Sweeping a whole position for undefended material — the question the seeds course is built on.
This is the unit the other three were for. Loose pieces drop off is the oldest slogan in tactics, and it is only useful to someone who can find them without being told to look.
It is also the first unit where the answer is sometimes nothing. Deciding a position has no loose material is a real answer and a real skill — puzzles never ask it, and games ask it constantly.
Roughly one position in ten here has no loose material for the side asked. Submitting an empty answer is how you say so, and it is scored the same as any other answer. If you find yourself tapping something because a question must have an answer, that is the reflex this unit exists to break.
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.