Knight's journey
Walk a knight to the marked square in as few moves as it takes.
What it trains
Knight geometry, which is the piece almost everyone mis-sees. A knight's reach cannot be read off a line, so the only way to know it is to have walked it.
How to use it
Click the squares in order. The drill holds the shortest distance rather than one route, so any shortest path counts; a move that makes the journey longer is refused on the spot.
Three moves to start, and the setting goes to five. Two facts worth collecting on the way: the longest journey on an empty board is six moves, and it exists only corner to corner, while a1 to b2, the next square along, takes four.
The other drills
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