How to play Tells
Tells is a daily crack-the-code puzzle. The lock opens with a code of three different digits, and the Locksmith will tell you about earlier tries at it, one at a time. Those are your tells.
- Read a tell: each one is a wrong code and what it got right. A filled dot is a right digit in the right spot. A ring is a right digit in the wrong spot. "Nothing right" means none of its digits are in the code.
- Ask for as few as you dare: every tell you ask for counts. Type a code and try it whenever you think you know it. A wrong code turns into a tell, and it counts too.
- Par is the fewest tells that pin the code down. Every lock can be solved from its first par tells by logic alone, with no guessing. Stop earlier and you're gambling.
- Notes: tap a digit in any tell to strike it out everywhere, on every tell and on the keypad.
Today's lock is the same for everyone and changes at midnight UTC. Open it and you land on today's board under a funny name picked for you, like Soggy Waffle, which you can change by swapping either word. Fewest tells wins, and ties go to the faster round. The clock runs from your first move. Your streak is kept on your device.
Practice locks stay off today's board. On a keyboard, type the digits, press Enter to try a code, Backspace to fix one and T for the next tell.