Gatanki

Pegs

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Crack the hidden code. Each guess shows how many pegs are the right color in the right slot () and how many more are a right color in the wrong slot (), but not which ones.

A new Pegs code every day

Everyone gets the same code each day, and a new one arrives at midnight your time. Monday and Tuesday are four pegs of six different colors, with every peg of a guess marked; Wednesday, Thursday and Sunday four pegs where a color can come more than once, scored by counts; and Friday and Saturday five pegs of seven colors. You're ranked by guesses, then by time.

Crack it on consecutive days to build a streak, then share your result: it shows each guess's score as a row of dots, never the code. Running out of rows, or giving up, ends the day's game, and the code shows. Once it's over, a review shows how many codes each guess left, and how well the best guess could have done.

How to play Pegs

  1. A code of four or five colored pegs is hidden at the top of the board.
  2. Guess a row of pegs. Its score is two numbers: how many pegs are the right color in the right slot (by the solid dot), and how many more are a right color in the wrong slot (by the ring). On easy codes, each peg also wears its mark, and a peg whose color isn't in the code fades; from medium on, the score doesn't say which pegs they are.
  3. Crack the code in as few guesses as you can, before the rows run out.

Tap a color to put it in the slot that's next, tap a slot to choose it, and press Guess. In easier levels every peg of the code is a different color, and so is every guess; in the others a color can come twice or more. Notes is a grid of every color in every slot: cross off what you've ruled out, the way you would on paper. On a keyboard, 1 to 8 pick colors, Backspace takes one out and Enter guesses. Everyone gets the same code each day, and you're ranked by guesses, then time. Once it's over, a review shows how many codes each guess left, and how well the best guess could have done.

Solving tips

  • Spread out early. A first guess with two or three colors, like two reds and two blues, tells you more than four of one color.
  • Add up the score. Its two numbers together count the right colors, wherever they are. A score of 0 and 0 rules every color in the guess out.
  • Guess what could be it. Before you guess, check the row against every score so far. A guess that can't be the code can still teach you something, but one that could be might win.
  • Stuck? A hint says how many codes still fit every score, what they all share, and a good next guess.