Walk: presenting it so it teaches itself

Both columns are playable. Each opens on a board that can't go wrong and adds one idea per board, with one line of guidance under it. No rules sheet before the first move. A square or dot you've cut off turns red at once, so you learn why a walk fails instead of finding out 10 steps later.

A. Squares, as now, taught by playing

The same game. Three boards teach one rule each (+, then ×, then numbers), then today's board 1. Red marks a square you can no longer reach.

B. Dots and lines (recommended)

The board draws every step you can take as a line. "Visit every dot once, along the lines." Nothing to work out from symbols: you see the moves, and the puzzle is the route. No numbers needed; every board still has exactly one walk.

Why B

Staging