Knight Route: knight moves practice
A knight starts on a random square and has to reach the next target in the fewest jumps. Ten targets against the clock, or a Race to hit as many as you can before time runs out.
How it works
- Pick a level, then jump the knight to each target in turn.
- Every move over the minimum adds a time penalty, so the shortest route wins.
- Fastest 10 is a fixed set of ten targets. Race runs for 30 seconds, 1, 2 or 5 minutes.
- Switch on Plan first to tap out the whole route before it plays, or Blind to hide the knight after each move.
What it trains
Knowing, without counting, how many jumps a knight needs between two squares is the core of knight geometry. This drill shows you the shortest route afterwards so you can see which jumps you missed.
Questions
How far apart can two squares be for a knight?
Six jumps at most: a1 to h8 takes six. Odd cases like a1 to b2 take four, which surprises most people. The drill teaches them by repetition.
What does Blind mode do?
The knight fades out after each move, so you have to keep its position in your head. It is a gentle step toward playing without seeing the board.