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Who is playing?

Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Anglers

One angler. One fish. Every cell.

AnglersPuzzle, Logic

Hall of records

Anglers

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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.
Worked visual example for Anglers
Worked example. See the rule happen, then follow the numbered rules below.
  1. Start on a numbered angler, select adjacent cells, and end on a hollow fish circle. Dragging a continuous route also works.
  2. Numbers count visited cells, including both the angler and the fish. A four-cell line makes three steps.
  3. Each angler catches one fish, and each fish belongs to one line. Lines cannot share or revisit a cell, or pass through another marker.
  4. 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.
  5. 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 / dragTrace from an angler through adjacent cells to a fish
Arrows + Enter / SpaceMove the cursor and select a cell
Remove / DeleteRemove the selected whole line
Z / Y / RUndo / Redo / open Restart confirmation
Pan / PMove a large chart without changing entries
Whole chartOpen a read-only overview from the chart menu
EscapeCancel a stroke or selection, close a dialog or return to the atlas
ControllerD-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

The rules, then Chart001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

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.

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