Daily maze ritual
Beeline looks calm, but several systems work together underneath each run: fog-of-war, a battery move budget, a live timer, treasure chests, seeded subhive tunnels, and a scoring formula. This page explains each one and how they interact, so you can make better decisions on the board.
Beeline is played on a hexagonal grid. Each cell has up to six neighbours, which gives the route more freedom than a four-direction square grid. Movement is strictly adjacency-based: you can only step from your current cell onto a cell that physically touches it, and the cell you move to must hold the next number in the sequence for the move to count as progress.
Because the solution always runs from 1 to 50 along connected neighbours, the board is guaranteed to be solvable. The challenge is never whether a path exists; it is whether you can find and follow it with the resources you have.
At the start you can only see a small radius around cell 1. Everything else is hidden by fog-of-war. Your field of view travels with you, so each move reveals fresh cells around your new position and hides cells you have moved away from far enough.
Field-of-view size is one of the things difficulty changes. Easier modes give a wider view that reveals more of the board at once, while harder modes tighten the view so you must explore more deliberately and commit to moves with less certainty.
Some chest rewards temporarily extend your torch or reveal part of the route, effectively widening what you can see without permanently changing the rules of the board.
Battery is the single most important resource. Every valid move spends charge, so battery effectively limits how many steps and detours a run can afford. Starting battery is set by difficulty, with easier modes giving more headroom and harder modes giving less.
Running out of battery before reaching 50 ends the run as a fail. The tension comes from spending battery on exploration: peeling back fog costs the same charge as progressing, so every exploratory move is a small wager that you will find the route before the budget runs dry.
Battery can be replenished by certain chests, which is what makes detours strategically interesting rather than purely wasteful.
A timer runs live in the heads-up display from the moment a run starts, in both the standard and fullscreen layouts. Time is a scoring factor, not a hard limit: a slow run still counts, but a fast clean run ranks higher.
The clock freeze reward, granted by certain chests, pauses the run timer for six seconds per pickup, up to a cap of eight seconds of stored freeze at once. This gives you a short window to plan a tricky junction without the clock counting against you, but it cannot be stockpiled indefinitely.
Surface chests are optional pickups placed by the seeded generator. Depending on the chest, collecting one can grant:
Because chests sit off the direct line, every chest is a trade: the battery and time you spend reaching it versus the value of what it grants. A battery chest just off your path is usually worth it; a chest deep in unexplored fog rarely is.
Some boards include seeded subhive tunnels, deeper detours that lead to richer rewards. These can grant a Royal Relic, a Pollen Patch, a Survey Lens, or, in chase mode only, a Drone Ward for counterplay against the hornet. Relics can add an artifact bonus to your final score.
Subhive detours are the highest-risk, highest-reward choice in a run. They are entirely optional and should be treated as a tempting layer for confident players, not a requirement for a basic clear.
Your final score is built from several inputs:
On the public leaderboard, eligible clears are ranked by fastest time first, then by battery remaining, then by score. That ordering rewards players who move efficiently and finish with resources to spare, rather than players who simply grind every chest on the board.
Every part of a board — the route, fog, chest placement, and tunnels — is generated from the date and the public mode. That means the same date and mode always produce the same board for everyone, so the leaderboard compares players on an identical puzzle. Difficulty presets change battery, field of view, chest rate, and pursuit pressure, but they never rewrite the underlying premise of a fair, shared challenge.
Next, see how to put these systems together in the strategy guide, or compare the presets on the modes page.