Riff: how to play and strategy
Find the hidden rhythm. Fill the grid and follow the rise and fall.
How to play
Tap a cell, then a number. Arrows move; keys 1–6 enter numbers. N toggles notes; Delete erases; Ctrl/Cmd + Z undoes.
Rules and progression
Use 1–6 once in every row and column, or 1–4 in the lessons. Follow each ribbon from its ring to its arrow: add a fixed amount, subtract a fixed amount, and repeat. Ribbons with the same letter and color share the same rise and fall.
Each ribbon restarts with a rise. Numbers never wrap around. Every puzzle has one solution.
Play three 4 × 4 lessons, 24 practice puzzles, or the daily puzzle, which changes at midnight Pacific time. Progress and notes save on this device.
Worked example: find a ribbon’s rhythm
Imagine a six-cell ribbon reading 1 → 4 → 2 → 5 → 3 → 6 from ring to arrow. Its steps are +3, −2, +3, −2, +3. Another ribbon with the same letter and color must also rise by 3 and fall by 2, even if its starting number differs. A shorter matching ribbon could read 2 → 5 → 3. Starting it at 4 would require 7 on the next cell, so that start is impossible on a 1–6 board.
Plan your next move
- Begin with a row or column missing only one number. Then check whether that number constrains a ribbon’s rise or fall.
- Read the ring and arrow before comparing steps. Every ribbon starts with a rise; its visual direction does not change that rule.
- Use notes for values that satisfy both the row/column rule and the ribbon. A candidate that works for only one constraint is not yet a valid move.
Why can’t the sequence wrap from 6 to 1?
Riff uses ordinary addition and subtraction, not a looping number scale. Every intermediate value must stay inside the board’s number range. That boundary is useful evidence when narrowing the possible rhythm.
Explore more arcade games, learn about One Thumb Arcade, or report a problem with the game and device you’re using.