Start with the position, then choose the tool.
A power-up is useful when it solves a specific problem: a missing escape route, an unreachable rival, or a move you need one more turn to make. Check the current board before spending an ability.
Ruler: think in straight lines.
Ruler gives you a rook-like move for a turn. Look along ranks and files for a useful destination or a direct capture. A distant square is not automatically a safe square—check your next exits after arriving.
Compass: find the diagonal.
Compass lets you make a bishop-like move for a turn. It changes the angles you can use. Check the diagonal paths available in the current position and whether the landing square supports your next move.
Eraser: reopen breathing room.
Eraser clears blocked squares in a 3 × 3 area around you. It can restore routes when the local space is running out. Remember that reopened squares may help your rival as well; count the new options for both knights.
Teleport: leave the tight corner.
Teleport allows a jump to an unblocked square. Use the board’s legal destinations rather than assuming every square is available. Before choosing a landing square, check for an immediate capture and whether there is room to continue.
Freeze: make the extra turn matter.
Freeze skips your opponent’s turn. Think about the sequence of moves it enables: can you reach a safe area, close a key route, or force a capture? An extra turn is most useful when you have a clear follow-up.
Ask three questions.
- What immediate problem does this ability solve?
- Which routes will be open after the move?
- What is the rival’s next available reply?
For the position-reading behind those questions, see the escape routes and trapping guide. The game’s available destinations and level instructions remain the guide to what is legal in your current match.