A Knight (only) may combine a Canter and a Jump in a single move, called a Knight's Charge. A Knight's Charge must follow the order of first the Canter(s) and last the Jump(s). A Knight is never obliged to make a Knight's Charge. When cantering over more than one piece during the cantering portion of a Knight's Charge, the direction of the move may be varied after each Canter. If the Canter of a Knight brings it next to an enemy piece that can be jumped, it must do so, unless by a different route later in that same move it captures one or more enemy pieces elsewhere. Having jumped over one enemy piece during the jumping portion of a Knight's Charge, the jumping must continue as a part of that same move if the player's Knight reaches a square next to another exposed enemy piece.