Pin (chess) Pin (chess) In chess, a pin is a situation brought on by an attacking piece in which a defending piece cannot move without exposing a more valuable defending piece on its other side to capture by the attacking piece. Moving the attacking piece to bring on the pin is called pinning; the defending piece so restricted is described as pinned. Only pieces that can move an indefinite number of squares in a horizontal, vertical, or diagonal line (i.e. bishops, rooks, and queens) can pin. Kings, knights, and pawns cannot pin. Any piece can be pinned except the king, since the
Horse culture in Mongolia in time, but that if the hero does not win the battle when they arrive, Aranjagaan will buck him off and break his neck. In keeping with the Mongolian tradition of not giving horses names, most of the horses in the Jangar do not have names, but are instead identified by their physical traits. Each horse has a color that sets him apart from the rest. Character - Horse In the Mongolian version of chess, the most powerful piece is the horse. In Mongolia, horses are a fairly cheap commodity. In 2014, a good Mongol horse could be purchased for