Eat today's 9 mascots in order. Every square you touch stays yours, so your own trail is the maze, and today there is exactly ONE route that gets all 9.
Everyone gets the same board today.
The bulldog always goes first. Everything after it is a fresh order every day, and the cast gets SHORTER through the week: each mascot is a signpost on the one route, so the fewer of them there are, the more of it you have to work out.
- Move one square at a time with the arrow keys or the pad. Nothing moves until you do.
- Your body never shrinks. Where you have been is a wall for the rest of the run.
- A mascot whose turn has not come is solid. You cannot cross the tiger to reach the gamecock.
- There is exactly one route that eats the whole cast, and it uses every square on the board. Nothing is spare, so there is no second way round.
- 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.
- 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: Work backwards from the last mascot. Because the route has to cover every square and there is only one that does, the question at each junction is never 'which way is quicker' but 'which way can still come back for that corner'. When a move looks obviously right, that is usually the one worth checking.
Scored on HOW FAR DOWN THE CAST YOU GOT, so you do not need all 9: 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 SHRINKS through the week, from ten signposts on Monday to eight on Saturday, and the Sunday Edition moves up to an 8x8 board with the whole cast on it.