Let's begin with ways of perfecting potential forks—in other words, cases where your opponent starts with two pieces that at least are on forkable squares. The first important thing is to see all such forks in the first place. It helps to start by learning to spot all of a knight’s possible moves at a glance. For this purpose you will want a clear mental picture of the ring of eight squares that are the maximum to which a well-placed knight can move. In the diagram on the left, the White circles show squares where the White knight can jump, and the Black circles show squares where the horribly positioned Black knight can jump. Now you can understand why having your knight near the edge of the board generally is bad policy: it can’t reach—and thus can’t control—many squares from there. Study these visual patterns so that seeing a knight’s moves from any position comes easily to you.