How to play
- Goal
- Connect each angler to one fish with a line visiting its target number of cells, including both endpoints.
- How it ends
- Catch every fish, match every printed length and use every cell exactly once; mistakes can always be undone.
- Record
- The fastest first unaided solve of each chart is recorded.
- Start on a numbered angler, select adjacent cells, and end on a hollow fish circle. Dragging a continuous route also works.
- Numbers count visited cells, including both the angler and the fish. A four-cell line makes three steps.
- Each angler catches one fish, and each fish belongs to one line. Lines cannot share or revisit a cell, or pass through another marker.
- Use every cell exactly once. A question mark accepts any line length that satisfies the whole-grid rule. Adjacent cells on different lines are allowed.
- Completed lines are saved as whole edits. Undo, Redo and Remove operate on whole lines; a cancelled preview leaves entries unchanged. Restart keeps the first clock running.
Controls
| Tap / click / drag | Trace from an angler through adjacent cells to a fish |
|---|---|
| Arrows + Enter / Space | Move the cursor and select a cell |
| Remove / Delete | Remove the selected whole line |
| Z / Y / R | Undo / Redo / open Restart confirmation |
| Pan / P | Move a large chart without changing entries |
| Whole chart | Open a read-only overview from the chart menu |
| Escape | Cancel a stroke or selection, close a dialog or return to the atlas |
| Controller | D-pad move; A select; X remove; Y Undo; shoulders Draw/Pan; B back; Start settings |
Tips for Anglers
- Count both ends The numbered angler and the fish both count. A four-cell line makes three steps.
- Check the required length A nearby fish may need a longer route than the shortest path.
- Leave room for every line Think about the other anglers and every unused cell before committing a long route.
Questions about this game
Can lines touch?
Cells of different lines may be side by side. The lines cannot share, cross or revisit a cell.
What does a question mark mean?
That angler has no fixed length. Its line still catches one fish and helps cover every cell exactly once.
Does Restart reset the clock?
No. The first clock keeps running. Replays after a finish are Practice and preserve the first time.
Complete lines and Undo save in this browser. The first clock starts when a chart is selected. Reloaded attempts stay local; replay is Practice and preserves the first finish.
Watch how to play
About Anglers
Anglers combines route lengths, fish pairing and whole-grid coverage. Numbered chips are the anglers, hollow circles are fish, and the lines may turn at right angles.
The 96 charts and worked example are original. Four open shelves run from 5×5 to 8×8, with question-mark charts in each size.







