How to solve Jinbeop

한국어

On a 5 by 5 board, defeat three enemies within 6 turns. There is no luck, so every board has an answer.

The three unit types

UnitMoveRangePowerHP
Lancer2148
Archer1335
Shield11214

The Lancer is fast and strong but has to be adjacent to hit. The Archer hits from far away but is weak. The Shield is slow and weak but hard to kill, and each hit on it hurts one less.

How the enemy moves

Nothing is hidden. Two lines are all there is.

  1. If one of your units is in range, it hits the one with the least HP.
  2. If not, it takes one step toward the nearest of your units.

That is why bait works. Put the Shield in front so it takes the hits, and let the Archer hit in the meantime.

Tips for saving turns

Why there is no luck

There are no dice. The same move always gives the same result, and it stays the same if you undo and play again. So undo is not a cheat. We think making someone start over because of one wrong move is not fun but a punishment.

And we never publish a board you cannot win. We solve every daily board in advance, and on a day when no play can win, we swap in another board.

Power goes up only when all three stand together

Your side gets 1 more power only while the Lancer, the Archer and the Shield are all alive. When one falls, that bonus is gone.

So keeping the weakest unit, the Archer, alive is not just about protecting one unit. If the Archer dies, the power of the other two drops as well. This is the most common reason people lose this board.

Read what the enemy will do

The enemy has only two rules and hides neither.

  1. If one of your units is in range, it hits the one with the least HP left.
  2. If nobody is in range, it takes one step toward the nearest.

So if you put a wounded unit in front, it takes the hit. Put the Shield, with plenty of HP left, in front and pull the wounded units out of range, and the enemy has no choice but to hit the Shield. You choose who takes the hits.

The Shield takes less damage

A hit on the Shield loses one point of power. It also has the most HP of the three. In return, it hits the weakest. The Shield alone cannot get past the enemy.

So put the Shield where the hits land, the Lancer where the damage is dealt, and the Archer where it adds from far away. That the three roles differ is the whole game.

Saving turns on a six-turn board

There is no luck

There are no hit rolls and no damage that varies. The same move always gives the same result. So a lost board was not bad luck but a wrong move, and if you undo and play it again you get better by that much.

The board is made from the day's date, so everyone who comes on the same day gets the same board. You can compare how many turns it took. Everything runs in your browser.