Knight jump puzzle

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Example of a knight jump puzzle - This puzzle starts in the area marked in red and from there you get the answer over several knight jumps: "Ma-de in Ger-ma-ny? There's the worm in there."
A knight jumping puzzle from the journal Die Gartenlaube (1899).

The knight jump puzzle is a type of puzzle that has been used since the Middle Ages. Syllables or even just letters are distributed in a limited field, which need to be arranged sensibly.

nature

The Brockhaus Picture Conversations lexicon wrote in 1837: " In recent times one has the knight's move to charades used and Räthselaufgaben by the syllables or letters of the task-distributed according to the order of the 64 squares of the Schachbretes, in this case of a Knight's jump would be touched. “The result is mostly a motto or a solution.

Explanation of the solution

  a b c d e f G H  
8th Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 8th
7th Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 7th
6th Chess --t45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 6th
5 Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg 5
4th Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess ndt45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 4th
3 Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg 3
2 Chess --t45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess xxt45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 2
1 Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg Chess --t45.svg 1
  a b c d e f G H  

Knight jump

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The Rösselsprung is a sequence of movements in the chess prescribed train of the jumper (altdeutsch Rosselsquelle corresponds = horses). He moves two fields in a line or row in one direction and one field to the side (see also the graphic representation). He does not touch the skipped fields. The solution to the riddle is obtained by lining up those cells that can be reached by repeatedly using the knight jump, starting from a starting field. Each field of the puzzle plan must have been entered exactly once.

See also

Web links

Individual evidence

  1. ^ Entry Rösselsprung , in: Brockhaus-Lexikon (1837)