2583
2583
If true, some of the clues around the grid are removed at
2584
2584
generation time, making the puzzle more difficult.
2586
Chapter 34: Signpost
2587
--------------------
2589
You have a grid of squares; each square (except the last one)
2590
contains an arrow, and some squares also contain numbers. Your job
2591
is to connect the squares to form a continuous list of numbers
2592
starting at 1 and linked in the direction of the arrows - so the
2593
arrow inside the square with the number 1 will point to the square
2594
containing the number 2, which will point to the square containing
2595
the number 3, etc. Each square can be any distance away from the
2596
previous one, as long as it is somewhere in the direction of the
2599
By convention the first and last numbers are shown; one or more
2600
interim numbers may also appear at the beginning.
2602
Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad'
2605
Signpost was contributed to this collection by James Harvey.
2607
[17] http://janko.at/Raetsel/Pfeilpfad/index.htm
2609
34.1 Signpost controls
2611
To play Signpost, you connect squares together by dragging from
2612
one square to another, indicating that they are adjacent in the
2613
sequence. Drag with the left button from a square to its successor,
2614
or with the right button from a square to its predecessor.
2616
If you connect together two squares in this way and one of them has
2617
a number in it, the appropriate number will appear in the other
2618
square. If you connect two non-numbered squares, they will be
2619
assigned temporary algebraic labels: on the first occasion, they
2620
will be labelled `a' and `a+1', and then `b' and `b+1', and so on.
2621
Connecting more squares on to the ends of such a chain will cause
2622
them all to be labelled with the same letter.
2624
When you left-click or right-click in a square, the legal squares to
2625
connect it to will be shown.
2627
The arrow in each square starts off black, and goes grey once you
2628
connect the square to its successor. Also, each square which needs
2629
a predecessor has a small dot in the bottom left corner, which
2630
vanishes once you link a square to it. So your aim is always to
2631
connect a square with a black arrow to a square with a dot.
2633
To remove any links for a particular square (both incoming and
2634
outgoing), left-drag it off the grid. To remove a whole chain,
2635
right-drag any square in the chain off the grid.
2637
You can also use the cursor keys to move around the grid squares
2638
and lines. Pressing the return key when over a square starts a link
2639
operation, and pressing the return key again over a square will
2640
finish the link, if allowable. Pressing the space bar over a square
2641
will show the other squares pointing to it, and allow you to form a
2642
backward link, and pressing the space bar again cancels this.
2644
(All the actions described in section 2.1 are also available.)
2646
34.2 Signpost parameters
2648
These parameters are available from the `Custom...' option on the
2653
Size of grid in squares.
2655
_Force start/end to corners_
2657
If true, the start and end squares are always placed in opposite
2658
corners (the start at the top left, and the end at the bottom
2659
right). If false the start and end squares are placed randomly
2660
(although always both shown).
2665
You have a grid of squares; some squares contain numbers. Your job
2666
is to colour some of the squares black, such that several criteria
2669
- no square with a number is coloured black.
2671
- no two black squares are adjacent (horizontally or vertically).
2673
- for any two white squares, there is a path between them using
2676
- for each square with a number, that number denotes the number of
2677
squares reachable from that square going in each direction until
2678
hitting a wall or a black square.
2680
For instance, a square containing the number one must have four
2681
black squares as its neighbours by the last criterion; but then it's
2682
impossible for it to be connected to any outside white square, which
2683
violates the second to last criterion. So no square will contain the
2686
Credit for this puzzle goes to Nikoli, who have variously called it
2687
`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18].
2689
Range was contributed to this collection by Jonas Koelker.
2691
[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/
2695
Click with the left button to paint a square black, or with the
2696
right button to mark a square with a dot to indicate that you are
2697
sure it should _not_ be painted black. Repeated clicking with either
2698
button will cycle the square through the three possible states
2699
(filled, dotted or empty) in opposite directions.
2701
You can also use the cursor keys to move around the grid squares.
2702
Pressing Return does the same as clicking with the left button,
2703
while pressing Space does the same as a right button click.
2705
(All the actions described in section 2.1 are also available.)
2707
35.2 Range parameters
2709
These parameters are available from the `Custom...' option on the
2714
Size of grid in squares.
2586
2716
Appendix A: Licence
2587
2717
-------------------