Shogi Knight: The Forward-Only Jumper (Keima)

The shogi knight, keima (桂馬), jumps to either of the two squares two ranks forward and one file sideways, leaping over anything in between. It is shogi’s only jumping piece. Unlike a chess knight’s eight destinations, the keima has exactly two, both forward, and it can never retreat.

Two squares. That’s it.

Chess players meeting the shogi knight go through a small grief cycle. The chess knight is a dancer: eight destinations, octopus reach. The shogi knight keeps the L-shaped jump, keeps the power to leap over pieces, and gives up six of the eight squares. Forward-left, forward-right. There is no third option, and there is no way back, ever. A knight that advances has spent something it cannot recover.

How the knight moves

So the keima is a weak piece? Slow down. It’s a cheap piece, and in shogi those are different things, because the knight’s two squares happen to be squares nothing else can reach the same way. It attacks over the heads of pawns and generals, from behind friendly lines, without exposing itself to anything except what can reach it. A defended knight jabbing at a castle is maddening precisely because capturing it usually costs more than a knight.

The name, 桂馬, is usually rendered “cassia horse” or “katsura horse,” after a laurel tree; on most sets the piece shows 桂 alone. It keeps the horse association of its chess cousin, which helps memory: this is the jumping piece. Where it sits in the pecking order and how its kanji compares to the others is on the pieces hub.

The fork machine

Two destinations sounds poor until you remember what forks are. A knight attacks two squares that are far apart, from a square neither target can easily answer, and it does this the moment it lands, including when it lands by drop.

The classic: a knight dropped where its two jump squares hit the enemy king and rook. Or gold and rook. Or any two pieces worth more than a knight, which is nearly all of them. Since the knight jumps, no amount of interposed material blocks the threat; since it strikes from two ranks back, the victims usually can’t hit it back. Feeding the enemy a knight through a careless trade, then watching it return as a fork, is a rite of passage. (The mechanics of pieces returning are on the drop rule page.)

The defensive corollary: before you leave two heavy pieces on the same rank-and-a-half pattern, check your opponent’s hand for a knight, the same scan you learned to do for bishops on a diagonal.

Handle with care

The knight’s no-retreat clause writes its own safety manual.

Don’t jump early. An advanced knight can’t come home, and shogi has a standard punishment: chase it with pawns. A pawn advances to attack the knight; the knight’s only escapes are further forward, usually into worse trouble; a piece is won by infantry. Strong players hold their knights back until the jump accomplishes something concrete.

Watch the edge. A knight on the edge file has one destination instead of two, and its jump squares are exactly where edge attacks happen. That said, the edge knight jump into the enemy’s lance-and-knight corner is a real attacking motif in several openings; the difference between a blunder and a plan is whether the follow-up exists.

Mind the forced promotion. A knight reaching either of the last two ranks must promote (its jump would leave the board otherwise). The promoted knight, narikei, moves like a gold, a fine piece, but the jump is gone.

How the promoted knight moves

Promoting a knight is usually happy news, gold movement for the price of a knight, but occasionally you’d rather jump one rank short of the forced zone and keep the threat. A knight’s threat to jump is often worth more than the jump.

The knight in the mating attack

The keima’s finest hour comes at the end of games. Mating attacks need pieces that control squares next to the king without standing next to the king, and the knight is the specialist: it checks from two ranks away, immune to the king capturing back, unblockable, frequently undislodgeable. A knight check that forces the king to a worse square, followed by drops, is among the most common winning sequences in the game. Tsume puzzles lean on knight geometry constantly; if tsume problems feel like they’re teaching you a secret language of knight checks, that’s because they are.

Two knights working the same king, one on the board and one in hand, is a famously dangerous combination. Ask any Mino castle player what finally breaks their fortress; the honest ones say a knight.

Versus the chess knight

Same jump, opposite temperament. The chess knight is a maneuvering piece, repositioning endlessly, strongest on central outposts. The shogi knight is a committed piece: two forward squares, one life to spend, choose the moment. Chess knights get better as the game simplifies. Shogi knights get better as hands fill up, because a knight in hand is a fork and a mating threat folded into the cheapest package on the market. Don’t judge it by its salary.

Remember it this way

The keima is an arrow, not a horse: it flies over the battlefield, lands two ranks up, and never comes back. Save the shot until it counts, guard your own back ranks against everyone else’s arrows, and when you’re attacking a king, remember the piece that checks from out of reach. Loose one yourself on our free board, or see how the full army fits together in how to play shogi.

FAQ

How does the knight move in shogi?

The shogi knight jumps to one of two squares: two ranks forward and one file to either side, leaping over any pieces in between. It’s the only shogi piece that jumps. It cannot move sideways or backward at all, and captured knights can be dropped back into play like any piece.

Can the shogi knight move backward?

No. The keima’s only moves are its two forward jump squares, so every advance is permanent until the knight is captured (after which it may re-enter play by drop, on either side). This is why experienced players hold knight jumps in reserve and punish premature ones by chasing the knight with pawns.

What does the shogi knight promote to?

The knight promotes to narikei, the promoted knight, which moves exactly like a gold general and loses the jump. Promotion is optional on the third-to-last rank but mandatory on the last two ranks, where an unpromoted knight would have no legal jump remaining on the board.

Why is the shogi knight good in mating attacks?

It checks the king from two ranks away, so the king can’t capture it, and the jump can’t be blocked. Knight checks force kings onto worse squares and combine with dropped golds and silvers to finish games; checkmate problems (tsume shogi) use knight geometry constantly for this reason.

Quick facts

Remember it this way: Like a chess knight, but only the two forward-most jumps.

Relative value: 4 on the beginner 1 to 10 scale (pawn = 1, rook = 10).

  • The shogi knight is the only piece that can jump over other pieces.
  • Unlike the chess knight it has just two destinations, both forward, and it can never retreat.
  • A knight must promote on the last two ranks, where it would otherwise have no legal move.
  • A knight fork attacking a rook and another piece at once is called a keima fork and is a classic tactic.
  • Its name keima means "cassia horse".

Where this piece stars

Promoted form: the Promoted Knight (成桂). Compare both movement patterns in the explorer above.

Knights star in edge attacks. The standard plan against the Mino castle sends a knight and lance against the edge file above the king.