Knight (chess) of chaturanga in India around the 6th century. Similar pieces are found in almost all games of the chess family. The "ma" of xiangqi and janggi are slightly more restricted; conceptually, the piece is considered to pass through the adjacent orthogonal square, which must be unoccupied, rather than "jumping". Another related piece is the "keima" of shogi, which moves like a knight but may only move two squares forward followed by one square sideways, restricting its movement to two possible squares. Unicode defines two codepoints for knight: ♘ U+2658 White Chess Knight (HTML ♘) ♞ U+265E Black Chess Knight (HTML
Pin (chess) h2 pins the pawn to the 2nd rank. With mate being inevitable, White resigned after move 26. Bibliography 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)