ARLingGames

Guide

How to play Squirrels.

Three rules, one wood a day, exactly one solution. Every wood is made to be reasoned out, not guessed: the signs on the trunks are always enough, no guessing required.

Play today's wood Start with an easy one

The rules.

1. Squirrels hide acorns in the hollows. Each sign tells how many acorns are in the run of hollows to its right or below it. A run is the unbroken line of hollows that follows a sign, and it ends at the next trunk or the edge of the wood.

2. Every hollow holds 1 to 9 acorns. Every hollow belongs to one run across and one run down at the same time, and no number repeats within a run. That is where the puzzle lives: the number you write has to suit both runs.

3. Every wood has exactly one arrangement that fits every sign. When the last hollow is right, the game notices by itself.

Animation: the signs on the trunks are read out and the runs they point to fill in one number at a time, following the totals, until the wood turns green as solved.

Notes are your own, not the game's. Notes switch the pad to the small numbers you keep while you think; they never turn red while you play. Only Check judges, and only when you ask, in two steps: it first says how many numbers are wrong and which rows or columns they sit in, 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 small note is placed in a hollow, then a wrong number is written next to it, Check is pressed once and only counts the mistake, pressed again and it marks the hollow.

A way in.

Every wood opens with steps like these. Hint finds the next one for you, outlines the two runs through the hollow it means and says why; press it again to write the number in. Hints are counted and shown when you finish, never hidden.

  • A run with one hollow left. Its total minus what is already there settles the last number.
  • A total with only one way to make it. Two hollows adding to 3 can only be 1 and 2; to 16, only 7 and 9. Three hollows adding to 6 are 1, 2 and 3.
  • What both runs still allow. The run across and the run down through a hollow narrow the numbers that fit; sometimes only one is left.
  • A number a run has to use. When it fits only one of the run's hollows, that is where it goes, even if that hollow could still hold other numbers on its own.
Animation: Hint outlines the two runs through a hollow with a highlight, marks the hollow 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 wood is checked to be solvable by named rules alone; the candidates for a date are ranked by how much they lean on the harder ones.

Monday, TuesdayEasy, six by six. The signs open the wood up fast.
Wednesday, ThursdayMedium, eight by eight.
Friday, SaturdayHard, ten by ten. Patterns inside a run, sometimes a one step trial.
SundayChallenge, twelve by twelve, the most trials of the week's candidates.

This week

Practice, archive, history.

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

Archive: every daily wood since Wednesday 10 September 2025, free. The same page shows your own history: every wood 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 andrej@arling.sk.