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The rook (/ r ʊ k /; ♖, ♜) is a piece in the game of chess. It may move any number of squares horizontally or vertically without jumping, and it may capture an enemy piece on its path; it may participate in castling. Each player starts the game with two rooks, one in each corner on their side of the board.
The captured piece is thereby permanently removed from the game. [a] The king can be put in check but cannot be captured (see below). The king moves exactly one square adjacent to it. A special move with the king known as castling is allowed only once per player, per game (see below). A rook moves any number of vacant squares horizontally or ...
The knight (♘, ♞) is a piece in the game of chess, represented by a horse's head and neck.It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces.
The king may participate in castling, which is a move consisting of the king moving two squares toward a same-colored rook on the same rank and the rook moving to the square crossed by the king. Castling may only be performed if the king and rook involved are unmoved, if the king is not in check, if the king would not travel through or into ...
Similarly, capturing moves are usually twice as valuable as noncapturing moves (of relevance for pieces that do not capture the same way they move). There also seems to be significant value in reaching different squares (e.g. ignoring the board edges, a king and knight both have 8 moves, but in one or two moves a knight can reach 40 squares ...
Argentinian Rook, captures as a Rook but needs to jump over a hurdle for non-capturing moves, [1] compare Cannon: Ferfil: 1X, ~ 2X: FA: Fairy Chess Problems (Jelliss) Combination of Ferz and Alfil. Also called Elephant (Modern). Ferocious Leopard: 1X, 1<> FvW: Chu shogi and other large Shōgi variants
A pin (ピン pin) occurs when a defending piece that is attacked by a ranging piece cannot move without exposing a more valuable piece behind it. [1] (Cf. also skewers.) In shogi, only lances, rooks (or dragons), and bishops (or horses) can pin an opponent's piece.
The bishop, rook, and queen can move any number of empty squares along a straight line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way.