One piece. One rule. You may only move the way a chess knight moves.
The goal is simple until you try it: cover the whole board, landing on every
square exactly once. Thirty-six squares on 6×6. A hundred on 10×10.
The difficulty is not finding a move. It is not walling yourself in twenty
moves before the end — when the board still looks open, and the way out is
already gone.
A thousand-year-old puzzle, by the way. Al-Adli wrote solutions down in
9th-century Baghdad; Euler took it to the Berlin Academy in 1759.
THREE MODES
Apprentice — every reachable square shows how many moves would be left from it.
Not the answer: a way to learn to see the tight places.
Regular — reachable squares are simply marked.
Prodigy — no hints at all.
FIVE BOARDS
From 6×6 to 10×10. A smaller board is not an easier version but a different
problem: there is less room to be wrong.
STEP BACK
A mistake can be undone. Steps back are limited, so each one is a decision
rather than a free button. Finishing a board earns more.
WHERE IT WENT WRONG
Stuck? The game shows the exact move after which a full tour became impossible.
It is usually far earlier than it feels.
ALSO
• Every game you have played, kept
• Leaderboards per board and per mode
• Trail, move numbers, haptics — all optional
• Eight ambient tracks, or silence
• Plays without a connection
No sign-up. No personal data collected.
Tour the whole board as a knight. No square twice. Boards 6×6 to 10×10.