How to play Baskmere
A visual guide · Settle your first pond at par
Your goal
Settle every turtle into its basking plan.
Each pond shows a basking plan above the rocks. Move the turtles one at a time until every rock matches its plan. Every move uses Daylight, and the Daylight you save carries on to the next pond. Baskmere is turn based with no timer and no final pond, so take your time and see how far your run can drift.
This picture is a simplified teaching example of a real pond: the plan cards along the top list each rock's turtles from bottom to top.
01Lift a turtle, then set it down
Two taps make one move
Tap 1 · lift the top turtle
Turtle 2 lifts. Rock 2 glows because turtle 3 is bigger.
Tap 2 · set it down
One move · 1 Daylight used.
- Only the turtle on top of a pile can move.
- A turtle only climbs onto a bigger turtle, or onto an empty rock.
- Tap the lifted turtle's rock again, or press Esc, to put it back down for free.
Keyboard: press 1 to 5 to pick rocks from left to right, U or Backspace to step back, Esc to put a lifted turtle back down, and Enter for the next pond. Step back and End Run are also buttons in the band below the pond.
02Solve a small pond at par
Pond 4 in seven moves
Start
Daylight used 0
1 · Turtle 2 to Rock 2
Daylight used 1
2 · Turtle 1 to Rock 2
Daylight used 2
3 · Turtle 4 to Sun Rock
Daylight used 3
4 · Turtle 1 to Rock 1
Daylight used 4
5 · Turtle 2 to Sun Rock
Daylight used 5
6 · Turtle 1 to Sun Rock
Daylight used 6
7 · Turtle 3 to Rock 1
Settled · 7 of par 7
Par is the fewest Daylight a pond can take. Finishing in exactly par makes it a Perfect pond. Before your first move, find where the biggest turtle needs to go and clear its path.
03Read the plan, counters and shells
The basking plan
Symbols at a glance
- Size numeral1 is the smallest. A turtle only climbs onto a bigger number, or an empty rock.
- Amber shell · dotted rimMoss shells are plain green. Shell colour matters only on shy shell ponds.
- DaylightWhat you have left. Each move and each Step back uses some.
- ParThe fewest Daylight this pond can possibly take.
- SpareHow much Daylight you had above par when the pond began.
- Last lightExactly enough Daylight left. Every move from here must be a par move.
- Glowing rockA place the lifted turtle can go.
- Creek arrowsBetween creek rocks, turtles swim only the way the arrows point.
- Grandshell · 2 badgeEvery move of the Grandshell, and every Step back of it, uses 2 Daylight.
- Lily padHolds at most 2 turtles. It is never the Sun Rock.
04Mistakes cost Daylight, taps never do
A tap that is not a move is free
Turtle 2 is lifted, you tap Rock 1
Turtle 1 is smaller than turtle 2, so this is not a move.
Free · turtle 1 lifts instead
A short message explains why. No Daylight is used.
The tempting move
Tempting · turtle 1 onto turtle 2
1 Daylight used, but turtle 4 still has to reach the Sun Rock first.
Step back · 1
Back where you began, with 2 Daylight used. Par from here still takes 7.
- Step back undoes your last move. It uses the same Daylight as that move, so a mistake plus a Step back costs 2.
- Finishing within 2 of par is a Tidy pond, so one mistake and a quick Step back, with the rest at par, still keeps your streak.
- When the Daylight counter shows Last light, you have exactly enough left. Every move from then on must be a par move.
- If a move leaves too little Daylight to finish, the sun sets and the run ends. With exactly 7 Daylight on this pond, the tempting move would end it at once: 8 more needed, 6 left.
05Meet the pond surprises
Four surprises, one at a time
Lily pad · holds 2 turtles
A third turtle cannot join a full lily pad.
Shy shells · no matching colours
Moss turtle 1 skips moss turtle 2 and climbs onto amber turtle 3.
Creek · swim with the arrows
Rock 1 to Rock 2, Rock 2 to the Sun Rock, and the Sun Rock round to Rock 1.
Grandshell · 2 Daylight a move
Look for the tuft and the small 2 badge.
- Pond 7 brings lily pads, which hold only 2 turtles.
- Pond 11 brings shy shells: a turtle will not climb onto a turtle with the same shell colour. An empty rock is always fine.
- Pond 15 brings the creek. Between creek rocks you can only swim with the arrows, and Step back cannot send a turtle back against them.
- Pond 19 brings the Grandshell. Each of its moves, and each Step back of it, uses 2 Daylight.
06Carry your Daylight forward
Spare Daylight by pond
- Daylight you do not use carries over to the next pond.
- A Perfect pond earns a Sunbeam worth 1 extra Daylight, so precise play can keep a run going for as long as you like.
- The Spare counter shows how much Daylight you had above par when the pond began, including everything you carried.
07Score, streaks and ending your run
Perfect ponds grow your streak
- A settled pond scores 20 points for each Daylight of its par, plus 10 points times the pond number (counting up to pond 60).
- A Perfect pond scores 1.5 times that, then your streak multiplier applies.
- Example: pond 4 with par 7 gives 20 × 7 + 10 × 4 = 180. As your fourth Perfect pond in a row that becomes 270, times 2 for a streak of 4: 540 points. Finished as Tidy with a streak of 3, it scores 315.
- Points you earn are always yours to keep.
Between ponds
- End Run after a pond settlesYou Win!One tap on End Run in the band below the pond.
- The sun sets mid-pondGood Game!Not enough Daylight is left to finish this pond.
- End Run during a pondGood Game!Tap End Run, then tap it again when it reads Tap again to end run.