Every puzzle here starts by teaching you something new: how this piece moves. A frog hops exactly two squares. A rocket flies any distance โ but never down. A UFO drifts one square, then beams three, then drifts again. A chameleon changes its move each time it collects a gem.
The demo boards show every square the piece can land on from the middle. Jumps fly over rocks; steps and slides are stopped by them.
Then plan: collect the gems, in order or in the fewest moves, come home, or visit every square. Every puzzle is checked to have a route before you see it.
Learn how a new piece moves, then plan a route that collects every gem.
The full guide, with a worked example and common mistakes: How to play Movement Patterns.
Eleven: frog, robot, rocket, kangaroo, octopus, bee, crab, ladybird, ghost, UFO and chameleon.
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.
Only a little โ the knight on Knight's Tour is one such piece. These pieces are all invented.