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Math / Chess / Grade 3 / mj3c1

Choose a Knight Move

Trace an L-shaped move and separate jumping from landing.

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A knight moves two squares in one direction and one square at a right angle. It can jump over pieces, but cannot land on its own piece. A legal capture lands on an opponent's piece and removes that piece.

Worked example

From d4, a knight can reach b3: two files toward a, then one rank toward 1. It does not stop on either intermediate square. In the shown position, b3 is empty and the move leaves White's king safe, so it is legal.

White to move: king a1, knight d4, pawns e4 and e6; Black king h8 and pawn f5. All other squares empty. d4, e6 and f5 are highlighted.
The knight may jump over pieces, but must choose a legal landing square.

White to Move

White has a king on a1, knight on d4 and pawns on e4 and e6. Black has a king on h8 and pawn on f5. All other squares are empty. The knight's eight possible L-shaped destinations are b3, b5, c2, c6, e2, e6, f3 and f5. Check what occupies each destination before deciding.

Question 1 Which move from d4 is legal in this position?
Question 2 Why can the knight not land on e6?
Question 3 Where can the knight capture Black's pawn?
Question 4 How many legal destinations does this knight have?
Question 5 After a knight move, what happens to its square color?