Every square a piece hits, seen at once rather than traced one line at a time.
Counting attackers, in unit 3, assumes you can already see what a piece attacks. If that step is a trace rather than a glance, counting becomes tracing several times over and the clock beats you.
This is also where the blocker rule gets built, and the blocker rule is the one that decides most miscounts later.
Because that is the square a capture would happen on. A rook on a1 with a friendly knight on a4 attacks a2, a3 and a4 — the knight's square included, which is exactly what makes the knight defended.
The clock runs but nothing is at stake. Feedback is full at first and thins out, so by the last three you get the answer and nothing else.
Drawn fresh from a held-out pool, so a retake is a new set rather than a memory test. No feedback until the end.
The gate is 18 of 20, each inside its cap. Two misses is not generosity — it is the width of a bad day. A third means the rule has not automated yet, which is a reason to keep drilling and not a verdict about you.
Add anything you got wrong, or got right and did not trust. The button below assembles every added position into one block of text and copies it. Paste it into the tutor project and argue about it.
You already have the answer; it is in the packet. The question worth asking is which rule you applied wrongly, and whether the mistake was the rule or the reading. Those need opposite fixes — a misremembered rule gets restated, a misread board gets drilled.