Nightrider (chess)

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8
e8 black cross
d6 black cross
a4 black cross
c4 black cross
f4 white pawn
d3 black cross
b2 white upside-down knight
d1 black cross
8
77
66
55
44
33
22
11
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The nightrider (represented by an inverted knight) makes any number of knight moves in the same direction.

The nightrider, alternatively spelled knightrider and also known as the knightmare or unicorn (though the latter term sometimes refers to the bishop+nightrider compound), is a fairy chess piece that can move any number of steps as a knight in the same direction. The nightrider is often represented by an altered version of the knight's icon.[1] In this article, the nightrider is represented by an inverted knight and notated as N, while the knight is abbreviated as S for the German name Springer.

The nightrider was invented by W. S. Andrews in 1907 and named by Thomas Rayner Dawson, who first used it in fairy chess problems in 1925.[2]

Movement

The nightrider moves and captures any number of steps as a knight (2 vertically and 1 horizontally, or 2 horizontally and 1 vertically) in the same direction. Intervening landing squares must be vacant. For example, a nightrider on b2 can reach the empty square c4 and continue forward to empty squares d6 and e8, but it cannot jump over a pawn on f4 to reach h5.

Value

The nightrider is worth about 5 pawns, similar to the rook. It can control up to 12 squares on an 8×8 board as opposed to the rook's 14. It is stronger than the rook in the opening and middlegame, as it can more easily maneuver around pieces than the rook, but the rook is stronger in the endgame. While king and rook vs. king can force checkmate, king and nightrider vs. king cannot checkmate at all.

The nightrider, like the knight, can jump over blockades in closed positions and is good at delivering forks. The nightrider can triangulate while the knight cannot. King, nightrider, and knight vs. king can force checkmate.

Observations

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8a8b8c8d8e8f8g8h88
7a7b7c7 white kingd7e7f7g7h77
6a6 black kingb6c6 N ld6e6f6g6h66
5a5b5c5d5e5f5g5h55
4a4b4c4d4e4f4g4h44
3a3b3c3 white knightd3e3f3g3h33
2a2b2c2d2e2f2g2h22
1a1b1c1d1e1f1g1h11
abcdefgh
#5 (Nightrider c6)


The king together with two knights cannot win the endgame against a lone king (see Two knights endgame), but the king together with a knight and a nightrider can. This is because, unlike the knight, the nightrider can gain a tempo.

Solution: 1. Ne7! Ka7 2. Ng3 Ka8 3. Ne4 Ka7 4. Sb5+ Ka8 5. Nd2#

abcdefgh
8a8b8c8d8e8f8g8h88
7a7b7c7d7e7f7g7h77
6a6b6c6 black rookd6 black rooke6f6g6h66
5a5b5c5d5 black kinge5f5g5h55
4a4b4c4d4e4f4g4h44
3a3b3c3 white kingd3e3f3g3h33
2a2b2c2d2e2f2g2h22
1a1b1 N lc1d1e1 N lf1g1h11
abcdefgh
Mutual discovered perpetual check with nightriders

With nightriders on the board, a mutual discovered perpetual check is possible.

A possible continuation would be: 1. Kd3+ Kc5+ 2. Kc3+ Kd5+ 3. Kd3+ Kc5+, etc.

abcdefgh
8a8b8c8d8e8f8g8h88
7a7b7c7d7e7 black pawnf7 black kingg7h77
6a6b6c6d6e6f6g6h66
5a5b5c5d5e5f5 white pawng5h55
4a4b4c4d4e4f4g4h44
3a3b3c3d3 N le3f3g3h33
2a2b2c2d2e2f2g2h22
1a1b1c1d1e1f1 white rookg1 white kingh11
abcdefgh
Black to move

In the diagrammed position, 1...e5 2.fxe6+ (capturing en passant) results in triple check.

References

  1. ^ Piececlopedia: Nightrider at The Chess Variant Pages
  2. ^ Hooper & Whyld (1996), p. 271

Bibliography

  • Hooper, David; Whyld, Kenneth (1996) [First pub. 1992]. "nightrider". The Oxford Companion to Chess (2nd ed.). Oxford University Press. ISBN 0-19-280049-3.