The rules of the chase
The marked piece must capture on every move. Clear all the targets without choosing a route that runs into a dead end.
Every move is a capture
Your white piece moves only by capturing a target knight. Circles mark every legal capture from its current square.
Par equals target count
Every board has at least one complete capture chain, so par equals the number of targets. Another legal branch can run out of captures; use Undo and compare the routes.
Calculate one capture farther
List every marked capture, then reject any move that strands your piece. You are training board geometry and move order, not searching for an engine move.
Levels
Rook, bishop, knight, queen: the piece changes every level while the target count and blockers gradually increase.
SELECT A LEVEL ABOVE
Current board
Level 1Stars count capture attempts: par earns three, par +1 earns two, and par +2 or more earns one. Undo restores the board but keeps the capture attempt.
Three-minute capture gauntlet
Clear one chain after another. Each legal capture earns 10 points and a clear adds 25. Any non-capturing click costs five seconds. Skip or a dead end costs fifteen seconds.
START A RUN TO GET A BOARD
Enter starts or stops the run; Esc stops it. The clock is final: a capture at or after 0:00 does not score.