Score
0
Time
150s
Best
โ
Draw one path through the numbers in order that fills every cell. Solve as many grids as you can before time runs out.
The grid has a few numbered cells, 1 up to the highest number. Your job is to draw a single continuous line that starts at 1, passes through 2, 3, 4 โฆ in order, and covers every cell in the grid exactly once.
Drag your finger from the 1 to extend the line into the next square โ moves are one step at a time, up, down, left or right. Drag back along the line to erase the last steps. Touch the 1 again at any time to clear the line and start over.
You cannot enter a numbered cell early: you may only step onto 3 after you have already passed 2. The line cannot cross itself or re-enter a cell it has already used, so every square must be visited exactly once.
The moment the line fills the whole grid with the numbers reached in order, the puzzle is solved and a new, usually larger one appears at once. Grids grow from 4ร4 toward 6ร6 as your score climbs.
Your score is the number of grids you complete before the clock reaches zero.
Forget the line for a moment and look at the cells that have almost no freedom. A corner touches only two cells, so the path must enter from one and leave by the other โ its two links are effectively fixed before you draw anything. Edge cells and any dead-end pockets are nearly as constrained. Pencil those forced links in your mind first and the middle of the grid largely solves itself.
Treat the numbers as fixed milestones and plan the stretch between consecutive ones. Between, say, 3 and 4 you must travel using only cells you have not used and without touching 5 or higher yet, so count the squares in that region: if a pocket of cells can only be reached and left through the 3-to-4 leg, that whole pocket has to be swallowed on that stretch or it will be stranded later.
The deadly mistake is leaving an unreachable island. Every time you commit a few steps, glance at the empty cells: if your line has sealed off a group so the remaining path can never reach them, undo and reroute now rather than discovering it at the end. Because the grid must be filled completely, a single orphaned cell means the whole attempt fails โ so keep the unused region connected, work from the forced edges inward, and only then thread the open middle.