RogueFour

Code Breaker

Four digits, none repeated. Ten turns, counts only. Everything else on this list is a variation on that.

Puzzle

Difficulty

Every board has exactly one answer, and you get one attempt at it. What changes between tiers is how much of the deduction is already done for you — and how much of the board you can afford to ignore.

Duel

Two players, one code

The same code and the same ten turns, side by side. You see the shape of your opponent's progress — their turn count and their counts — and never their digits. Land a ●0 ○0 or a ●0 ○4 and the room plays a guess of its own choosing against them. It costs them a turn they did not spend.

Send the room code to the other player. First one in waits in the lobby. Letters and numbers only.

How to play

Two minutes, and you can skip it

The whole game in three lines

There is a hidden four-digit code. No digit appears twice. You guess; the game tells you how close you were; you use that to rule things out until only one code is left.

You are not trying to guess lucky. You are trying to make each guess tell you the most.

Reading a reply

Every guess comes back with two numbers. ● is how many digits are right, and in the right slot. ○ is how many are right, but in the wrong slot.

Say the hidden code is 3 8 1 5
1234 ●0○2
1 and 3 are in the code but both are in the wrong slots. 2 and 4 are not in the code at all — four digits gone in one guess.
3145 ●2○1
Two are exactly right (3 and 5), and 1 is in the code but misplaced. It never tells you which two — that is the part you work out.

Assist and Classic

In Assist, each slot is coloured instead of counted, so you are told exactly which digit was right where.

3214 Green = right slot. Amber = right digit, wrong slot. Grey = not in the code.

Assist is genuinely easier — it hands you the placement you would otherwise have to deduce. Classic is the game; Assist is an aid. Pick before a run starts: in Classic the toggle is not there at all, so you cannot bail out halfway.

Two replies that look like failure

These two feel like you got nothing. They are the strongest results on the board.

2467 ●0○0
Nothing right at all — so four digits are eliminated outright. Out of 5,040 possible codes, only 360 survive this. It is one of the best replies you can get.
2467 ●0○4
All four digits, every one misplaced — you now know the entire digit set and only have to rearrange it. Just 9 codes survive this.

Both get their own sound, so you never mistake one for the other.

The deduction matrix

Open the scratchpad and you get a grid. Rows are the ten digits. The four columns are the four slots, left to right. Tap a cell to cycle it:

→ ✗→ ?→ ✓
blank · ruled out · maybe · confirmed

The habit worth building: when a guess comes back ●0, none of those four digits are in the slots you put them in — go and mark four ✗ straight away. Most of a solve is bookkeeping you did not skip.

When a digit is out of the code entirely — a ●0 ○0 kills four at once — tap the digit itself at the left of its row. That rules it out of all four slots in one tap, and the digit greys out so you can see the row is dead. Tap it again to clear the row.

Your matrix reads back onto the board above, so you are not scrolling down to remember what you already worked out. A digit you ruled out everywhere goes grey like a ✗ cell — on the keypad and in your past guesses. A digit you confirmed goes green like a ✓ cell, but on the keypad only: "this digit is in the code" is a claim about the digit, not about any particular slot, and the keypad is the one place with no slots to confuse it with.

Those are your conclusions, not the game's, so a greyed key still works. You might be wrong, and the game will let you find out.

Undo and Redo are there for when an assumption turns out wrong three marks later. You should not have to clear the whole grid to back out of one bad idea.

Clusters — the advanced bit

This one is optional, and it is the strongest tool in the game. A cluster records something the matrix cannot: “exactly N of these digits are in the code.”

You already worked out that exactly one of 8 or 9 is in
8A9A
8943 ●1○2
Three of those four digits are in the code. At most one of them can be 8 or 9 — so 4 and 3 are both certainly in. You did not have to guess again to learn that.

Tap a digit in the Clusters strip to tag it, then set how many of that group are in. Up to three clusters at once, and their colours tint the matrix so the two halves read as one tool.

Clusters sits collapsed under the matrix. If you never open it, nothing is lost — but this is the technique that separates a good solve from a lucky one.

The modes

Classic — the game itself. Ten turns, counts only, nothing to lean on.
Classic + Assist — the same round with Assist on hand, switchable whenever you like. An aid, not a different game.
Campaign — three cases, each six episodes and a final door. Every combination you crack becomes a clue on that case's board, and the door will not let you try until you have them all. The cases play identically; pick one for the story. Each keeps its own progress.
Puzzle — a board of solved rows is already there and exactly one code fits all of them. One attempt. Five difficulty tiers, from two digits given to a board stripped so bare that every single row is essential.
Pressure — a sixty-second clock on every guess. Let it run out and the clock plays a random combination for you. It costs a turn, it might tell you something useful, and you did not get to choose it. It will never play the answer.
Duel — two players, one code, ten turns each. Share a room code. You see your opponent's turn count and their counts, never their digits — and a ●0 ○0 or ●0 ○4 on your board makes the room spend one of their turns on a guess they did not pick. The code lives on the server, so neither of you can go looking for it.

Small things worth knowing

  • Scrolling stops once at the bottom of the board so you can see your latest guess; scroll again to go to the top.
  • Leaving a live round always asks first — your guesses and your scratchpad go with it.
  • ♪ in the header turns the sound off. It remembers.
  • Puzzle boards never repeat a code you have recently been given.

Casefiles

Three cases

Each one is six locks and a door that will not open until you have all six. Same craft, different rooms — pick a case for the story, not the difficulty. Each keeps its own progress.

The RogueFour

Case One

RogueFourCode Breaker
10 LEFT
Feedback
Classic locked

Deduction matrix

Rows are the ten digits. The four columns are the four slots, left to right. Tap a cell to cycle: blank → ✗ ruled out → ? maybe → ✓ confirmed. Tap the digit at the left of a row to rule it out of all four slots at once — tap again to clear the row.

Tap a digit to tag it into a cluster. Use one when you know exactly how many of those digits are in the code — for example "one of 8 or 9". Then set the count. Cluster colours also tint the matrix.

No clusters yet.

Leave this round?

Your guesses and scratchpad will be lost. There is no way back to this board.