Real positions from rated games. Narrow them by motif, difficulty or rating, then solve or print each one.
552 real-game Knight endgame tactics puzzles in this collection
What is a knight endgame tactics?
Knight endings reward fork geometry and precise king play. Because knights cannot lose a tempo, zugzwang and races behave differently than in any other ending.
How to spot it
Check every fork around the promotion square, and remember the knight’s rim weakness — driving it to the edge often wins the race outright.
What this set trains
Specialized geometry practice that also sharpens middlegame knight vision.
How the solutions work · counted by a rules engine
What a typical knight endgame tactics solution looks like
Sample: 2,534 knight endgame tactics puzzles (5% of all 50,504).
2.6% need 1 solver move, 46.4% need 2 solver moves, 33.6% need 3 solver moves, 10.7% need 4 solver moves, 6.6% need 5 or more solver moves. Median rating: 971 for the shortest solutions, 2452 for the longest.
46.9% open with a pawn move. The first move captures in 22% and gives check in 26.4%; 3.8% end in checkmate, 6.3% involve a sacrifice, 49.3% have White to move.
22%first move captures
26.4%first move gives check
3.8%end in checkmate
6.3%involve a sacrifice
How many moves does the solver need?
1 solver move
2.6% · median rating 971
2 solver moves
46.4% · median rating 1540
3 solver moves
33.6% · median rating 1878
4 solver moves
10.7% · median rating 2161
5+ solver moves
6.6% · median rating 2452
Which piece plays the key move?
Key move by a pawn
46.9%
Key move by a knight
31.3%
Key move by the king
21.8%
What does the solver win?
Captures nothing along the line
46.4%
Most valuable capture: knight
30.9%
Most valuable capture: pawn
21.3%
Most valuable capture: queen
1%
Material balance along the whole line, counting every capture by both sides (pawn 1, minor piece 3, rook 5, queen 9):
No material gained (mating or positional)
60.3%
Up to 2 pawns’ worth
23.2%
3–4 points (about a minor piece)
14.9%
5–8 points (a rook or more)
0.6%
9 or more points (a queen’s worth)
1%
How much is left on the board?
28 or more pieces on the board
0%
21–27 pieces
0%
13–20 pieces
16.9%
12 pieces or fewer
83.1%
How it is counted: every puzzle in the sample is replayed move by move with a chess rules engine. A sacrifice means a piece that is captured on the very next ply and was worth more than what it captured itself (pawn 1, minor piece 3, rook 5, queen 9). Sample of 2,534 puzzles. Percentages are shares of the sample.
Where it happens
Where the key move lands
Where the solver’s first move ends, drawn from their own side (rank 1 is their back rank). Busiest squares: g6 (4.3%), b6 (4.2%), c6 (3.9%), d6 (3.8%), e6 (3.8%).
8
1.9
1.7
2.3
2.1
1.7
2.4
2.5
1.5
7
3.3
4.2
3.9
3.8
3.8
3.5
4.3
3.2
6
2.8
2.8
3.4
3.6
3.7
3.6
3.7
3
5
1.1
1.2
2.3
2.3
2.8
2.7
2
1.1
4
1
1.1
1.3
1.3
3
2
1
a
b
c
d
e
f
g
h
Counted from the same 2,534-puzzle sample. Squares under 1% are left blank.
Study positions
The most-solved knight endgame tactics puzzles, from each difficulty level. Play each one on the board, then open the answer for the full line.
♚
♔
♞
♙
♙
White to move · rating 1069 · solved 3,392 times
· 4 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: Ke7
Solution: g6 → Nc3 → g7 → Kf7 → Kh7 → Ne4 → g8=Q+
♟
♟
♟
♞
♟
♘
♚
♙
♙
♟
♙
♙
♔
White to move · rating 1095 · solved 2,011 times
· Mate in 1. It ends in checkmate on f7 with the knight.Reveal line
Opponent's last move: Ne6
Solution: Nf7#
♔
♙
♘
♟
♟
♚
Black to move · rating 1184 · solved 2,677 times
· 5 solver moves to find. The solver captures a knight.Reveal line
Black to move · rating 1268 · solved 3,786 times
· 3 solver moves to find. The solver captures 2 pieces (pawn, knight).Reveal line
Opponent's last move: Nd4
Solution: f4+ → gxf4 → gxf4+ → Kxf4 → Kxd4
♙
♞
♘
♚
♙
♔
♙
♟
Black to move · rating 1291 · solved 4,246 times
· 2 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: a7
Solution: d2 → g7 → d1=Q
♟
♟
♚
♞
♙
♔
♘
♙
White to move · rating 1466 · solved 3,898 times
· 2 solver moves to find. The solver captures a knight.Reveal line
Opponent's last move: Nc5
Solution: a5+ → Kxa5 → Kxc5
♙
♟
♚
♔
♞
♟
♘
White to move · rating 1520 · solved 4,277 times
· 4 solver moves to find. It gives up the knight (Ne6+) on the way. The solver captures a knight.Reveal line
White to move · rating 2046 · solved 656 times
· 2 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: Ne1
Solution: g5 → Nxf3 → g6
♞
♙
♟
♚
♟
♟
♘
♔
♙
♙
♙
Black to move · rating 2084 · solved 910 times
· 3 solver moves to find. The solver captures a knight.Reveal line
Opponent's last move: Kf5
Solution: Ne7+ → Kf4 → g5+ → Kf3 → Kxe5
Positions and move sequences come from real rated games (CC0 data). Engine evaluations, where shown, are stored evaluations of the position (CC0).
Background reading
Knight (chess)
The knight (♘, ♞) is a piece in the game of chess. It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces. Each player starts the game with two knights on the b- and g-files, each located between a rook and a bishop.
Movement
Compared to other chess pieces, the knight's movement is unique: it moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically (with both forming the shape of a capital L). Consequently, a knight alternates between light and dark squares with each move. When moving, the knight can jump over pieces to reach its destination. Knights capture in the same way, replacing the enemy piece on the square and removing it from the board. A knight can have up to eight available moves at once. Knights and pawns are the only pieces that can be moved in the chess starting position.
Value
Knights and bishops, also known as minor pieces, have a value of about three pawns. Bishops utilize a longer range, but they can move only to squares of one color. Knights, unlike bishops, are not restricted to a single color complex; a knight on a light square can only move to dark squares and vice versa. This allows knights to be highly dynamic attackers, but it also makes them generally more susceptible to being trapped or kicked by pawns than bishops. Knights and bishops are stronger when supported by other pieces (such as pawns) to create outposts and become more powerful when they advance, as long as they remain active.
Properties
Enemy pawns are effective at harassing knights because a pawn attacking a knight is not itself attacked by the knight and, because a pawn is worth less than a knight, it does not matter if the knight is defended. For this reason, a knight is effective when placed in a weakness in the opponent's pawn structure, i.e. a square which cannot be attacked by enemy pawns. In the diagram, White's knight on d5 is very powerful – more powerful than Black's bishop on g7. Whereas two bishops cover each other's weaknesses, two knights tend not to cooperate with each other as efficiently. As such, a pair of bishops is usually considered better than a pair of knights. World Champion José Raúl Capablanca considered that a queen and a knight is usually a better combination than a queen and a bishop. However, Glenn Flear found no game of Capablanca's that supported his statement; statistics do not support the statement, either. In an endgame without other pieces or pawns, two knights generally have a better chance of forming a drawing fortress against a queen than do two bishops or a bishop and a knight. Compared to a bishop, a knight is often not as good in an endgame. A knight can exert control over only one part of the board at a time and often takes multiple moves to reposition to a new location, which often makes it less suitable in endgames with pawns on both sides of the board. This limitation is less important, however, in endgames with pawns on only one side of the board. Knights are superior to bishops in an endgame if all the pawns are on one side of the board. Furthermore, knights have the advantage of being able to control squares of either color, unlike a lone bishop. Nonetheless, a disadvantage of the knight (compared to the other pieces) is that by itself it cannot lose a move to put the opponent in zugzwang (see triangulation and tempo), while a bishop can. In the study by Salvio, if the knight is on a black square and it is White's turn to move, White cannot win. Similarly, if the knight were on a white square and it were Black's turn to move, White cannot win. In the other two cases, White would win. If instead of the knight, White had a bishop on either color of square, White would win with either side to move. In an endgame where one side has only a king and a knight while the other side has only a king, the game is a draw since a checkmate is impossible. When a lone king faces a king and two knights, a checkmate can never be forced; checkmate can occur only if the opponent commits a blunder by moving their king to a square where it can be checkmated on the next move. Checkmate can be forced with a bishop and knight, however, or with two bishops, even though the bishop and knight are in general about equal in value. Paradoxically, checkmate with two knights sometimes can be forced if the weaker side has a single extra pawn, but this is a curiosity of little practical value (see two knights endgame). Pawnless endgames are a rarity, and if the stronger side has even a single pawn, an extra knight should give them an easy win. A bishop can trap (although it cannot then capture) a knight on the rim (see diagram), especially in the endgame.
Stamma's mate
In a few rare endgame positions where the opposing king is trapped in a corner in front of its own pawn, it is possible to force mate with only a king and knight in a pattern known as Stamma's mate, which has occasionally been seen in practice. In the position below, from Nogueiras–Gongora, Cuban championship 2001, Black played 75...Nxf6??, incorrectly assuming that the ending would be drawn following the capture of the last white pawn on a2. (Correct was 75...Ne3! 76.Kg6 Ng4 77.Kg7 and now 77...Nxf6! may be safely played, the king being sufficiently distant). Play continued 76.Nxf6 Ke5 77.Nd7+ Kd4 78.Kf4 Kc3 79.Ke3 Kb2 80.Kd2 Kxa2 81.Kc2 Ka1 82.Nc5 Ka2 83.Nd3 Ka1 84.Nc1 and Black resigned, as 84...a2 85.Nb3 is mate.
Notation
In algebraic notation, the usual modern way of recording chess games, the letter N stands for the knight (K is reserved for the king); in descriptive chess notation, Kt is sometimes used instead, mainly in older literature. In chess problems and endgame studies, the letter S, standing for Springer, the German name for the piece, is often used (and in some variants of fairy chess, N is used for the nightrider, a popular fairy chess piece).
Where this page comes from
The text above is adapted from
“Knight (chess)” on Wikipedia,
by its contributors. We removed reference markers, infoboxes, templates and embedded
media, and kept the prose sections otherwise intact — nothing here was written or
rewritten by AI.
The original is published under
CC BY-SA 4.0,
so this section is published under the same licence. You may share and
adapt it, including commercially, as long as you credit the original and keep the same
licence.
Puzzle positions, ratings and move sequences on this page come from real rated games (CC0 data), not from Wikipedia; theme write-ups and difficulty guides
elsewhere on this site are Chess Puzzle Print's own original work and are not covered by
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