The board and its arrows
- Board
- The grid the puzzle is played on: 20 rows and 20 columns, almost entirely covered by arrows.
- Square
- One cell of the board. Every square is either empty or part of exactly one arrow.
- Edge
- One of the four sides of the board. Arrows leave across an edge. The squares along the edges are called the border or the rim.
- Arrow
- A piece made of a shaft with a head on one end. It covers at least two squares and never overlaps or crosses another arrow.
- Head
- The pointed end of an arrow. The head alone decides which way the arrow flies: up, down, left or right.
- Shaft
- The body of an arrow, running from square to square in straight pieces. Its shape has no effect on where the arrow goes.
- Tail
- The end of the shaft farthest from the head. A tail blocks other arrows just as well as any other part does.
- Bend
- A corner where the shaft turns. An arrow can have any number of bends, and it follows them on its way out.
- Long arrow
- An arrow that covers many squares. It lies across many lines, so removing one often frees several others.
Flight and blocking
- Line of flight
- The straight run of squares from an arrow’s head to the edge it points at. Also called its path or its line.
- Free arrow
- An arrow whose line of flight is completely empty, so it can leave now. An arrow with its head on the edge, pointing outward, is always free.
- Blocked arrow
- An arrow with any part of another arrow in its line of flight. It can’t leave until that line is empty.
- Blocker
- An arrow that lies in another arrow’s line of flight. A blocker can sit anywhere along the line, even at the far side of the board.
- Shot
- Tapping a free arrow so that it flies off the board, head first. The squares it covered are empty from then on.
- Opening
- The gap left where an arrow has just been removed. Arrows aimed across those squares are the likeliest to have become free.
- Stand-off
- Two arrows aimed straight at each other along one line. Neither could ever leave, so a real board never contains one. If you think you see one, you’ve misread a row or column.
The clock and your record
- Daily board
- The one board set for a given date. Everyone playing that date gets the same arrows in the same places.
- Bump
- What happens when you tap a blocked arrow. It runs forward, hits its blocker and returns, five seconds are added to your clock, and the bump is counted on your result.
- Hint
- A request that lights up one free arrow in green for a moment. It adds no time, but the number of hints you use is kept with your daily record.
- Finishing time
- The time on the clock when the last arrow leaves, including every bump penalty. It goes on the day’s board with everyone else’s.
- Clean solve
- A players’ term for a finish with nothing against it on the record: no bumps and no hints.
- Streak
- The number of days in a row on which you have solved the daily board.
Solving habits
- Border sweep
- The usual first step: look once around all four edges and shoot every arrow whose head is on the rim pointing outward.
- Looking in from the edge
- Checking one row or column from the edge inward. If the first thing you meet is a head pointing back at you, that arrow is free. If it is anything else, nothing can leave along that line from that side.
- Following the opening
- Checking the rows and columns that run through the gap you just made before looking anywhere else. It is faster than rescanning the whole board.
Words from mathematics and other puzzles
- Dependency
- The relation between a blocked arrow and its blocker: the first can’t leave until the second has gone. Chains of dependencies explain which arrow is the real obstacle.
- Cycle
- A ring of dependencies that leads back to its starting arrow. A board with a cycle could never be cleared. A stand-off is the smallest cycle.
- Topological order
- An order of removal in which every arrow goes after all of its blockers. One exists exactly when there is no cycle, and a board usually has many.
- Unblocking puzzle
- The wider family of puzzles in which pieces get in each other’s way and the task is to get one or all of them out. Sliding-block puzzles belong to it.
- Tap-away puzzle
- A phone puzzle in which a tapped piece flies off in its own fixed direction if nothing is in the way. Arrow puzzles such as this one are a flat version, sometimes called arrow escape puzzles.