Punkin Smash

Every punkin in the patch has to go, and you have not got all day. Give one a swing and the chunks fly the way its chevrons point — a square for each one — and whatever they cross is smashed too, and throws its own. One good swing can take half the patch. Par is the fewest swings it can be done in.

  • Smash every punkin. Tap one to pick it — the dashes show you where its chunks land — and tap it again to swing.
  • The chevrons on a punkin say which way its chunks fly and how far: one square for each chevron, up to three.
  • Anything those chunks cross is smashed too, and throws its own. That is the whole game — the chain does the work, not you.
  • A hay bale stops chunks dead. Nothing gets past a bale, so a punkin behind one has to be reached another way.
  • Par is the fewest swings the patch can be cleared in, and every patch here is known to go in par. You may take more — it still clears — but par is what you are after.
  • Start by finding the punkins nothing else can reach. Those you have to swing at yourself. They never quite add up to par, so there is always one more to work out.
  • Mark chalks a punkin you have worked out, Undo takes back a swing, and Start over plants it again. All free, and there is no clock.
  • Every patch has a number, so you can hand a friend the very same patch.
  • On a keyboard: the arrows walk the patch, Enter picks and swings, M marks, U undoes, R starts over.

or press Enter for the day’s patch

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