JUMP
JUMP
Level 03 · The Grain. The board has a grain and a peg may jump down it, which leaves row minus column fixed and kills half the rule that named the last hole.
- 01Tap a peg, then tap the empty hole two along, down a row, a column, or the grain.
- 02Five holes are ringed now, not one. A grain jump broke half of what used to name them.
- 03Level 1's rule says this board cannot be finished at all. Finish it.
JUMP, Take them all. Leave one.
A grid of holes with a peg in every one but a single empty hole. Jump a peg over its neighbour into an empty hole and the peg you jumped over is taken. Play down to one peg. Every jump removes exactly one, so there is no shorter answer to find and nothing to save: the only question is whether you strand yourself. Underneath it is a colouring. Number the holes by row plus column modulo three, and again by row minus column, and a jump along a row or a column flips all three counts' parities together, so that pattern never changes and the holes the last peg may stand in are settled before you touch the board. That is why this game rings them from the first frame instead of after the fact. What the ring is worth is the ladder: an answer, then a shortlist, and then, on a board with a diagonal grain to jump along, only one of the two colourings survives at all.
- 01Tap a peg, then tap the empty hole two along. The peg you jumped over is taken.
- 02Every jump takes exactly one peg. Play down to a single peg left standing.
- 03The ringed hole is the only hole that last peg can possibly be standing in.
- Level 01 · One Holepar 13
Fourteen pegs and one empty hole, and the last peg left standing can only ever be in that same hole.
- Level 02 · Not Enoughpar 13
Two holes are ringed and only one of them can be reached, and the dead one is the hole the board opened with.
- Level 03 · The Grainpar 14
The board has a grain and a peg may jump down it, which leaves row minus column fixed and kills half the rule that named the last hole.
controls: Tap a peg, then tap the hole it lands in
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