Guide

How to play Hares.

Three rules, one meadow a day, exactly one solution. Every meadow is made to be reasoned out, not guessed: the numbers already on the board are always enough, no guessing required.

Play today's meadow Start with an easy one

The rules.

1. Every row, column and block holds each number once. That much is the number square you already know. A meadow with nine rows has nine columns and nine blocks of three by three; on Monday and Tuesday the meadow is six by six, with blocks of two rows by three columns.

2. Hares leap like a knight. Two burrows a knight's leap apart, two one way and one across, never hold the same number. The leap reaches over rows, columns and blocks alike: a burrow far away can still rule a number out. From Friday on, hares also refuse to sit next to the same number in any direction, corners included.

3. Every meadow has exactly one filling that fits every rule. The numbers the meadow gives you are heavier and sit a shade darker. When the last burrow is right, the game notices by itself.

Animation: the picked burrow shades its row, column and block, then the burrows a knight’s leap away, and the meadow fills in one number at a time until it turns green as solved.

A mark is your own guess, not the game's. Marks narrow down what you are still considering for a burrow; the game never marks one wrong while you play, only when you ask with Check, in two steps: it first says how many numbers are wrong, then, on a second press, marks them.

A wrong number is shown by Check, never by the board turning red while you play.

Animation: a note is placed as a guess, then a wrong number is written next to it, Check is pressed once and only counts the mistake, pressed again and it marks the burrow.

The controls.

Moving. Tap or click a burrow to select it. Drag across the meadow, with a finger or with the mouse held down, and every burrow you cross joins the selection. Ctrl, on a Mac Cmd, plus a click adds one burrow to the selection or takes it out again. The arrow keys, or W A S D, move the selection and wrap round the edge, so down on the last row comes back to the top; Ctrl plus an arrow widens the selection instead of moving it. Escape lets the selection go. A burrow the meadow gave you can be selected, so you can put marks and colours around it, but it can never be overwritten.

Writing. The keys 1 to 9, the numeric keypad and the pad under the meadow all do the same thing, and they write into every selected burrow at once. The same number again takes it back. Delete and Backspace clear in one order: if any selected burrow holds a big number, the big numbers go; if not, the marks of those burrows go, corner and centre together; if there are none, the colour goes. A number written into a burrow that already carries marks simply covers them, it does not lose them: take the number out again and every mark is back.

Four modes. The four buttons under the pad say what a number writes. Normal is the big number. Corner is a small mark in the corners of the burrow, filled in the same order every time, left top, right top, left bottom, right bottom, then top, bottom, left, right and the middle. Centre is a small mark in the middle, kept in order. Colour paints the burrow with one of nine colours; every hued colour also has its own texture, so no two are told apart by hue alone, and the first colour is the plain neutral one. The keys Z X C V pick a mode, the spacebar cycles through all four, N goes Corner, Centre, Normal, and holding Shift borrows Corner or Ctrl borrows Centre for as long as you hold the key down.

Undo, Redo and Restart. U or Ctrl+Z go back, R, Ctrl+Y or Ctrl+Shift+Z go forward, as far as you like and through everything, numbers, marks and colours alike. Ctrl+R stays your browser's reload; we never take that one. Restart puts the meadow back to the numbers it was given and clears everything else, colours included, and one Undo brings it all back. The clock keeps running through a Restart: clearing up is part of playing, not a new game.

Check. Press it once and it says how many numbers are wrong and roughly where; press it again and it marks them. With exactly one burrow selected it reads only that row, that column and that block. Nothing else on the board ever turns red while you play.

Settings under the meadow hold the rest: which comes first, the burrow or the number; the timer; highlighting matching numbers; whether a drag selects several burrows; what a number does in a burrow that already has marks; whether errors are shown at once; corner or centre as the default mark; whether writing a number takes that mark out of the burrows it rules out; the automatic pause; input from the pad only; and whether Restart asks first.

A way in.

Every meadow opens with steps like these. Hint finds the next one for you, shades the row, column and block it is reading, rings the burrow it means and says why; press it again to write the number in. Hints are counted and shown when you finish, never hidden.

  • One number left. A burrow whose row, column, block and every hare within reach have already taken every other number has just one left.
  • A number with nowhere else to go. When a number fits only one burrow of a row, a column or a block, that is where it goes, even if that burrow could still hold other numbers on its own.
  • Held in place by the leap. Sometimes a number is forced into one burrow of a line only once the knight's leap, or on the king days the touching rule, is counted in.
  • A one step trial. Write a number in, follow it one step, and drop it if it runs into a contradiction. The hardest days lean on this the most.
Animation: Hint shades the row, column, block and the leaps through a burrow, marks the one it means and explains why, then the number is written in; this repeats for the next steps.

The week.

Difficulty is measured, not guessed. Every meadow is solved by a program that only knows named rules; the candidates for a date are ranked by how many numbers are given away and how hard the rules they need get.

Monday, TuesdayEasy, six by six, the knight's leap.
Wednesday, ThursdayMedium, nine by nine, the knight's leap.
Friday, SaturdayHard, nine by nine, the knight's leap and the touching rule.
SundayChallenge, nine by nine, both extra rules and the fewest numbers given away.

This week

Practice, archive, history.

Practice sets: seventy-two meadows with no date attached, three sets of eight for each level. They never change and do not touch your streak.

Archive: every daily meadow since Wednesday 10 September 2025, free. The same page shows your own history: every meadow you solved in this browser, with time, hints and checks. Nothing is sent anywhere; it lives in your browser only.

Stuck or found something wrong? Write to support@arling.sk.