How to Play Arrow Game
Arrow Game looks like a grid of arrows and plays like a reading test. Once you know what a piece is, what blocks it and how the board is built, most levels come apart in a steady rhythm. This guide covers the rules first, then the habits that keep your miss count at zero.
The rules in one minute
Pieces
A piece is one or more cells joined into a chain. Every cell in the chain carries an arrow. In the body of the chain each arrow points at the next cell; the last cell is the head, marked with a white ring, and its arrow points at the exit direction. A piece of length one is just a single arrow that flies straight off the board.
Moving
Tap any cell of a piece and the whole piece moves. The head travels in a straight line in the direction of its arrow until it leaves the board, and every body cell follows the cell in front of it, like a train on rails. The piece is gone once the tail has left.
Blocking
Only the head's line matters. Look from the head towards the edge of the board in the direction it points. If any cell on that line belongs to another piece, the move is blocked: the piece nudges forward, bounces back, and you take a miss. The body's own cells are never in the way, because the head never crosses them.
Why you cannot get stuck
Removing a piece frees its cells and touches nothing else. A move that works can never make another move impossible, so a solvable board stays solvable no matter what order you clear it in. The only thing you can lose is a clean run: every blocked tap is a miss.
How boards are built
Levels are generated backwards. The game starts from an empty grid and places pieces one at a time, checking that each new piece has a clear line to the edge given everything already placed. Pieces placed later may sit on the lines of pieces placed earlier, because in play they leave first. Reversing the placement order gives one guaranteed solution, and there are usually several more.
Reading order that avoids misses
Start at the edges. A head on the border with its arrow pointing outward has an empty line by definition and always moves. Clear those, then look again: every removal opens lines for the pieces behind it. Work inwards in waves rather than hunting for a specific piece.
When you are not sure, trace before you tap. Put a finger on the head, slide it towards the edge along the arrow, and stop at the first coloured cell. If you reach the edge, tap. If you hit a piece, that piece is the one to look at next.
Long chains are the trap. Their heads are easy to lose in a busy board, and a chain's body arrows point along the chain, not at the exit. Find the white ring first, then read the arrow on that cell only.
Later levels
From level ten upwards the board is 7 by 7 or larger and around 85 percent full. Expect only one or two free pieces at a time. Two habits help: scan the border cells first on every fresh board, and after each removal look only at the line you just opened, since that is where the next free piece usually appears. Hint is free and highlights one piece that can move; use it to check your reading, not to skip it.
