Race to the corner 2
Rules — Race to the corner 2
- Same idea as "Race to the corner": one rook, shared by both players, taking turns.
- The rook may only move up or right, any number of squares — never left, never down.
- Whoever moves the rook onto the top-right corner 🏁 wins.
- New: there are 3 pawns on the board. The rook can neither jump over a pawn nor land on its square — a pawn blocks the whole rest of that row or column.
Level 1 — Fixed pawns:
- Pawns sit at c4, e5 and g6 and never move. Only the rook moves, exactly like level 1 of the original game.
Level 2 — Movable pawns:
- Pawns start at c3, e4 and g5.
- On your turn you play either a rook move or advance one pawn exactly one square forward.
- A pawn can never reach the last rank (row 8) — that move is forbidden.
- A pawn cannot advance onto a square the rook is sitting on.
The rook (♜) starts on a2. Normally it could slide right along the whole row — but a pawn (♟) sits on b2, right next to it, so every square to its right is blocked: not a single rightward move is legal. The only legal move is up, to a3. From there row 3 is clear, so the rook can slide all the way to the corner 🏁.
A pawn blocks the entire rest of its row and column — the rook can never jump over it or land on it, even from further away.