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Logic · No. 18 · August 25, 2026Chompmindloftdaily.com/chomp
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How to play

Eat today's 8 mascots in order. Every square you touch stays yours, so your own trail is the maze.

Everyone gets the same board today.
The bulldog always goes first. Everything after it is a fresh order every day, and some days the cast is shorter than others.
  1. Move one square at a time with the arrow keys or the pad. Nothing moves until you do.
  2. Your body never shrinks. Where you have been is a wall for the rest of the run.
  3. A mascot whose turn has not come is solid. You cannot cross the tiger to reach the gamecock.
  4. The dark bleachers are bolted down and you can never enter them. Going around one is forced, and which side you pick decides what you wall off.
  5. Steering into a wall is refused, not punished, and costs no move. The run ends only when the head has nowhere legal left to go.
  6. Boxed in early? Give up ends the run and records it as it stands, and then Try again re-deals the same board. Restart does both in one press. Only your first result counts on the leaderboard, so a second run costs nothing.
The knack: The mascots sit close together, and that is the trap: the direct line to the next one is very often the line that walls off the one after it. When the way forward looks obvious, check what it costs you two mascots later.

Scored on HOW FAR DOWN THE CAST YOU GOT, so you do not need all 8: stall on the fifth and you still score five. Clearing the whole cast is a perfect 10. Ties break on fewest moves, then on time. Giving up or restarting records the run as it stood, and only your first result is leaderboard eligible. The cast grows through the week, and Sunday Editions field the whole cast on the same small board, so almost every square is wall by the time the last one is in reach.

See your stats and join the leaderboard

Sign Up with a display name and it appears on the leaderboard after you finish a game. No password needed.

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About Chomp

Chomp is a daily route puzzle. A handful of mascots sit on a small board and have to be eaten in order, and every square you touch belongs to you for the rest of the run. Nothing chases you and nothing is on a timer. The obstacles are the trail you have already laid and a few bolted-down bleacher squares, which is why the shortest line to the fourth mascot is so often the line that walls off the fifth. The board is deliberately tight: on most days the shortest legal route uses most of the squares on it, and on a Sunday it can take very nearly all of them.

You do not need all of them. The score is how far down the cast you got, so a run that stalls still counts. Everybody plays the same board on the same day, ties break on fewest moves, and giving up records the run as it stood, so the first attempt is the one that counts. The bulldog always leads and the rest are dealt fresh each day; Sundays field the whole cast and spread it further apart.

More daily puzzles: Parker, Etch, Hedge.