Code Breaker Strategy: Crack Four Symbols
How to crack a four-symbol code from exact and near counts: strong openers, reading the counts, eliminating with each guess, repeats on hard days and more.
Code Breaker hides a row of four symbols. Each guess gets two counts back: how many symbols are exactly right (the right symbol in the right slot) and how many are near (the right symbol in another slot). Easy days use five symbols, medium six, and on hard days a symbol can appear more than once. You have eight tries. The feedback is terse, which is exactly why a method helps: every guess should be designed so that each possible answer would give a different pair of counts.
What the two counts mean
Suppose the code is circle, square, triangle, diamond and you guess circle, circle, diamond, star.
- Exact: the first circle is in the right slot, so 1 exact.
- Near: the diamond is in the code but in another slot, so 1 near. The second circle does not count, because the code has only one circle and it is already matched. The star is not in the code.
The counts are 1 exact, 1 near. Note that the counts do not say which symbols were right. Working out which they were is the puzzle.
The opening guess
With no repeats (easy and medium days), the opener should use four different symbols. The reply then tells you how many of those four are in the code, which with five or six symbols in play narrows things sharply:
- Five symbols, four in the guess: the code uses four different symbols, so exactly one of the five is missing. If your guess gets exact + near = 4, the missing symbol is the one you did not guess; if it gets 3, the missing symbol is one of your four and the fifth symbol is in the code.
- Six symbols, four in the guess: exact + near tells you how many of the two unguessed symbols are in the code (4 − total).
On hard days (repeats allowed) a good opener uses two pairs, such as circle, circle, square, square. The totals then tell you about two symbols at once, and repeats are tested from the start.
The second guess: shift and swap
Having learned which symbols are probably in the code, the second guess should both test the unknown symbol and move the known ones. Shifting all four symbols one slot to the right is a classic second guess: the change in the exact count tells you about positions. Swapping two symbols tests whether either was in place. Avoid a second guess that keeps everything where it was except one symbol; it tests only that one change.
A medium-day solve (six symbols, no repeats)
Symbols A to F. Guess 1: A B C D. Reply: 1 exact, 2 near. So three of A, B, C, D are in the code and one of E, F is. Guess 2: B A E C (A and B swapped, C shifted, E tested, D left out). Reply: 0 exact, 3 near. Positions first: B is not in slot 1, A is not in slot 2, E is not in slot 3 and C is not in slot 4. Symbols next: three of B, A, E, C are in the code. Put the two replies together. If E is in the code, then only two of A, B, C are, so guess 1's three must include D, and F is out: the code is D, E and two of A, B, C. If E is out, all three of A, B, C are in, which already accounts for guess 1's three, so D is out and F is in: the code is A, B, C, F. Two cases. Guess 3 is chosen to separate them and to test positions at the same time, for example F D A B: the total of exact and near tells you which case you are in (F and D are in opposite cases), and the exact count tests A in slot 3 and B in slot 4. Guess 4 or 5 cracks it.
Keeping the candidate list
The reliable way to play is to keep a short list of codes still consistent with every reply, and to choose guesses that split the list. You do not need to write out every candidate; keep the facts instead: "symbols in: A, C and one of D/F; A not in slot 1 or 2; C in slot 3 or 4". Each fact is a constraint, and after three guesses there are usually two or three codes left. Then guess one of them: either it is right or its reply decides between the others.
A guess does not have to be a possible answer. Sometimes a guess you know is wrong splits the remaining candidates better than any candidate does. With eight tries you have room for one or two such probes.
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Hard days: repeats
When symbols can repeat, the number of codes is much larger and the counts are trickier (two of the same symbol in your guess against one in the code gives at most one mark). Use pair openers (A A B B, then C C D D) to count how many of each symbol the code has, then place them. A reply of 2 exact, 0 near to A A B B means the code has an A in one of slots 1 or 2 and a B in one of slots 3 or 4, or two As or two Bs in the right places; the next guess, A B A B, separates those.
Common mistakes
- Assuming the exact mark belongs to a particular symbol. The counts are anonymous; test which symbol earned them.
- Changing one symbol per guess. It is slow. Change several and read the difference.
- Forgetting the symbols you have ruled out. Keep a note; eight tries go quickly.
- Guessing only possible answers. A deliberately wrong probe can be the quickest route.
- Ignoring repeats on hard days. If a symbol's total never adds up, it may appear twice.
Glossary
- Exact: a symbol in the right slot.
- Near: a symbol that is in the code but in another slot.
- Candidate: a code consistent with every reply so far.
- Probe: a guess chosen for information rather than as an answer.
- Pair opener: a guess of two symbols twice each, used when repeats are allowed.
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Questions and answers
Do the counts tell me which symbols were right?
No. Exact and near are totals only. Working out which symbols earned them is the puzzle, and swapping or shifting symbols between guesses is how you find out.
Can a symbol appear twice in the code?
On hard days, yes. Easy and medium codes use four different symbols. The difficulty tag on the day’s card tells you which.
How many guesses do I get?
Eight. The leaderboard ranks by fewest guesses, then the fastest time.
Should my guess always be a possible answer?
Not necessarily. A guess that cannot be right can still split the remaining candidates better than any candidate, and with eight tries one such probe is affordable.
Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.