Aurora Husky Den
Home/Games/Kennel Trail
Trail steering

Kennel Trail: grow long without boxing yourself in

A trail game on a snowy grid. Collect kibble, bells and badges, turn corners cleanly, and keep clear of the walls, the tusks and your own lengthening tail.

Crew favouriteFree · no downloadSaves in your browser
Kennel TrailPoints 0Best 0
Loading…

Kennel Trail is the oldest idea on our whiteboard, and it still makes the crew lean towards the screen. A trail travels across a grid of packed snow, always moving, never waiting for you. You choose the turns. Supplies appear one at a time on open ground, and each one you collect adds length to the trail behind you. That is the whole rule set, and it is plenty.

We wanted the movement to feel like a sled leaning into a curve rather than a counter hopping between squares, so the trail glides smoothly between cells. The supplies have different values: a kibble bowl gives one point, a sled bell gives two, and the den badge, which turns up least often, gives five. Run into a wall, a blocker or any part of your own tail, and the round ends with your score logged.

How to play Kennel Trail

  1. Pick Classic for a fenced field, or the wrap-around mode, where edges carry you across and tusks appear.
  2. Press Play and the trail sets off at once, travelling in a straight line until you turn it.
  3. Swipe, use the arrow keys or press W, A, S and D to turn the trail up, down, left or right.
  4. Collect kibble bowls, sled bells and den badges; each one adds points and makes the trail longer.
  5. Avoid the edges in Classic, the tusks in wrap-around, and every part of your own tail in both.

Kennel Trail controls

Mouse / touchSwipe on the stage in the direction you want the trail to turn next.
KeyboardArrow keys or W, A, S and D steer the trail in any of the four directions.

Getting better at Kennel Trail

  • Hug the outside of the field early on; leaving the middle open gives you room to manoeuvre later.
  • Plan a turn one cell before you need it, especially once the trail is long and slow to clear away.
  • A den badge is worth five kibble bowls, but only chase it when the path there is clear of your own tail.
  • In wrap-around mode, glance at the far edge before you cross; a tusk can be waiting right where you appear.
  • When the trail is very long, sweep the field in tidy back-and-forth lanes instead of darting about.

Why the trail glides instead of ticking

Classic trail games often step from one square to the next in little jolts. We tried that first and found it made the game feel stiff, like steering a filing cabinet. So the trail in Kennel Trail slides between cells with smooth movement, while still following the grid underneath. Your turns stay crisp and exact, but your eyes get a fluid line to follow.

That smoothness matters most when things get crowded. A long trail coiled around the field is far easier to read when it flows, because you can see which way each section is heading and where the gap will open next. The grid keeps the rules fair; the gliding keeps them readable. Together they make a near miss feel thrilling instead of confusing, and a mistake feel like your own.

Fenced field or wrap-around snow: two different moods

Classic mode puts a firm fence round the field. Touch it and the round is done, so the edges are the first thing you learn to respect. It is the purest version of the game, and the one we recommend for your first few rounds, because every danger is visible and the field is wide open.

The wrap-around mode removes the fence. Leave by one side and you reappear on the opposite edge, which opens up clever shortcuts across the field. In exchange, mammoth tusks sit frozen into the snow as blockers you must steer round. It is a busier, trickier puzzle, and the crew is split down the middle over which mode is better. We suspect that argument will run all winter.

Questions about Kennel Trail

A kibble bowl is worth one point, a sled bell two points and a den badge five points. Kibble turns up most often and badges least, so a badge is always worth noticing.

Running into the fence in Classic mode, a tusk in wrap-around mode, or any part of your own tail in either mode. Your score is saved straight away if it beats your best.

Reversing directly into your own tail would end the round at once, so plan U-turns as two separate quarter turns with a cell of space between them.