawn promotion, or the threat of it, often decides the result in an endgame. Since the queen is the most powerful piece,

neg: Sho shogi the algebraic notation used for chess, but differs in several respects. A typical example is P-8f. The first letter represents the piece moved: P = pawn, L = lance, N = knight, S = silver, G = gold, B = bishop, R = rook, DE = drunken elephant, K = king. Promoted pieces have a + added in front of the letter. e.g., +P for a tokin (promoted pawn). The designation of the piece is followed by a symbol indicating the type of move: - for an ordinary move and x for a capture. Next is the designation for the

neg: Amazon (chess) J. R. Murray, page 384, says that a Mr. Coxe who was in Russia in 1772 saw chess played with the queen also moving like a knight. The amazon was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the "giraffe". It appears most famously as the "maharajah" in the chess variant Maharajah and the Sepoys, where it is White's royal piece and also his only piece. The result of this game is a Black win with perfect play; the complete set of orthodox chessmen can force checkmate on a lone amazon. The

neg: Board representation (chess) instant access to the pieces. One of the simplest ways to represent a board is to create an 8x8 two-dimensional array (or, equivalently, a 64 element one-dimensional array). Each array element would identify what piece occupied the given square, or alternatively, if the square is empty. A common encoding is to consider 0 as empty, positive as white, and negative as black, e.g., white pawn +1, black pawn −1, white knight +2, black knight −2, white bishop +3, and so on. A problem with this approach arises during move generation. Each move has to be checked to ensure it is

neg: Pawn (chess) the game. "En passant" was added in the 15th century to compensate for the then newly added two-square initial move rule (Hooper & Whyld 1992:124). Without "en passant", a pawn on its initial square could safely bypass a square controlled by an advanced enemy pawn. A pawn that advances all the way to the opposite side of the board (the opposing player's first rank) is "promoted" to another piece of that player's choice: a queen, rook, bishop, or knight of the same color. The pawn is immediately (before the opposing player's next move) replaced by the new piece. Since it

neg: Fairy chess piece a "crowned" piece. The crowned knight combines the knight with the king's moves. The dragon king of shogi is a crowned rook (rook + king). Marine pieces are compound pieces consisting of a rider (for ordinary moves) and a locust (for captures) in the same directions. Marine pieces have names alluding to the sea and its myths, e.g., nereide (marine bishop), mermaid (marine queen), or poseidon (marine king). Some classes of pieces come from a certain game, and will have common characteristics. Examples are the pieces from xiangqi, a Chinese game similar to chess. The most common are the "leo",

neg: Shogi knight has two possible forward destinations. Unlike international chess knights, shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight "must" promote, however, if it reaches either of the two furthest ranks. (See Promotion.) A lance (香) moves just

neg: Patrol chess the peculiarities of Patrol chess. The white king cannot take the black knight because it is not guarded by a friendly piece. Similarly, the black rook is not giving check, and neither is the white knight on f7. If White were to play Nbd8, however, this would be check, as the knights would patrol one another. Black could reply ...Ke4, with checkmate: the king patrols the rook on e3 giving check and guarding b3 and d3; the rook on a2 is patrolled by the knight on b4 and so controls the squares b2, c2 and d2; Kd4 is not possible

neg: Zebra (chess) Zebra (chess) The zebra is a fairy chess piece that moves like a stretched knight. It jumps three squares horizontally and two square vertically, or three squares vertically and two square horizontally, regardless of intervening pieces; thus, it is a (2,3)-leaper. The zebra by itself is worth just below two pawns (appreciably less than a knight), due to its restricted freedom of movement on an 8×8 board. Its larger move is the main reason why it is weaker than a camel on an 8×8 board, even though the camel is colorbound and the zebra is not. A zebra and a

neg: The exchange (chess) agrees with that assessment for endgames. He could not find an endgame by Capablanca that supported his statement. The statistics for queen and bishop versus queen and knight endgames are about even. Most decisive games were won because of a significant advantage from the middlegame and only a limited number of positions show an inherent superiority for one over the other . The exchange (chess) The exchange in chess refers to a situation in which one player loses a minor piece (i.e. a bishop or knight) but captures the opponent's rook. The side which wins the rook is said to

neg: Threeleaper weakness to some extent. Threeleaper A threeleaper (or trébuchet) is a fairy chess piece that jumps three squares orthogonally (the directions a chess rook can move), leaping over any intermediate piece. Below, it is given the symbol H from Betza notation. The threeleaper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth about half a knight. Its value as a piece by itself is severely compromised by its being only being able to reach a ninth of the squares on any size of chessboard; combining it with other

neg: V. R. Parton even if this means moving the king several squares. (For example, in the diagram if White captures 2.Nxe5/A Nxd5/B and Black recaptures 2...Qxd5/B, then Black's reflected move is: 2...Kxe5/A.) Castling is normal, but then the reflected move must be executed to 'castle' the queen. (E.g. if White castles kingside, then reflected queenside castling results in the queen on b1 and the rook on c1.) Also known as Complicacious Chess, at the end of a move, the moved piece transforms to a piece of a different type (the next in the series: "pawn→knight→bishop→rook→queen→king"). So after moving a pawn, the pawn transforms

neg: Threeleaper Threeleaper A threeleaper (or trébuchet) is a fairy chess piece that jumps three squares orthogonally (the directions a chess rook can move), leaping over any intermediate piece. Below, it is given the symbol H from Betza notation. The threeleaper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth about half a knight. Its value as a piece by itself is severely compromised by its being only being able to reach a ninth of the squares on any size of chessboard; combining it with other pieces usually masks this

neg: Sacrifice (chess) position, Black moves 22... Qg1+ forcing the white rook to take black's queen by 23. Rxg1 ; the king cannot take the queen because it would have been in check from the knight on h3. Having forced the rook out of a position where it was defending the f-file and into a position where it blocked the king from making any move, the black knight delivers a smothered mate by 23... Nf2# . Sacrifice (chess) In chess, a sacrifice is a move giving up a piece with the objective of gaining tactical or positional compensation in other forms. A sacrifice

neg: Bughouse chess bughouse and material is therefore less important. It is common to sacrifice pieces in bughouse while attacking, defending or hunting down a certain piece which the partner requires. A scoring system to evaluate material is to add up the piece values of the material on the board. In chess, when a pawn equals one unit, a bishop or knight is worth three, a rook five and a queen nine. These values are a consequence of the difference in mobility of the pieces. In bughouse, piece values differ because pieces in reserve essentially have the same mobility as they can be

neg: Camel (chess) carries the danger of unstoppable attacks in the opening and capturing winning large amounts of material. For example, if a camel plus wazir compound (LW in Betza's funny notation) replaces White's queen-side rook, then White can immediately win material with 1.(LW)b4, threatening 2.(LW)e5 winning Black's queen and 2.(LW)b5 winning Black's queen's rook; the threats cannot both be parried. Camel (chess) The camel (or long knight) is a fairy chess piece that moves like an elongated knight. When it moves, it can jump to a square that is three squares horizontally and one square vertically, or three squares vertically and one

neg: Algebraic notation (chess) board. Thus each square has a unique identification of file letter followed by rank number. (For example, White's king starts the game on square e1; Black's knight on b8 can move to open squares a6 or c6.) Each piece type (other than pawns) is identified by an uppercase letter. English-speaking players use the letters "K" for king, "Q" for queen, "R" for rook, "B" for bishop, and "N" for knight (since K is already used). "S" (from the German "Springer") was also used for the knight in the early days of algebraic notation and is still used in some chess

neg: Andernach chess Andernach chess Andernach chess is a chess variant in which a piece making a capture (except kings) changes colour. For instance, if a white bishop on a2 were to capture a black knight on g8, the end result would be a black bishop on g8. Non-capturing moves are played as in orthodox chess. If a pawn captures on eighth rank, it is promoted first and then changes colour. The game was named after the German town of Andernach, which is the site of annual meetings of fairy chess enthusiasts. It was during the 1993 meeting there that Andernach chess was

neg: Exchange (chess) to as a "recapture". Commonly, the word "exchange" is used when the pieces exchanged are of the same type or of about equal value, which is an "even exchange". According to chess tactics, a bishop and a knight are usually of about equal value. If the values of the pieces exchanged are not equal, then the player who captures the higher value of piece(s) can be said to be "up the exchange" or "wins the exchange", while the opponent who captures the lower value of piece(s) is "down the exchange" or "loses the exchange". Exchanges occur very frequently in chess,

neg: Chess endgame literature This was a major work for endgame studies but was not designed for the practical player. Yuri Averbakh published a monumental set of books in Russian in 1956. The works were first published in English as several individual books ("Pawn Endings", "Bishop Endings", "Knight Endings", "Bishop v. Knight Endings", "Rook Endings", "Queen and Pawn Endings", "Queen v. Rook/Minor Piece Endings", "Rook v. Minor Piece Endings") and later collected into the five-volume "Comprehensive Chess Endings". It was also published in other languages . Bobby Fischer had these books sent to him during his World Championship match . World Champion Max Euwe

neg: Sho shogi indicate that it was declined. For example, Nx7c= indicates a knight capturing on 7c without promoting. In cases where the above notation would be ambiguous, the designation of the start square is added after the designation for the piece in order to make clear which piece is meant. Moves are commonly numbered as in chess. For example, the start of a game might look like this: Sho shogi Shō shōgi (小将棋 'small chess') is a 16th-century form of shogi (Japanese chess), and the immediate predecessor of the modern game. It was played on a 9×9 board with the same setup

neg: Indoor games and sports available. Such games are often ‘war’ games, which involve capturing an opponent’s pieces. The most popular of all such games today is chess. Chess is a game of great skill that calls for the ability to plan moves and recognize threats several steps ahead. Each player has an ‘army’ of 16 pieces with which to fight a battle. There are six different kinds of piece – king, queen, bishop, knight, rook and pawn – and each has its own special way of moving about the board. If a player moves onto a square occupied by an opposing piece, that piece

neg: Alice Chess After each move is made on a given board, the moved piece is transferred (goes "through the looking-glass") to the corresponding square on the opposite board. (So, if a piece is moved on board A, it is transferred to board B at the completion of its move; if the piece started on board B, it ends up on board A.) For example, after the opening moves 1. Nf3 e6, the white knight and black pawn transfer after moving on board A to their corresponding squares on board B. If the game continued 2. Ne5 Bc5, the knight returns to board

neg: Peter G. Ossorio framework is required before one can state empirically testable propositions. Such frameworks are pre-empirical; they are descriptive frameworks for the identification of a subject matter and are not themselves open to verification because they are concepts or distinctions—not propositions. Ossorio used various examples to make this point. To engage in the game of chess, one must understand the rules of the game, what moves are open to each type of piece (King, Queen, Knight, Rook, Bishop and Pawn), how a game is started, what counts as a check-mate, a draw, etc. With the rules in hand and something to represent

neg: Fork (chess) round of the FIDE World Chess Championship 2004 between Mohamed Tissir and Alexey Dreev. After White resigned. In the final position the black knight forks White's queen and rook; after the queen moves away, Black will win the exchange. In the Two Knights Defense (1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6) after 4.Nc3, Black can eliminate White's e4-pawn immediately with due to the "fork trick" regaining either the bishop or the knight. Forks can possibly be escaped. A forked piece such as the queen might check the enemy king, a zwischenzug, giving time to move the second forked piece to safety

neg: Chess puzzle most common orthodox chess puzzle takes the form of checkmate in "n" moves. The puzzle positions are seldom similar to positions from actual play, and the challenge is not to find a winning move, but rather to find the (usually unique) move which forces checkmate as rapidly as possible. Heterodox chess problems involve conditions that are impossible with normal play, such as multiple kings or chess variants, while fairy chess problems employ pieces not used in orthodox chess, such as the amazon (a piece combining the powers of the queen and the knight). Chess puzzles can also be regular positions

neg: Cubic Chess Cubic Chess Cubic Chess is a chess variant invented by Vladimír Pribylinec beginning with an early version (named Echos) in 1977. The game substitutes "cubes" for the chess pieces, where four of the faces of each cube display a different chess piece (pawn, knight, bishop and rook), the two other faces are blank and are orientated to the players. This provides an efficient means (rotating the cube on a square) to change a piece's type. Kings and queens have unique cubes containing only their symbol, effectively behaving as normal. The game begins like standard chess, with a normal 8×8 chessboard,

neg: Circe chess because its rebirth square is occupied. When notating a Circe game in algebraic notation, it is conventional to place details of where a captured piece has been reborn in parentheses following the move. For example, if in the example diagram, White were to take Black's knight, this would be notated Rxe8(Ng8). There are many variants of Circe, especially in chess problems. Instead of being reborn on their starting positions the pieces may be reborn on other locations. Bibliography Circe chess Circe chess (or just Circe) is a chess variant in which captured pieces are reborn on their starting positions as

neg: Chess theory his monumental 573-page treatise "Basic Chess Endings", the first attempt at a comprehensive treatise on the endgame. A new edition, revised by Pal Benko, was published in 2003. Soviet writers published an important series of books on specific endings: "Rook Endings" by Grigory Levenfish and Vasily Smyslov, "Pawn Endings" by Yuri Averbakh and I. Maizelis, "Queen and Pawn Endings" by Averbakh, "Bishop Endings" by Averbakh, "Knight Endings" by Averbakh and Vitaly Chekhover, "Bishop v. Knight Endings" by Yuri Averbakh, "Rook v. Minor Piece Endings" by Averbakh, and "Queen v. Rook/Minor Piece Endings" by Averbakh, Chekhover, and V. Henkin. These books

neg: Two knights endgame possible checkmate is the basis of some problems (see below). In this position from a 1949 game between Pal Benko and David Bronstein, Black had just underpromoted to a knight (104...f2–f1=N+ 105.Kd2–c3 Kg2–f3). Black did not promote to a queen or any other piece because White could fork Black's king and his newly promoted piece (104...f1=Q 105.Ne3+) immediately after the promotion. White made the humorous move forking Black's king and knight, but sacrificing the knight. Black responded and a draw was agreed . Another example is the eighth game of the 1981 World Chess Championship match between Anatoly Karpov and

neg: Wildebeest Chess chess, except for two new pieces, and the pawn's ability to advance to the players' fifth in a single move from either their second or third ranks. Wildebeest Chess differs from the standard game in that a win can be achieved either by checkmate or stalemate. In both cases the losing side has no legal moves. The camel is a (1,3)-leaper fairy chess piece. It moves and captures like an elongated move of a chess knight – jumping in a 2×4 (squares) rectangular pattern over any intervening men. Each camel is thus limited to squares of one color. The "wildebeest"

neg: Pin (chess) should not capture the black bishop or otherwise move the knight because after 1.Nxd5, 1...Rb1+ wins white's rook, because the king is forced to move away from the check, thereby exposing the rook to attack (a skewer). It can be said that the white knight is pinned to the space b1 (rather than to an allied piece), as moving allows its "capture" by the opponent. Pinning can also be used in combination with other tactics. For example, a piece can be pinned to prevent it from moving to attack, or a defending piece can be pinned as part of tactic

neg: Fairy chess piece for more than just a few piece types. One challenge of producing such a summary is that piece values are dependent upon the size of boards they are played on, and the combination of other pieces on the board. On an 8×8 board, the standard chess pieces (pawn, knight, bishop, rook, and queen) are usually given values of 1, 3, 3, 5, and 9 respectively. When the basic pieces wazir (W), ferz (F), and mann (WF = K), are played with a similar mix of pieces, they are typically valued at around 1, 1.5, and 3 points respectively. Three popular

neg: Fairy chess piece (1,0)-rider which cannot jump). The grasshopper moves along the same lines as a queen, hopping over another piece and landing on the square immediately beyond it. Compound pieces combine the powers of two or more pieces. The archbishop, chancellor, and amazon are three popular compound pieces, combining the powers of minor orthodox chess pieces. When one of the combined pieces is a knight, the compound may be called a "knighted" piece. The archbishop, chancellor, and amazon are the knighted bishop, knighted rook, and knighted queen respectively. When one of the combined pieces is a king, the compound may be called

neg: Desperado (chess) Black will regain the piece. According to the "Encyclopedia of Chess Openings", White can then gain a small advantage with 8.Bb5 Bd7 9.Bxc6 bxc6 10.0-0 dxe4 11.fxe4! g6 (or 11...0-0-0 12.Qf3) 12.Qf3 Bg7 13.c3 0-0 14.Bf4 c5 15.Nb3 Bc6 16.Qg3! Instead of 7.f3, Tartakower and DuMont recommend 7.Nb5 Qxe4+ 8.Be2 Kd8 9.0-0 "with compensations for the mislaid pawn" . Instead, play continued 6. Nxc6 Nxc3! initiating a sequence of desperado moves, where each player keeps capturing with his knight, rather than pausing to capture the opponent's knight. Black cannot pause for 6...bxc6?? 7.Nxe4 Qe7 8.Qe2, leaving White a piece up

neg: Grünfeld Defence, Nadanian Variation certain measure it is a challenge to chess foundations, an attempt to grope new properties in two-dimensional chess space. White's fifth move is overprotecting the key c5-square in the Grünfeld Defence, thus aspires to prevent an attack on the pawn centre by c7–c5. The extravagancy of White's idea is that they break at once two opening principles: avoid moving the same piece twice, and avoid placing a knight on the edge of the board. However, according to Nadanian, the position after the fifth move is an exception to the rules. By placing the knight on а4, White takes under control

neg: Mann (chess) chess pieces and as such has a long history and has gone by many names. A similar piece was described c. 950 in a form of chess on a 10×10 board and called a "dabbaba". The man has been used since at least the 12th century in Courier Chess, and continued to be played in this game for at least six hundred years. Many chess variants have used the mann, for example these modern variants: A man is approximately equal in strength and value to a knight, generally. Often it takes a few moves to get the man properly developed

neg: Courier chess updated rules. The starting setup is the same as for medieval Courier Chess. The king, queen, courier (bishop), knight, and rook have their modern powers. The bishop (or archer) can move one square diagonally, or leap diagonally to the second square. The fool, standing beside the queen, moves one square in any direction. The sage, standing beside the king, combines the powers of the fool and the knight. The pawn moves like the modern pawn, except that after reaching the farthest rank it must remain there for two moves before taking up its new career as a piece. Castling is

neg: Queen (chess) Queen (chess) The queen (♕,♛) is the most powerful piece in the game of chess, able to move any number of squares vertically, horizontally or diagonally. Each player starts the game with one queen, placed in the middle of the first next to the king. Because the queen is the strongest piece, a pawn is promoted to a queen in the vast majority of cases. In the game "shatranj", the ancestor of chess that included only male figures, the closest thing to the queen was the "vizier", a weak piece only able to move or capture one step diagonally and

neg: Pin (chess) the line of attack will result in a situation detrimental to the player of the pinned piece, such as a checkmate or allowing a critical square to be occupied. Although a situational pin is not an absolute pin and the pinned piece can still be moved according to the rules, moving out of line of attack can result in a bad situation or even immediate loss of the game. Consider the chess position shown at right. It is white's turn to move. The black bishop on d5 is unprotected and available for capture by the white knight on b4. White

neg: Diplomat chess same happens when both kings are the only remaining pieces on the board. The board consists of three concentric circles with 14 cells each and a center cell. The pieces are identical to those in orthodox chess with the following exceptions: An extra piece called the "diplomat" is added. The horse is the same as the knight in orthodox chess. There is no queen. White: Black: White moves first. In general, the pieces move as in orthodox chess, with the center (cell 4) being considered orthogonal "and" diagonal to every adjacent cell. Pawns move one step orthogonally forward and capture

neg: Andernach chess which all pieces except kings change colour after every move, whether a capture or not. Super-Andernach was introduced by John Rice in "The Problemist Supplement" in March 2006. Andernach chess Andernach chess is a chess variant in which a piece making a capture (except kings) changes colour. For instance, if a white bishop on a2 were to capture a black knight on g8, the end result would be a black bishop on g8. Non-capturing moves are played as in orthodox chess. If a pawn captures on eighth rank, it is promoted first and then changes colour. The game was named

neg: Cubic Chess 23.Be3 Nxe5 24.dxe5 b7(R) 25.exf6 gxf6 26.Bf2 Ra4 27.g2(R) Ra1+ 28.Kh2 Rxb2 29.Qg4 Qd6+ 30.Bg3 Rxg2 31.Kxg2 Qd2+ 32.Kf3 Ra3+ 33.Ke4 Ra4+ 34.Kf5 Qd5+ 35.Kxf6 Rxg4 36.hxg4 Rh6++ Bibliography Cubic Chess Cubic Chess is a chess variant invented by Vladimír Pribylinec beginning with an early version (named Echos) in 1977. The game substitutes "cubes" for the chess pieces, where four of the faces of each cube display a different chess piece (pawn, knight, bishop and rook), the two other faces are blank and are orientated to the players. This provides an efficient means (rotating the cube on a square) to

neg: Atomic chess similar way they would in traditional chess—by moving the king out of check, blocking the check, or removing the checking piece—but an exception exists when the checked player can win the game by exploding the checking player's king. As the king cannot take another piece, it is possible to move the kings next to each other without a check occurring or to escape check. A losing player will often aim to position his king next to his opponent's in an endgame, as this is almost always a draw. If a piece or pawn can be blown up next to one

neg: Fairy chess piece So for example, if white moves a bishop, black can follow by moving the joker as a bishop. A royal piece is one which must not be allowed to be captured. If a royal piece is threatened with capture and cannot avoid capture the next move, then the game is lost (a generalization of checkmate). In orthodox chess, the kings are royal. In fairy chess any other piece may instead be royal, and there may be more than one, or none at all (in which case the winning condition must be some other goal, such as capturing all of the

neg: Block (chess) is a knight (because knights "jump over other pieces" and cannot be blocked). When an opponent's attack on a piece is blocked, the blocking piece is to some extent pinned, either relatively or absolutely, until a future move by either side allows it to be unpinned. A check on a king by an opponent's queen, rook, or bishop can sometimes be blocked by moving a piece to a square in line in between the opponent's checking piece and the checked king. The blocking piece is then absolutely pinned to the king by the attacking piece. Another type of interposing in