ARLingGames

Guide

How to play Otters.

One rule, one river a day, exactly one solution. Every river is made to be reasoned out, not guessed: the numbers in the marsh are always enough, no guessing required.

Play today's river Start with an easy one

The rules.

1. Draw one closed loop along the grid lines. The otters need a single river: no branches, no crossings, no second loop. A grid with five patches by five has six dots by six; the size changes through the week, from five by five on Monday to nine by nine on Sunday.

2. A number in a patch counts its sides. It says how many of that patch's four sides the river runs along, from 0 to 3. A patch with no number says nothing at all.

3. A cross is your own note that a side stays dry. Crosses are yours; the game does not judge them, except when you ask with Check. When the loop closes and every number agrees, the game notices by itself.

Animation: a 0 crosses all four of its sides, a 3 in the corner uses both outer sides, the rest of the river is revealed, and the marsh turns green as solved.

Crosses are notes, not answers. Placing a cross never turns anything red while you play; only Check judges, and only when you ask. Tap a side to draw it, tap again for a cross, once more to clear. On a keyboard, arrows move the cursor, Ctrl plus arrow draws, Shift plus arrow crosses, P pauses.

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

Animation: a correct cross is placed as a note, then a wrong cross next to it, nothing turns red, and a wrong cross from an earlier guess is revealed only after pressing Check twice.

A way in.

Every river opens with steps like these. Hint finds the next one for you and says in words which rule and which place it means, without pointing at anything; press it again and it rings those sides and draws them. Hints are counted and shown when you finish, never hidden.

  • A 0 or a 3 in the corner. A 0 crosses all four of its sides; a 3 in a corner cannot send the river back on itself, so both outer sides are river.
  • Two lines at a dot. Every dot the river reaches has exactly two lines; as soon as two meet, the rest of that dot's sides are crossed.
  • A number that already has enough, or needs all it has left. Once a number's sides carry as many lines as it asks for, the rest are crossed; once exactly as many sides are open as it still needs, all of them are river.
  • Marks already placed. Crosses and lines you placed narrow what still fits; Hint reasons from them the same way it reasons from the numbers alone.
Animation: the Hint explains in a sentence which number or dot it means and the board stays untouched, then the sides are drawn with a pulsing ring around them; this repeats for the next steps.

The week.

Difficulty is measured, not guessed. Every river is checked to be solvable by named rules alone, in three layers; the candidates for a date are ranked by how much of the hardest layer that solving needs.

Monday, TuesdayEasy, five by five. The numbers open the river up fast.
Wednesday, ThursdayMedium, six by six.
FridayHard, seven by seven. The short-loop check and one-step trials start to matter.
SaturdayTough, eight by eight.
SundayChallenge, nine by nine, the most trial steps of the week's candidates.

This week

Practice, archive, history.

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

Archive: every daily river since Wednesday 10 September 2025, free. The same page shows your own history: every river you solved 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.