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Knight

Knight

Move the knight to visit every square exactly once.

How to play

Tap a highlighted square to place the knight. After that, you can only move in chess knight L-shapes (2+1).

More: full rules and tips

On the first two boards (5×5) only the 13 highlighted squares — the same colour as the corners — can be a starting square, because a tour that starts on any of the other 12 can never cover the whole board. From the third board on (6×6), every square is a valid start.

Every square you land on gets numbered. Tap a legal square to keep moving.

Visit every square to clear the level. Get stuck — no legal moves left and squares remaining — and it's game over.

Each board has a time limit shown next to the hint: 45 seconds for the first, 1.2 seconds less for every board you clear. If time runs out, the game is over.

Goal: clear as many boards as you can.

Tips & strategy

The classic way to avoid getting stuck is Warnsdorff's rule: from each square, jump to the reachable square that has the fewest onward moves of its own. It sounds backwards, but visiting the most "trapped" squares first stops them being left as unreachable orphans at the end, which is exactly how a knight's tour falls apart. It is a strong rule of thumb, not a guarantee: if you break ties between equally good squares at random, it still dead-ends about one 5×5 tour in four (and roughly one 6×6 tour in thirty). When two squares tie, take the one nearer the edge of the board — in our simulations that version finished every tour on both board sizes.

Corners and edges are where things go wrong, because those squares can only be reached from a couple of places, so service them early while you still have options. Think a move or two ahead and watch for any square that is about to become isolated — the instant a cell can only be entered from where you are standing, go there now or lose it forever. Late in the board, count the empty squares each remaining cell still connects to and feed the hungriest ones first.