Movement Patterns Solver
build · check · solve step by step

Movement Patterns Solver — Step by Step

Choose the piece, goal and board, then place the start, gems (in order) and rocks. Press Solve. Or play a generated puzzle and send it here with one click.

Movement Patterns Solver: rules, how to use it, tips

Learn how a new piece moves, then plan a route that collects every gem.

The rules

  1. Each puzzle has one piece with its own move, shown on the demo boards above the grid.
  2. A jump lands on its square, flying over anything in between. A step moves in a straight or diagonal line and is blocked by rocks it would pass. A slide keeps going in one direction for any distance until a rock or the edge stops it.
  3. Some pieces alternate between two moves (odd and even turns), and the chameleon changes its move each time it collects a gem.
  4. Goals: collect every gem (in any order or in number order), within a move limit or in the fewest moves, return home, or visit every square once.

Using the solver

  1. Choose the piece, goal and board, and click to place the start, gems and rocks (or press Sample).
  2. Press Solve for the shortest route — or a full tour — and follow it move by move.

Tips

The full guide, with a worked example and common mistakes: How to play Movement Patterns.

Questions

How many pieces are there?

Eleven: frog, robot, rocket, kangaroo, octopus, bee, crab, ladybird, ghost, UFO and chameleon.

Why can't some pieces do full tours?

Some can only ever reach part of the board (a frog, a bee), and some can't go down. Tours are offered with the robot and ladybird, which can reach every square.

Is it like chess?

Only a little — the knight on Knight's Tour is one such piece. These pieces are all invented.

Related