<Tr> <Td> </Td> <Td> </Td> </Tr> <Tr> <Td> </Td> <Td> </Td> <Td> </Td> <Td> </Td> <Td> d </Td> <Td> </Td> <Td> f </Td> <Td> g </Td> <Td> h </Td> <Td> </Td> </Tr> <P> 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 its square . The knight's ability to "jump over" other pieces means it tends to be at its most powerful in closed positions, in contrast to a bishop . The knight moves alternately to light and dark squares . </P> <P> A knight should always be close to where the action is, meaning it is best used on areas of the board where the opponent's pieces are clustered or close together . Pieces are generally more powerful if placed near the center of the board, but this is particularly true for a knight . A knight on the edge of the board attacks only three or four squares (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 . </P>

In chess can a knight jump over two pieces