Object: Get the little sailing boat into the harbour. The sailor Piet Hein is on heavy seas and you have to help him to get back home. The game starts at the lower left square and ends at the top right square. The squares are colour-coded. Each colour represents one of the four orthogonal directions. The colour tell you where you go next (pushed by strong currents and heavy winds). In the NSEW-variants, the four colours mean that you have to go North, South, East or West (North being up). Which colour codes for which direction you will find out quickly. In the LRFB-variants, the colours denote whether you have to go left, right, forwards and backwards (!) from where you are. Yes, sometimes you might be sent backwards by strong headwinds! For these LRFB directions it is important to know where you came from. We assume that the sailing boat arrived at the scene from the left. E.g. if it sits at the start on a 'Forward' colour, then we have to move it from square a1 to b1. Sailing is more of a memory game than a maze, because there are no dead ends. One only has to find out and remember what each colour means in order not to stray from the only path. The LRFB-variants have the additional twist that they contain self-crossing paths. Hence the path to the goal may use the same square several times. This can make the journey much longer than the number of squares on the board would indicate. (Variant 8 needs 184 moves, which seems to be the longest path thus constructable.) Note that in the NSEW-variants, the path can only contain as many steps as the number of squares on the board. More freeware as well as real puzzles and games under http://karl.kiwi.gen.nz. |