Beams
Fire beams in from the edge, then place the orbs where they must be. Every beam costs a point.
A new Beams box every day
Everyone gets the same box each day, and a new one arrives at midnight your time. Monday and Tuesday are a small box with three orbs, Wednesday, Thursday and Sunday the full 8 by 8 with four, and Friday and Saturday the full box with five, the trickiest of the week.
Your score is the beams you fire, plus 5 for each orb in the wrong place: the fewer the better, then the faster. A shared result shows your score and time, never the orbs. Every box is checked by a computer, so its beams can always pin the orbs down.
How to play Beams
- A few orbs hide in a dark box. The puzzle says how many. Find them all.
- Tap a port round the edge to fire a beam of light into the box. You don't see it inside, only what comes out:
- H, swallowed: it ran straight into an orb.
- R, reflected: it came back out where it went in. That happens when it meets two orbs at once, or when an orb sits beside its port, right at the edge.
- A number: it came out somewhere else, at the port with the same number. On the way, it bent 90° away from each orb it passed diagonally.
- Tap a cell to mark it as an orb, tap again to mark it empty, and once more to clear it.
- With every orb placed, press Check. The orbs show, and so does every beam's way through the box.
Your score is a point for every beam fired, plus 5 for each orb in the wrong place, so a good guess can beat another beam, and a bad one costs more. Fewer is better; a tie goes to the faster solve. On a keyboard, move with the arrow keys and fire or mark with Enter or Space. On a computer, right-click a cell to mark it empty.
Solving tips
- A beam straight across says a lot, but not everything. Out at the port right opposite, it usually passed nothing. With three or more orbs, though, it can bend away and back into line on the way: fire another to be sure before you rule its row out.
- Read the bends backwards. A beam that comes out round a corner turned somewhere: work out which orb, sitting diagonally ahead of it, could have turned it.
- Watch the edges. A reflection at a port often means an orb right beside it on the edge.
- Mark what you know. Marking cells empty narrows down where the rest can be. A hint tells you which beam would tell you the most, or a cell that has to hold an orb.