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Board · The Devil's Plan · Season 2

Knight's Tour

One knight, every square, no square twice. Then do it again on a bigger board.

Level 2 of 3 · Medium10 minSoloOnline
Appeared inHidden
Mode
Board
Full rules

How to play Knight's Tour

Place the knightPick a starting square. On 7x7 it must be the corner colour.
Jump in an LTwo squares one way and one to the side, like a chess knight.
Every square onceVisited squares are used up. Fill the whole board to win.
Avoid dead endsStuck with squares left? Retry. Tip: visit corners and edges early.
Read the full rules

Settings

How to play

  1. Pick a startPlace the knight on any square you like. On 7x7 it must start on the same colour as the corners.
  2. Move like a knightJump two squares one way and one square to the side. Legal moves are highlighted for you.
  3. Never land twiceEvery visited square is numbered and used up. If the knight has nowhere to go, the attempt fails.
  4. Fill the boardVisit every square exactly once. In the challenge, clear 6x6, 7x7 and 8x8 within ten minutes.

Rules

The Knight’s Tour is a classic chess puzzle. You move a single knight around an empty board and try to land on every square exactly once. The Devil’s Plan used it as a hidden stage, with three boards to clear one after another: 6x6, then 7x7, then 8x8.

Moving the knight

The knight moves in an L shape: two squares in one direction, then one square to the side. From the middle of the board it has up to eight moves. Near the edges and corners it has far fewer.

Visiting squares

Every square the knight lands on is used up. It cannot land there again, although it can jump over it. The tour is complete when every square has been visited once: 36 squares on 6x6, 49 on 7x7 and 64 on 8x8. If the knight has no legal move left before the board is full, the attempt fails.

On the show

Clearing all three boards won 10 Pieces. Failing cost the player all their Pieces except one, but did not eliminate them. Only one player could take on the challenge each time it was found.

Our version

  • You choose the starting square. On 7x7 the start must be on the corner colour, which has 25 squares against 24 of the other colour.
  • Legal moves are highlighted and visited squares are numbered.
  • Challenge: 6x6, then 7x7, then 8x8, with one 10-minute clock for all three. No undo and no hints. If you get stuck, you can retry that board while the clock keeps running.
  • Practice: any board from 5x5 to 8x8, with undo and a hint button.
  • Daily: an 8x8 board with a fixed starting square, the same for everyone each day. Your score is your time.

Strategy

Go where the options are fewest. Before each move, count how many onward moves each target square would have, and pick the lowest. This is Warnsdorff’s rule, and it is the single best habit for this puzzle.

Clear the edges early. Corner and edge squares have only two to four ways in. Leave them for later and you will find them cut off with no way to reach them.

Corners are traps. A corner square has only two neighbours. Once you have used one of them, make sure the other is still free to get in or out.

Start near a corner. Starting in or next to a corner deals with the hardest squares first, while the board is still wide open.

Spend practice time on 7x7. The odd board is the one with the colour rule and it tends to catch people out. Getting comfortable there saves time in the challenge.

Do not panic on a retry. In the challenge the clock keeps running, but a calm second attempt using the fewest-moves rule is usually faster than a rushed one.

Questions people ask

Can you play the Knight's Tour from The Devil's Plan online?

Yes. This page has a free browser version with the three-board challenge, a practice mode and a daily 8x8 board.

Is every Knight's Tour board solvable?

Every square board from 5x5 upwards has at least one complete tour, so all three challenge boards can be cleared.

Why can't I start on some squares of the 7x7 board?

A 7x7 board has 25 squares of the corner colour and 24 of the other. A knight changes colour on every move, so a full tour has to start on the colour with 25 squares.

What happens if I get stuck in the challenge?

You can retry the same board, but the 10-minute clock keeps running. There is no undo and no hint in the challenge.

Is there a trick to solving a Knight's Tour?

Yes. Always move to the square that has the fewest onward moves. This is known as Warnsdorff's rule and it finds a tour most of the time.

Did the show let players choose the starting square?

The footage does not make it clear. In this version you choose your own start, except for the colour rule on 7x7.

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