Endgame guide part 22 (knight endgame principles)
# 🜂 KNIGHT ENDGAME PRINCIPLES — ## *The Energy & Geometry Codex* Knight endgames are less about material and more about **tempo, outposts, centralization, and geometric reach**. Unlike bishops or rooks, knights **cannot sweep the board in a straight line** — they *jump*, and their influence is *local but potent*. This shapes everything in knight endings. --- ## I. FOUNDATION — THE NATURE OF THE KNIGHT ### 🌀 1. **Short‑Range Geometry** Knights move in an L‑shaped pattern that covers both colors of squares, but only *one out of every eight squares from any given position*. This means: * A knight’s **reach is limited** compared to rooks, bishops, and queens. * It requires **multiple moves to traverse the board**, so every tempo counts. In endgames, this short reach defines the tempo race — knights often *lose if forced to chase distant passed pawns* because they’re slow to reposition. --- ### 🪩 2. **King Activity Is Critical** A knight alone rarely wins an endgame without strong king support — the king usually does the heavy lifting. * The king must help **control key squares**, support blockades, and escort passed pawns. * Knights excel when the king is active because the king compensates for the knight’s slow mobility. This mirrors fundamental endgame wisdom: *in the endgame, king activity often trumps material count*. --- ### 📌 3. **Knights Thrive in Closed Structures** When pawn chains are **locked or blocked**, bishops struggle because their diagonals are obstructed. Knights, by contrast, jump over those blockades, giving them *local but potent influence*. This is a **geometric advantage** — knights can *superimpose control on both sides of a pawn chain*, whereas bishops are limited by diagonals. --- ## II. PRINCIPLES OF KNIGHT ENERGY FLOW Imagine the board as a geometric lattice where the knight’s movement is channeled along specific corridors. --- ### 🟡 4. **Outpost Control is Supreme** **Outposts** = Squares where: * The knight is protected by a pawn,