All four skills mixed, because a game does not tell you which one it wants.
Each unit drills one question in isolation, which is how a skill is built and not how it is used. Here they arrive shuffled, so part of the work is recognising which question you are being asked before answering it.
This is the last thing between you and the seeds course.
In a single unit you know the question before you see the board, so the recognition is free. Mixed, you spend part of every cap working out what is being asked — which is exactly what a real position costs you.
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.