ARLingGames

Guide

How to play Herons.

Three rules, one marsh a day, exactly one solution. The marshes are made to be reasoned out, not guessed: the nests alone are always enough, no guessing required.

Play today's marsh Start with an easy one

The rules.

1. Every pair of nests belongs to one pair of herons. Draw a flight path between the two nests of every pair. A path steps from one cell to the next, up and down or left and right, never diagonally, and it never runs beside itself: no cell of a path may touch another cell of the same path except the one before it and the one after it.

2. Paths never cross. Two different pairs never share a cell, so once a cell belongs to one path it is closed to every other.

3. Every cell of the marsh is used. No cell is left over when the marsh is finished; when every pair is joined and every cell is used, the game notices by itself.

Animation: a flight path is drawn between two nests of the same number, cell by cell, and every pair fills in until the marsh turns green as solved.

Nothing lights up while you play. A cell given to the wrong path is not flagged, even a plain mistake; only Check judges, and only when you ask. Press it once and it says how many cells are wrong; press it again and it shows which, with a ring and a small cross, not colour alone.

On the phone, drag out of a nest and the path follows your finger; drag back along it and it rubs out. On a keyboard, arrows move, Enter starts and ends drawing, Delete clears, P pauses.

Animation: a short correct stretch of path is drawn, then a cell is given to the wrong path without any warning, and only pressing Check twice reveals it with a ring and a cross.

A way in.

Every marsh opens with steps like these. Hint finds the next one for you, rings the cells it settles and says why; press it again to draw them in. Hints are counted and shown when you finish, never hidden.

  • A nest with one way out. A nest in a corner, or with only one free side, must send its path that way.
  • Only one way through. A cell with only one free side left has its path decided for it, because every cell of the marsh is used.
  • No touching itself. A cell next to a path that is already there is closed to that same path, even when it looks free.
  • Only one pair can reach it. When a corner of the marsh can only be reached by one pair, every cell of that corner belongs to it.
Animation: the Hint rings the cells it is looking at and explains why, then the marks are drawn in; this repeats for the next steps.

The week.

Difficulty is measured, not guessed. Every marsh is checked to be solvable by these rules alone; the candidates for a date are ranked by how many trickier passes that logic needs.

Monday, TuesdayEasy, five by five. The nests open the marsh up fast.
Wednesday, ThursdayMedium, six by six.
Friday, SaturdayHard, seven by seven. More passes before it opens up.
SundayChallenge, eight by eight, the most passes of the week's candidates.

This week

Practice, archive, history.

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

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

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