One Landmine after another
Within three moves, take out two Landmines and the Flag, and keep your Engineer safe.
Moves left 3 / 3
- ○ Take out the enemy Landmine C11
- ○ Take out the enemy Landmine D11
- ○ Take out the enemy Flag D12
- ◇ Keep the Engineer 1 safe
Hints left: 2 / 2 · Restarting refills them
Tap one of your pieces, then tap where it should go.
The opponent stays put
Only your pieces move in this problem. Enemy pieces stay where they are, and combat works just like in a real game.
Solution notes
One Landmine after another
Within three moves, take out two Landmines and the Flag, and keep your Engineer safe.
| Side | Piece | Position |
|---|---|---|
| Your side | Engineer 1 | A11 |
| Opponent's side | Landmine | C11 |
| Opponent's side | Landmine | D11 |
| Opponent's side | Flag | D12 |
Move sequence
One worked solution; other legal solutions may also work.
- Engineer 1: A11 → C11 · Captures: Landmine
- Engineer 1: C11 → D11 · Captures: Landmine
- Engineer 1: D11 → D12 · Captures: Flag
Why this works
Defuse C11, then D11, then enter D12. Each defusal leaves the engineer on the cleared square, so the next target becomes reachable without an extra approach move. All three captures are required.
Other orders and traps
Capturing the flag before the second mine does not complete this exercise. The engineer also cannot jump over an occupied railway square.
Open the way with a Bomb
Within two moves, take out the Field Marshal and send the Captain (3) to the target at the end of the railway.
| Side | Piece | Position |
|---|---|---|
| Your side | Bomb | C7 |
| Your side | Captain 3 | A7 |
| Opponent's side | Field Marshal 9 | D7 |
Move sequence
One worked solution; other legal solutions may also work.
- Bomb: C7 → D7 · Captures: Field Marshal 9 · Removed
- Captain 3: A7 → E7
Why this works
The bomb trades with the commander on D7, removing both the blocker and itself. The rank-3 piece can then travel from A7 to E7 along the cleared straight railway. These two moves fill the entire budget.
Other orders and traps
Moving the rank-3 piece first cannot reach E7 because the friendly bomb and enemy commander block the railway. It cannot turn around them in one move.
Advance after the trade
Within three moves, take out the enemy Brigadier (6) and send the Lieutenant (2) to the target.
| Side | Piece | Position |
|---|---|---|
| Your side | Brigadier 6 | A7 |
| Your side | Lieutenant 2 | C6 |
| Opponent's side | Brigadier 6 | C7 |
Move sequence
One worked solution; other legal solutions may also work.
- Brigadier 6: A7 → C7 · Captures: Brigadier 6 · Removed
- Lieutenant 2: C6 → C7
- Lieutenant 2: C7 → E7
Why this works
The two rank-6 pieces trade on C7, leaving that square empty. The rank-2 piece first moves from C6 to C7, then follows the horizontal railway to E7. Moving onto the railway and travelling along it are separate moves.
Other orders and traps
A direct C6 to E7 move bends at C7. Only an engineer can make that railway turn in one move; this rank-2 piece needs the intermediate stop.
The spot of no return
Within two moves, send the Captain (3) to the target at the top right.
| Side | Piece | Position |
|---|---|---|
| Your side | Captain 3 | B11 |
Move sequence
One worked solution; other legal solutions may also work.
- Captain 3: B11 → E11
- Captain 3: E11 → E12
Why this works
Travel along row 11 from B11 to E11, then take the road to E12. This uses the railway for distance while keeping the piece outside headquarters until it reaches the target.
Other orders and traps
The nearby D12 headquarters is a trap: any piece entering it is permanently unable to move, even when no flag is there.
Separate missions
Within two moves, take out the enemy Field Marshal and the Landmine, and keep your Engineer safe.
| Side | Piece | Position |
|---|---|---|
| Your side | Bomb | A7 |
| Your side | Engineer 1 | A11 |
| Opponent's side | Field Marshal 9 | D7 |
| Opponent's side | Landmine | D11 |
Move sequence
One worked solution; other legal solutions may also work.
- Bomb: A7 → D7 · Captures: Field Marshal 9 · Removed
- Engineer 1: A11 → D11 · Captures: Landmine
Why this works
The bomb trades with the commander on D7; the engineer then defuses the mine on D11 and survives. The two independent jobs use exactly two moves, and only the engineer must be preserved.
Other orders and traps
These two captures can also be made in the reverse order because the defenders hold position. Swapping the pieces’ jobs loses the engineer or leaves the commander alive.
By way of the camp
Within two moves, send the Lieutenant to the target. Avoid the Field Marshal's counterattack.
| Side | Piece | Position |
|---|---|---|
| Your side | Lieutenant 2 | A6 |
| Opponent's side | Field Marshal 9 | E6 |
Move sequence
One worked solution; other legal solutions may also work.
- Lieutenant 2: A6 → B5
- Lieutenant 2: B5 → B4
Why this works
Move from A6 into the camp at B5, then along the road to B4. The first stop removes the rank-2 piece from the commander’s railway attack, and the second reaches the goal without exposing it to a favorable capture.
Other orders and traps
Stopping on the A6–E6 railway lets the rank-9 defender capture the rank-2 piece after your move. The camp detour matters because this defender replies.
The Engineer's detour
Within two moves, defuse the Landmine and send the Engineer to the target camp.
| Side | Piece | Position |
|---|---|---|
| Your side | Engineer 1 | A7 |
| Opponent's side | General 8 | C7 |
| Opponent's side | Landmine | E11 |
Move sequence
One worked solution; other legal solutions may also work.
- Engineer 1: A7 → E11 · Captures: Landmine
- Engineer 1: E11 → D10
Why this works
The engineer can take a connected railway detour from A7 to E11 without crossing the enemy at C7. It defuses the mine there, then takes the road into the camp at D10.
Other orders and traps
Turning on railways does not permit jumping over the enemy at C7. The route must use clear connected tracks; the move into D10 is a separate road step.
Stop the counterattack first
Within two moves, take out the enemy Major and the Flag, and keep your Engineer safe.
| Side | Piece | Position |
|---|---|---|
| Your side | Colonel 5 | A11 |
| Your side | Engineer 1 | D11 |
| Opponent's side | Major 4 | C11 |
| Opponent's side | Flag | D12 |
Move sequence
One worked solution; other legal solutions may also work.
- Colonel 5: A11 → C11 · Captures: Major 4
- Engineer 1: D11 → D12 · Captures: Flag
Why this works
The rank-5 piece captures the rank-4 defender on C11 first. Removing that threat prevents a reply against the engineer on D11, which can then capture the flag at D12. Both captures and the engineer’s survival are required.
Other orders and traps
Capturing the flag immediately leaves the rank-4 defender uncaptured, so the exercise fails before it can be finished. Moving the rank-5 piece away lets that defender capture the engineer.