Draw one fuse from the spark ✦ to the purple firework. It must pass through every cell exactly once, moving up, down, left or right.
The spark starts with a number. Every cell the fuse passes changes it: +3 adds 3, −2 takes 2 away, ×2 doubles, ÷3 divides by 3.
A checkpoint "= 12" on a cell means the number must be exactly 12 right after the fuse passes that cell. The firework always has one: the final number.
| Chapter | Rule |
|---|---|
| 1 | + cells only. Learn to count along the fuse. |
| 2 | − cells. The order of the cells now changes the totals in between. |
| 3 | × cells. Right after ×2 the number is even; after ×3 it is a multiple of 3. |
| 4 | Walls: the fuse cannot cross them. |
| 5 | One-way cells: the arrow shows where the fuse leaves. |
| 6 | ÷ cells: the number must divide evenly when the fuse arrives. |
| 7 | Numbered cells ① ② ③ must be reached in that order. |
| 8-10 | Bigger boards with every rule, fewer checkpoints and harder steps. |
Yes. Every puzzle is checked by a solver that thinks like a person: it only uses steps you can see, and it proves there is exactly one fuse. You never need to guess.
A hint explains the solver's next step: first where to look, then why, then it shows you. You get one free hint a day; more cost Wicks 🕯 or come from the shop.
★ solved · ★★ without hints · ★★★ without hints and without a wrong checkpoint.
Tab to the board. Arrow keys move between cells. Shift + arrow lays or removes the fuse towards that side. X then an arrow (or Alt + arrow) marks ✕. U undoes. Each cell is read with its operation, checkpoint and the fuse's number there.
Settings have colour-blind colours, reduced motion and larger text.
One Daily Challenge for everyone each day, timed by the server, with a leaderboard. Five Weekly puzzles each week. Past dailies can be played for practice.
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