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How to play Wickline

The goal

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.

Drawing

New rules (one every 20 levels)

ChapterRule
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.
4Walls: the fuse cannot cross them.
5One-way cells: the arrow shows where the fuse leaves.
6÷ cells: the number must divide evenly when the fuse arrives.
7Numbered cells ① ② ③ must be reached in that order.
8-10Bigger boards with every rule, fewer checkpoints and harder steps.

Is there always one answer?

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.

Useful steps

Hints and stars

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.

Keyboard and screen readers

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.

Daily and Weekly

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.