• A Hamiltonian path, wearing a forest
  • The technique first: start where you have fewest ways out — a one-path lantern must be an end, never a middle
  • The number on each lantern is its number of paths, so the rule is visible
  • Every board is proved walkable AND proved not to be a stroll — some starts strand you (npm run verify:lanterns)
  • Being stuck is part of it, not a loss — step back one at a time
  • EQ: three dead ends buys a breath, then the right starting lanterns are lit up
  • Draw the whole walk with one finger dragplanned

✓ = done · ☐ = planned. Every game is built one step at a time like this.