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How to Play

DailyGames Hub gives you three brand-new puzzles every single day. Everyone in the world gets the same puzzles, and they reset automatically at midnight in your local time.

Cliff Jumper

A car needs to jump across a cliff of a given width. Build a math equation from the numbers and symbols you're given so the result lands the car exactly on the far edge.

  • Tap a number, then a symbol, then a number, and so on.
  • Equations are calculated left to right — there's no operator priority.
  • Symbols are + − × ÷. Each number and symbol can be used once per attempt.
  • Press Launch to jump. Land short or overshoot and you try again.
  • Each day has 3 levels that get harder. Solve them in as few tiles as possible — we'll show you the optimal count.

Queens

A colourful grid is split into regions. Place exactly one crown in every row, every column and every colour region.

  • No two crowns may touch — not even diagonally.
  • Tap a cell to cycle: empty → X (your own note) → crown.
  • Every board has exactly one solution. Beat the clock and share your time.

Poly Puzzle

Each day a low-poly object — a heart, a cat, a key — is shattered into triangles, trapezoids and kites. The empty silhouette waits above the tray.

  • Drag a piece from the tray onto the matching hole in the outline — it locks in when it is close enough.
  • Pieces start turned. Tap one, then hit Rotate to spin it in 15° steps until it fits.
  • Place every piece to rebuild the object, then share your time.

LogicBot

Write a short program that walks the robot over every glowing tile.

1 · Read the boardThe robot starts on the arrow tile. Every glowing tile must be lit before the level counts as solved. Tiles sit at different heights — a lighter tile is one step higher than a darker one.

2 · Build the programTap commands in the palette to drop them into the MAIN slots: Forward moves one tile, Left and Right turn in place, Jump climbs up one level (or drops down any number), and Light switches on the tile you are standing on.

3 · Use the subroutineThe P1 track is a subroutine. Put a repeated sequence in P1, then call P1 from MAIN as a single command — it runs the whole track each time. This is how you fit a long route into few slots.

4 · Run itPress Run to execute top to bottom. The robot ignores a Forward that would walk into a wall or a height it cannot climb, so a failed move simply wastes a step. Reset and edit as often as you like.

Scoring

  • You win when every glowing tile is lit.
  • Your result is the number of command slots used, not the time taken.
  • After solving you see the optimal length — matching it is the real challenge.

Tips

  • Plan the walking route on the board first, then translate it to commands.
  • If a pattern repeats three or more times, it belongs in P1.
  • Jump also works as a step down, so you rarely need to walk around a drop.

Grid Network

Connect every city to a power plant without blowing the budget.

1 · Know the mapGreen factory tiles are power plants, red building tiles are cities. The terrain underneath sets the price per tile: plain costs 2, hills cost 5, water costs 9.

2 · Lay a lineTap a power plant, then tap a city. The game automatically routes the cheapest possible cable between them and charges you for every tile it crosses.

3 · Watch the metersBudget shows what is left, Lines shows how many cables you may still lay. A line you cannot afford is rejected. Undo removes the last cable, Clear all starts the layout over.

4 · SubmitPress Submit network when every city glows yellow. You can keep optimising afterwards — only your first submission of the day counts towards the streak.

Scoring

  • Each connected city earns points; every unit of budget spent costs you points.
  • Leftover budget is a bonus, so a cheaper layout always outscores a wasteful one.
  • Ranks run C, B, A, S — S means you matched or beat the par cost.

Tips

  • A detour over two plain tiles is cheaper than one water tile.
  • Connect each city to its nearest plant, not to the same plant every time.
  • Cables may share tiles, so reusing an existing corridor is often free-ish.

Precision Launch

Land the ball in the red target within five shots, grabbing stars on the way.

1 · AimPress and drag backwards from the grey launcher — like a slingshot. The further you pull, the more power. The dotted arc previews the flight path before gravity and bounces alter it.

2 · ReleaseLet go to fire. The shot ends when the ball hits the target, comes to rest, or times out. Every shot counts, so an aborted tiny drag (under a short pull) does not fire.

3 · Read the obstaclesGrey blocks are solid walls. Cyan pads are bouncers that fling the ball back with extra speed. A purple glow is a gravity well that curves your shot towards its centre.

4 · Collect starsThe three yellow stars are optional. Touch them mid-flight during any shot — collected stars are kept for the run and add to your score.

Scoring

  • Hitting the target ends the level; missing all five shots ends it too.
  • Fewer shots used means more points, and each star adds a chunk.
  • Hitting nearer the bullseye adds an accuracy bonus.

Tips

  • Bank deliberately off a cyan pad to reach targets hidden behind a wall.
  • Aim slightly away from a gravity well and let it pull the ball in.
  • Use an early shot to scout the bounces, then repeat it with a small correction.

Streaks & Sharing

Win a puzzle on consecutive days to build a streak 🔥. After finishing, hit Share Results to copy a spoiler-free emoji grid to your clipboard — perfect for challenging friends. Your progress is saved privately on your own device.