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Herugolf

Guide numbered balls home with hops that shrink after every shot.

HerugolfPuzzle, Logic

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Herugolf

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Game menu

All games

The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About Herugolf

Route numbered balls across a moonlit garden into separate holes. Each straight hop is one cell shorter than the last, so choosing a direction also reserves space for the turns still to come.

Choose from 120 original courses across four open shelves, from 4×4 to 7×7. Every course has one answer. Undo and Redo let you revise routes without losing the course.

How to play

Goal
Guide each numbered ball into a different hole.
How it ends
Every ball is sunk after straight hops that shorten by one. No crossing trails or water landings.
Record
The fastest first unaided solve of each puzzle is recorded.
  1. Select a numbered ball, then choose a landing square in the same row or column. Its first hop must travel exactly the printed number of squares. Each later hop is one square shorter.
  2. A hole stops a ball permanently, even when further hops would remain. Every ball must reach a different hole. You cannot pass over a hole on the way to another square.
  3. Trails cannot cross, overlap or retrace. Starting squares remain occupied, and a shot cannot cross another ball’s starting square. Adjacent routes are allowed.
  4. A shot may cross water, but cannot land on it. Ordinary floor can remain unused.
  5. Undo, Redo or Restart let you revise an unfinished course. A ball stranded outside a hole can be rescued with Undo. There is no loss or countdown.
Worked example for Herugolf
Worked example. See how the rules apply to a real position.

Controls

InputAction
Tap / click a ball, then a landing squareSelect and take one straight hop
Arrow keysMove the board cursor
Enter / SpaceSelect or shoot at the focused square
Z / YUndo / Redo
ROpen Restart confirmation
EscapeCancel selection, close a panel or return to the atlas
D-pad + AMove the controller cursor and select or shoot
B / Y / XBack / Undo / Redo
Start / BackSettings / How to play

Tips

  • Reserve a hole Start with a ball that has only one way to reach a hole. Keep that route clear while planning the others.
  • Think one hop ahead A legal landing may leave no room for the next shorter hop. Check the turn before committing.
  • Use water as a clue Water can lie in the middle of a route, but it rules out a landing square.

Good to know

Progress saves in this browser. The first clock starts on course selection and keeps running through menus, Restart and course visits. Reloads, browser suspension or clock changes make an attempt local only. Practice never replaces the first time. Music and Effects have separate switches.

Watch how to play

The rules, then Course 001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

Questions

Do I have to use every square?

No. Only the balls and holes need to be matched; ordinary floor may remain unused.

Must a ball reach zero before entering a hole?

No. Reaching a hole stops that ball immediately, even if it would otherwise have more hops.

Can two routes touch side by side?

Yes. They cannot share any square or cross, but adjacent separate trails are legal.

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