|
Knight:
errant a wandering Knight who travels in search of
adventures, to exhibit military skill etc - quixotic conduct or action.
“Every man has something of Don Quixote in his humour, some darling
Dulcinea of his thoughts, that sets him very often upon mad adventures.
What Quixote’s, does not every age produce in politics and religion, who
fancying themselves to be in the right of something, which all the world
tells ‘em is wrong...?” – Motteaux.
The 2 x 1 move of the traditional KT was invented over 1500 years ago
- symbol: KT. The Chinese Knight symbol: KN.
Knights are effective when placed in the center of the board but when
placed near the edge lose some of their power – “a KT on the rim is very
dim”. KTs have the ability of jumping over MPs/mps, so you can bring
them out early during a game. Because of their leaping ability, KTs work
well in blocked positions as they may move to critical cells and stage
surprise raids on your opponent. In the endgame they are at their
weakest because of their slow movement which is a hinderance (compare
them with the BSs). The move of the KT is unusual. The KT (Level-1) is
the only MP which has the ability of leaping over other MPs/mps. The
other MPs/mps are dependent on their freedom from obstruction by their
own and your opponent’s MPs/mps.
The
Knights are the only MPs which can
be moved before the mps are moved. The KI, QU1, RO1, RO2, BS1 and BS2
are all hemmed in by the mps on rank-2. The KTs have the liberty of
springing over the heads of the other MPs/mps and enter the field of
action instantly. If a KT is stationed on a light cell
(XL) of B$A, he has
access to eight XD cells (dark coloured). If a KT is
stationed on a dark cell
(XD) of B$A, he has access to eight
XL cells (light
coloured). If you place a KT on
the side of the board (B$D), he may move to four cells. Standing in a
corner a KTs action is diminished, having only two cells to which to
move. Since its introduction to European Chess the KT has not undergone
any variation in power or action.
The attack of a KT is more subtle and
dangerous than that of any other MP, because they attack without putting
themselves en prise, and their attack cannot be prevented by the
interposition of another MP/mp. Due to the KTs moving ability, they can
jump over the other MPs/mps and wend their way into the penetralia of
your opponent’s position, and if attacked can jump back (retreat) to
safety. The L-shaped movement of the
Knights (KT, KM, SB, KN etc) has rendered
them the favorite MP of many players. In the end phase a KT plus three
PAs has the advantage over a BS and three PAs because the KT can move
from the XL to XD cells quite easily. A BS is confined to either the XL
or XD cells. The KT is not as useful in defending as a BS or RO because
if forced to retreat the KT ceases to defend, while a RO or BS can move
back and still offer protection. The traditional KT is known by
different names in differing countries:
|
# |
Language |
Piece |
Game
Name |
|
01 |
English |
Knight |
Chess |
|
02 |
French |
Cavalier |
Les echecs |
|
03 |
German |
Springer |
Schachspiel |
|
04 |
Italian |
Cavallo |
Gli scacchi |
|
05 |
Spanish |
Caballo |
Ajedrez |
|
06 |
Portuguese |
Cavalo |
Xadrez |
|
07 |
Russian |
Kon' |
Shahmati |
|
08 |
Arabic |
Faras |
Ash-shatranj |
|
09 |
Latin |
Equus |
Scaci |
Phidias was the sculptor who worked on the Parthenon (see Elgin
Marble’s) and is considered the greatest sculptor of Ancient Greece. He
was also an architect, painter, designer and mathematician. Grecian
statues were designed in accordance with a set of mathematical
proportions and Phidias’s supreme masterpiece was the Parthenon of
Athens. He received his commission to build this edifice from the
Athenian statesman Pericles. The Temple of the Parthenon honored Athene,
the Goddess of Athens and wisdom. As Superintendent of public works he
had a team of architects, stonecutters and sculptors under his command.
He personally supervised the construction of the statue ‘Athene
Chryselephantine’, (meaning Athene encrusted with ivory and gold’),
measuring forty feet high and placed at the center of this building.
Phidias made detailed drawings of horse’s heads from which the
traditional Knight (KT) of the Staunton Chess set was used as a model.
If he were alive today he would surely be surprised to find millions of
boys and girls using a symbol of which he was the inventor. The grandeur
and drama of his creations were not to be excelled until Brunelleschi
and Michelangelo (who considered the supreme art sculpture), made their
appearance in the firmament of the Renaissance universe. His supreme
masterpiece, KI of the Gods, the Olympian Zeus, was heralded as one of
the Seven Wonders of the Ancient World, measuring 42 feet high and stood
in the temple for nearly a thousand years before being removed by
Emperor Theodosius-I of Constantinople.
Tristan und Isolde by Richard Wagner: tells the story of the Cornish
Knight Tristan, who is taking the Irish princess Isolde to KI Marke as a
bride. Considered one of the greatest operatic musical expressions of
sexual love.
Arcite: a Thebian
Knight and imprisoned with Palamon at Athens.
After gaining their liberty Emily was promised by Duke Theseus to the
victor in a tournament. Arcite won but was thrown from his horse and
killed when riding to receive his prize.
Walter Map and other Arthurian writers introduced the romantic spirit
of Chivalry and courtly manners into European literature. KI Arthur
became the embodiment of the ideal Christian Knight.
Britomart: a female
Knight. In Spenser’s Faerie QU, she is the
personification of chastity and purity. She dashes her enemies violence
into adoration and blank awe.
Sir Calidore, (Spenser’s Faerie QU): the most courteous of all the
Knights who was given the name ‘all-beloved’.
Battle of Camlan: the fight which brought the end of the
Knights of
the Round Table.
The Knight of La Mancha: Don Quixote (hero of Cervantes’ romance of
the same name).
Amadis of Gaul: a hero of the famous prose romance of the same title.
Amadis is called the ‘Lion-Knight’, from the device on his shield.
Gallant, Knight-errant and KI, a model of chivalry.
Latin:
‘salire’, ‘to leap.’
Baffle: a punishment or degradation of a recreant
Knight including
hanging him or his effigy by the heels from a tree.
Knight of the Bath: this order of
Knighthood derives its name from
the ceremony of bathing a Knight as a symbol of purity and was
established in the reign of Henry IV.
Last:
KT of the KIs :&G (Kings Gambit). This term was applied to Rudolf
Spielmann.
St Thomas a Becket: murdered in the cathedral by four
Knights of KI
Henry the 2nd in 1170. In 1997 the Basilica of Santa Maria Maggiore in
Rome loaned some relics of Beckett to Cantebury Cathedral. The Becket
Chasse, the gold and enamel casket acquired by the Victoria and Albert
Museum and the National Heritage Memorial Fund for ST 3.8 million pounds
was also on display. Cardinal Basil Hume (Roman Catholic Archbishop -
VC) lent the Beckett mitre from Westminister Cathedral.

http://www.borderschess.org/KnightTour.htm
http://www.chess-poster.com/chess_problems/knight_tour/knight_tour.htm
The
"Knight's Tour" is an ancient puzzle in which the object is to move a
Knight, starting from any square on a
Chess board, to every other square, landing on
each square only once. This is usually considered to be a very
challenging puzzle.

Chesmayne has a selection of
Knights that can be used during a game…
01 2 x 1 The traditional KT of occidental
Chess KT.
02 2 x 1 The oriental
Knight of Chinese Chess
KN.
03 2 x 2 Knight Magnifico KM.
04 3 x 1 Standard-Bearer SB.
05 4 x 1 Bannerette BA.
06 3 x 2 Pallatine PA.
07 4 x 2 Praetorian Guard PG.
Other
Knights that may be used are listed below:
08 Knight Bachelor KB
09 Knight of Columbus KC
10 Knight of Saint John KJ
11 Knight of Malta MA
12 Knight Templar TE
13 Knight Cossack CK
14 Knight of the Garter KG
KT1 and KT2 on an 8 x 8 board
KT1 or KT2 can move to 2, 3, 4, 6 or 8 cells depending on the cell
position.
KT1 or KT2 placed in B$A can move to 8 cells.
KT1 or KT2 placed in Block-B can move to 8 cells.
In B$C a KT can move to 4 or 6 depending on the cell position.
In B$D a KT can move to 2, 3 or 4 depending on the cell position.
KT1 or KT2 from the ISP (Level-1) can move to 2 cells.
A KT placed in $A01 can move to 2 cells $B03 or $C02.
A KT placed in $B01 can move to 3 cells $A03, $C03 or $D02.
A KT placed in $C01 can move to 4 cells $A02, $B03, $D03 or $E02.
A KT placed in $C02 can move to 6 cells $A01, $A03, $B04, $D04, $E03
or$E01.
Since the KT can jump over the other MPs/mps, he is good on a crowded
board. A KT fork is a deadly coup. A well-posted KT is as good as a
well-posted BS, but it takes longer for a KT to get to a good post. The
KT is a MP in the Chesmayne set - KT1 and KT2 are equal in strength.
Both the KT and BS are less powerful, and therefore less valuable, than
RO1, RO2 and QU1. It may help to think of the KT as a horse leaping over
fences. The KTs capture in exactly the same way that they move,
replacing the Chess MP/mp that occupies the cell they land in.
Bernard of Clairvaux 1090-1153 drew up the statutes of the Knights
Templar in 1128. Mounted Knights became a professional brotherhood
during the middle ages and from this arose the word ‘chivalry’ (from the
French cheval, or horse). The era in which Knights wore various colours
and carried banners is long gone but their tradition is still carried on
by the horse racing fraternity in which the riders wear various colours
i.e., The Oaks, The Prix de l’arc de Triumph, various Derby’s, the Grand
National or the Australian Cup being modern day examples.
Regarding the Knights Templar from Goddess
www.goddesschess.com
Knights
Templar were frequently depicted as convening over a black and white
checkered floor, the pattern of which was consistent with ancient
Mason-architecture, Pythagoras, and the floor of the Hall of Judgment
over which Maat/Thoth presided. ‘Id est’, a giant
Chessboard
Papal advisors suspected that the true mission of the Templars was to
merge Hermitic and Christian teachings. In 1307 Pope Clement ordered the
arrest of every Templar in every country. In 1314 the final 'Grand
Master' of the Templars 'Jacques de Molay' was burned at the stake. The
church fathers saw the Hermetic representing feminine consciousness that
could undermine their authority.
Anything
feminine was suspect! Women and Men who dealt with healing, herbs, and
being close to Earth were suspect and vulnerable to burning. The Knight
is also the only Chess piece which has two
parts Rider & Horse (Alcor & Mizar - see Orion). And look at where the
Knight starts on the Chess board between the
Rook & Bishop. Both the Rook and Bishop have the power to move the
entire eight squares one straight and the other diagonally. The Knight
however moves both straight and diagonally. Because it is the Warrior
that has integrated both male and female aspects into One. The Knight
can also move over or thru another piece.
It does not take a beginner long to become familiar with the KTs move
and to see at a glance their threats to attack two MPs/mps at once.
Nevertheless, you will often be taken completely by surprise through
combinations involving KT forks in situations in which the two MPs/mps
in question do not stand in a forkable position but are forced into it
by a move, usually a sacrifice which you have failed to consider. This
is why the KT can attack eight MPs/mps simultaneously (in theory!). In
reality, even triple attacks by a KT are rarely seen in play.
When KTs move, they attack a completely new set of cells. Compare a KT
with the RO. A KT attacks eight entirely new cells when moved. The great
disadvantage of the traditional KTs is that they are a short-range MP.
This means, that you must post them in the center and as near the enemy
position as is safe. Then they will be at their best in making forks and
other attacks. Finally, the one MP a KT cannot normally fork is an
opposing KT, since this could result in an exchange. However, in
Chesmayne there are different types of Knight and these may fork other
Knights without being subject to a fork themselves!
It is worth studying carefully the different arrangements of enemy
MPs/mps that make a fork possible. This will help you not to miss
chances of a fork in play. First, remember that all cells attacked by a
traditional KT at a given moment are of one colour, the opposite colour
to the cell on which the traditional KT stands. This means that only
MPs/mps which stand in cells of the same colour as each other can be
forked by a traditional KT. It is important to know the forking
combinations very well. An experienced player will think of a fork
instantly on seeing the possibility.
NOTE: some of the other Knights of Chesmayne can attack both coloured
cells at the same time!
Fork - Symbol, :fk
In
Chesmayne there are different types of Knight
i.e., KT, KN, KM,
SB, BA, PG etc. A MP or mp can fork but, this term is usually used in
reference to a Knight. A fork by a
Knight on the KI and QU1 is called a ‘Family
Check’ (+FC). Knight: to attack two or more MPs and/or mps at the same
time. A fork is a double attack by one MP/mp in which two of your
opponent’s MPs/mps are attacked at the same time. Any MP/mp can fork,
though it is the Knight that most commonly
performs this tactic, owing to the special way in which they perform
their duties.
A
Knight can fork QU1 and RO1, KI and QU1, RO2
and BS1 etc, with the result that one of these MPs is subsequently
eliminated. The KT may be sacrificed but gain value for the side moving
by capturing either RO2 or even QU1. Sometimes a Knight
can fork QU1, RO and KI and this type of fork is known as a family fork
- :fa-fk - and can cause some discomfiture to your opponent during a
game. Sometimes a Knight will fork a BS and a
PA. Your opponent being unable to counter both threats thus loses the
PA. Your opponent will either move or defend the BS and you will capture
the PA and sometimes a +CH can also be achieved as well.
Other
examples are A-RO forking B-BS1 and B-BS2 at the same time, A-QU1
forking B-BS2 and B-RO1 simultaneously, or A-BS2 forking B-KI and B-RO2
and then capturing B-RO2 on the succeeding move. A PA can also fork two
MPs at the same time. An attack on two MPs/mps by one MP/mp, normally a
KT on Level-1. A move that attacks more than one enemy MP/mp. Yet
another way a MP may fatally lose h/her mobility is through a fork, a
simultaneous attack on two MPs/mps. Failure to foresee this possibility
in actual play could spell disaster. In the English language the
expression ‘speaking with a forked tongue’ is sometimes used.
|
Knight |
|
ACCOLDE |
14:01 |
|
A CHEVAL |
14:02 |
|
ACTAEON |
14:03 |
ADONIS |
14:04 |
|
AEDILE |
14:05 |
AIDE-DE-CAMP |
14:06 |
|
ALATE-ALATED |
14:07 |
ALFORJA |
14:08 |
|
ALIPED |
14:09 |
ANCIENT |
14:10 |
|
ANGELS-ON-HORSEBACK |
14:11 |
ANGEVIN |
14:12 |
|
ANTAEUS-ANTAEAN CAPTURE |
14:13 |
ARCHON |
14:14 |
|
ARIEL |
14:15 |
ARMIGER |
14:16 |
|
ARRANT |
14:17 |
ASTRAEA |
14:18 |
|
BACHELOR |
14:19 |
BEDIVERE |
14:20 |
|
BIFACIAL |
14:21 |
BOWER |
14:22 |
|
BODYGUARD |
14:23 |
CABALLERO |
14:24 |
|
|
14:25 |
CAMEL-STANDARD-BEARER |
14:26 |
|
CAPRIOLE |
14:27 |
CHEVALIER |
14:28 |
|
CAVALCADE |
14:29 |
CAVALIER |
14:30 |
|
DARK HORSE |
14:31 |
DESTRIER |
14:32 |
|
DONZE |
14:33 |
DOYEN |
14:34 |
|
DUB-DUBBED |
14:35 |
DUUMVIR |
14:36 |
|
ELGIN MARBLES |
14:37 |
ENSIGN |
14:38 |
|
EQUEERY-EQUESTRIAN-EQUINE |
14:39 |
EQUIHOPPER |
14:40 |
|
EQUITES |
14:41 |
ERRANT-ERRANTRY |
14:42 |
|
ESTRAPADE |
14:43 |
FALSTAFF |
14:44 |
|
FAMILIAL |
14:45 |
FAMILY CHECK |
14:46 |
|
FAUST |
14:47 |
FETLOCK |
14:48 |
|
FORK |
14:49 |
FOUR KNIGHTS GAME |
14:50 |
|
GOB |
14:51 |
GABION |
14:52 |
|
GABIONADE |
14:53 |
GALAHAD |
14:54 |
|
GALLANT |
14:55 |
GALLOPADE |
14:56 |
|
GARTER |
14:57 |
GEE-GEE |
14:58 |
|
GIRAFFE |
14:59 |
GNU |
14:60 |
|
G.O.M |
14:61 |
GONFALON |
14:62 |
|
GUIDON |
14:63 |
HALMA |
14:64 |
|
HAUTE ECOLE |
14:65 |
HITCHING POST |
14:66 |
|
HOUYHNHNM |
14:67 |
ICTINUS |
14:68 |
|
JANUS |
14:69 |
JENNET |
14:70 |
|
JERID |
14:71 |
JERUSALEM CROSS |
14:72 |
|
JOUSTER |
14:73 |
KELPIE |
14:74 |
|
KNIGHT |
14:75 |
LABARUM |
14:76 |
|
LANCELOT |
14:77 |
LAPITH |
14:78 |
|
LORD |
14:79 |
MAN-AT-ARMS |
14:80 |
|
MERLON |
14:81 |
MERRY-GO-ROUND |
14:82 |
|
ONE HORSE |
14:83 |
ORIFLAME |
14:84 |
|
OXER |
14:85 |
PAGE |
14:86 |
|
PALADIN |
14:87 |
PALATINE |
14:88 |
|
PALETTE |
14:89 |
PALOMINO |
14:90 |
|
PARTHENON |
14:91 |
PARTHIAN SHOT |
14:92 |
|
PEGASUS |
14:93 |
PHIDIAS-PHIDIAN |
14:94 |
|
PIAFFE |
14:95 |
PORSENNA |
14:96 |
|
POSEIDON |
14:97 |
POSTILON |
14:98 |
|
PRAETOR-PRAETORIAN GUARD-PREFECT |
14:99 |
PRECEPTORY |
14:100 |
|
PRONK |
14:101 |
QUADRIGA |
14:102 |
|
QUEST |
14:103 |
RACK |
14:104 |
|
RAMPANT |
14:105 |
REGENT |
14:106 |
|
SADDLE HORSE |
14:107 |
SENESCHAL |
14:108 |
|
STALKING HORSE |
14:109 |
STANDARD BEARER |
14:110 |
|
THEMIS |
14:111 |
TRIPLE JUMP |
14:112 |
|
UHLAN |
14:113 |
UNICORN |
14:114 |
|
VOLANT |
14:115 |
WARHORSE |
14:116 |
|
WHITE HORSE |
14:117 |
WINGED HORSE-REGENT |
14:118 |
|
A LA MODE |
14:119 |
BANNER |
14:120 |
|
CONCIERGE |
14:121 |
EMPRISE |
14:122 |
|
FLYING MARE |
14:123 |
FOUR-IN-HAND |
14:124 |
|
FURCATE (SYMBOL, :fk) |
14:125 |
GAMBADO |
14:126 |
|
GAMBESON |
14:127 |
HAW |
14:128 |
|
HORSE |
14:129 |
JUPON |
14:130 |
KNIGHT (ORIENTAL)
SYMBOL: KN |
14:131 |
KNIGHT MAGNIFICO
(SYMBOL, KM) |
14:132 |
|
LEAPER |
14:133 |
CLOSED KNIGHT'S TOUR |
14:134 |
|
EULER |
14:135 |
KNIGHT'S TOUR |
14:136 |
|
MINOR EXCHANGE |
14:137 |
ROGET'S KNIGHT'S TOUR |
14:138 |
|
(keywords in this dictionary) |
From Goddess web page:
The words ‘matter energy light’ = 90 when
converted to number. Remember the Knight moves at that 90 degree angle?
Just read where the horse (Doralee) of the God
Wodan had 8 legs and in other cultures around the world an 8 legged
horse carries the shamans into the other world. Of course on the
Chessboard we have 8 x 8 = 64 squares. The Beatles song ‘8 Days a Week’.
‘Beatles’ = 64 (26 numerology).
Mark Borcherding - 02:55pm May 13, 1999 MST (#816
of 816) dare to dream upon your own star. I
was pondering the Knight & Knightess and we see 4 Knights in the Bible’s
Revelations chapter 6 each riding a different color horse - here is a
table of the info:
|
6:2
White horse
bow & crown
2nd seal
Lion |
6:4
Red horse
great sword
3rd seal
Calf |
6:5
Black horse
pair balances
4th seal
Man |
6:8
Pale horse
death & hell
5th seal
Eagle |
It is interesting that Man riding the Black horse
‘black Knight’ represented by ‘black madonna’
is carrying the balances! The 4th seal
is also represented in our 7 chakras: (1) Root,
(2) Spleen, (3) Solar,
plexus, (4) Heart,
(5) Throat, (6) Third eye,
(7) Crown, - so, Man being the 4th seal is the
Heart chakra. The heart chakra is traditionally colored Green like an
emerald. This is the color of Thoth/Hermes ‘The Emerald Tablet’. Recall
Hermes said he was three times born? 4 x 4 x 4 = 64
Chess
squares. 64 = 6+4 = 10 = 1+0 = 1 + 64 =
65 = rev 6:5 ‘the black horse with balances of heart’.
Moving and capturing
The Knight
(KT) makes a (1,2)-jump: it moves either two cells in horizontal
direction and one in vertical direction, or two cells in vertical
direction and one in horizontal direction. It ‘jumps’, i.e., it can move
regardless whether there are pieces on the intervening cells. Knights
(KTs) take in the same way as they move without taking.
It moves in the shape of a letter L. Two squares
forwards or backwards then one square left and right. Two squares left
or right then one square forwards or backwards.
Another thing to notice about 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.
Just 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.
|

|
|

|
| |
|
|
|
The Knight
moves 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.
|
|
|
|
The Knight is
not allowed
to move like a Bishop as shown above with red
marks, neither like a Rook, Queen or any other piece. The Knight
movement is unique. |
|
|
 |
|
 |
| |
|
|
|
The
Knight can capture
the black Bishop but cannot capture
the black Pawn or Rook. The Knight can't move
to f6 since is occupied by a friendly piece (white Rook). |
|
|
|
Despite being
surrounded by enemy pieces, the Knight
can "jump" over them to any legal square. A Knight
placed in the center controls more space.
|
|
Notes: for more information on the usual
Chess
Knight, see Chesmayne Illustrated rules of Chess or the FIDE laws of
Chess.
Piececlopedia: Knight
– KT
Historical notes: The Knight (KT) was a piece that already
appeared in the first variant of Chess:
Chaturanga. Its movement in nowadays Chess is
still the same as it was about one and a half millennium ago. In many
languages, the Knight is actually called
horse.
Knight graphics
|
 |
N
 |

 |

 |
|
Symbol |
Knight
figurines |
Xiangqi figurines |
|
 |
 |
|
Staunton Knight
piece |
Shogi figurine |
Graphics of Staunton Knight pieces |
|