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Cliff Jumper: a strategy guide

Cliff Jumper started as a simple question: what would arithmetic homework look like if getting the answer right were only half the job? In most number games you either hit the target or you don't. Here you always can hit the target — the interesting part is how few pieces you needed to do it.

Every level hands you a ravine of a fixed width in meters, a row of numbers and a row of operators. Your job is to chain them into an expression that lands exactly on that width. A car drives out over the bridge you just built; if the maths is short and clean, it makes the crossing on the first attempt.

The rules, restated

  • The width of the ravine is the exact number your expression has to produce. Not close — exact.
  • You start by picking one number, then alternate: operator, number, operator, number, and so on.
  • Each number tile and each operator tile can only be used once per level.
  • The expression is evaluated strictly left to right. There is no multiplication-before-addition precedence, so 2 + 3 × 4 is 20, not 14.
  • Division only works when it divides cleanly. A step that would create a fraction is rejected.
  • You may use more tiles than necessary and still cross. After you land, the game reveals the optimal tile count so you can compare.
  • A day consists of three levels that get harder in sequence.

A worked example

Say the ravine is 30 meters wide, the numbers are 3, 12, 9, 5 and 6, and the symbols are ×, +, +, ÷ and −.

The obvious route is 12 + 9 + 9 — except there is only one 9, so that is out. Next instinct: 5 × 6 = 30. Two numbers and one symbol, three tiles total, done. That is the optimum here.

A player in a hurry might instead build 3 × 12 = 36, then 36 − 6 = 30. That is also exactly 30, and the car still crosses — but it burned five tiles instead of three. The end screen shows 5 used against an optimum of 3, which is the nudge to look for the multiplication shortcut earlier next time.

Notice how the left-to-right rule changes things: 3 + 5 × 6 evaluates as 8 × 6 = 48, not 3 + 30 = 33. Reading the row as an ordinary maths expression is the single most common way players lose a step.

Why the left-to-right rule matters more than anything else

Almost every new player brings school arithmetic with them, and school arithmetic says multiplication binds tighter than addition. Cliff Jumper deliberately throws that away. The expression is a running total: you hold a value, you apply an operator and a number, and you get a new value. Nothing waits its turn.

The practical consequence is that ordering is a tool rather than a formality. The same three tiles can produce wildly different totals depending on where you place them, which means a board that looks like it has no solution usually has one hiding in a permutation you have not tried. When you are stuck, do not look for new tiles — reorder the ones you already like.

It also means big multiplications early are dangerous. Multiply first and every later addition is a small correction; multiply last and every earlier addition gets scaled. If you are far below the target, save the multiplication for the end. If you are far above it, get the multiplication out of the way immediately.

A search order that finds the optimum quickly

There is a reliable routine that finds short solutions on most boards. First, scan for a single product that equals the target exactly: that is a three-tile finish and you can stop looking. Second, scan for a product that sits within one available number of the target, above or below — that gives you a five-tile finish with an addition or subtraction on the end.

Third, check the divisions. Because only clean divisions are legal, there are rarely more than one or two on a board, and a legal division is often the game's way of pointing at the intended solution. Finally, if none of that works, fall back on additive chains, starting from the largest number that does not overshoot.

This ordering matters because the optimum is defined in tiles, and tiles come in pairs after the first one. Three tiles, five tiles, seven tiles. Skipping straight to additive chains almost guarantees a seven-tile crossing on a board that had a three-tile answer.

Common mistakes

The first is landing near the target and assuming that counts. It does not — the car needs the exact width, and an expression producing 29 on a 30 meter ravine simply will not launch.

The second is forgetting that tiles are single-use. Players plan a route that reuses the same 6 twice and then cannot understand why the second 6 is greyed out. Plan with the row in front of you, not from memory.

The third is treating the optimal-tile readout as a score to feel bad about. It is a hint about the shape of the board. Seeing that a level you solved in seven tiles had a three-tile answer tells you a product you missed exists — go back, find it, and the same pattern will appear again in a future level.

Quick reference

Factor the target firstBefore touching a tile, ask which pairs of your numbers multiply to the target, or to something one addition away from it. Three-tile solutions almost always start with a multiplication.

Work backwards from the widthIf the ravine is 42 and you hold a 7, you now only need a 6 from the remaining numbers. Treating the target as a division problem narrows the search enormously.

Division is a shortcut, not a trapBecause divisions must come out whole, there are usually very few legal ones on the board. Spotting the one that works often collapses a five-tile route into three.

Overshoot deliberatelyMultiplying past the target and then subtracting is frequently shorter than adding your way up from a small number.

Level three rewards patienceThe third level of the day is tuned so the greedy first idea is almost never optimal. Find a crossing, then spend thirty seconds looking for a shorter one before you commit.

Frequently asked questions

How often does the puzzle change?
Three new levels are generated every day at local midnight, and everyone playing on the same calendar day gets the same three.
Is there a time limit?
No. Cliff Jumper is scored on tile economy, not speed, so you can think as long as you like.
Does it work on a phone?
Yes. The tile rows and the 3D crossing scene are laid out for portrait phones first, and every control is tap-sized.
Do I need an account?
No. Streaks and results are kept in your browser's local storage. Nothing is uploaded and there is nothing to sign up for.

Play today's Cliff Jumper puzzle or read another guide.