Adventure guide
Adventure is the quiet side of Hopstone. There is no timer and no new stones arrive. You get a small board, a fixed set of stones and one task: leave exactly one stone.
There are 50 levels in 10 chapters of five levels each. The levels are fixed – every player gets the same boards, so “which level are you on?” means the same thing for everyone. Every level has been checked by a solver: each one can be solved, and the gold target is the smallest number of moves that works.


The boards grow with the chapters, from 5 × 5 in the first levels to 7 × 7 in the later ones. Adventure is currently marked as beta.
In Adventure a move is one complete chain: any number of hops in a row with the same stone. As soon as you pick a different stone, a new move starts. So the question is never “how many hops?” but “how few stones do I need to touch?”.
| Medal | Moves used |
|---|---|
| 🥇 Gold | The fewest possible (par) |
| 🥈 Silver | Par + 1 |
| 🥉 Bronze | Par + 2 |
Par + 2 is also the move limit. If you need more moves than that, or you run out of possible jumps, the level is not solved. Par starts at one move in the first level and rises to five in the last ones.
There is no undo and no hint button. That is intended: the levels are short, and ⟲ Restart is always one tap away.

Only normal stones. These levels teach the one idea everything else builds on: a single stone can do most of the work if you find its route.

The last stone has to end on the ✦ field. Solve these backwards: which stone can reach the ✦ at all, and from which side? That stone has to make the final hop.

Gray blockers cannot be jumped and never move. They cut the board into corridors. Look at which landing fields the blockers take away – those are the routes you can rule out immediately.

Jump over a 🧱 Builder and a new stone in your color appears directly ahead of your landing field, in the direction you were jumping. Keep going straight and you can jump it right away. Builders extend a chain – but they also add a stone that has to be gone at the end.

Jump over a 💣 Bomb and every blocker touching it is destroyed. The order matters: before the bomb goes off, the walls are in your way; afterwards, routes open that did not exist. Work out which hops must happen before the blast and which after.

❄ Ice has to be jumped twice. The first jump cracks it, the second breaks it. Every ice stone therefore costs two hops, usually from two different directions – plan a route that passes it twice, or use two stones.

Arrow stones can only be jumped in the direction they point, and arrows can point in all eight directions. Each arrow tells you exactly where the jumping stone must stand and where it will land. Start your plan from the arrows; they leave the fewest choices.

🔒 Locked stones can only be jumped by a stone of the same color. Count first: for every lock, which stones have the right color, and can any of them get there? Don't spend the matching stone on something else.

All mechanics together. The levels are bigger and the special stones interact – a builder creates the stone that opens a lock, a bomb clears the wall in front of an arrow.

The final chapter: few solutions and many tempting first moves that lead nowhere. Gold takes up to five moves here.
Your Adventure progress and medals are saved on your device. The level overview shows how far you are and how many medals you have collected.
The jump is the same in both modes, but they train different things. Time Attack rewards speed and a feeling for the board. Adventure rewards looking ahead. Players who get stuck on long chains in Time Attack often improve after a few Adventure chapters, because planning a route becomes a habit. The strategy guide covers Time Attack in detail, and How to play has the basic rules.