How to Solve Circuit (Net): Rotate Every Tile Right

Updated June 2026

Circuit gives you a grid of tiles, each carrying a stub of wire, and one glowing power source. Rotate the tiles until every wire links into one connected network with no loose ends. Spun at random it looks chaotic, but a handful of certainties — mostly at the edges — unravel the whole board.

What "solved" means

The puzzle is done when no wire end points into a wall or off the board, every connector meets a matching connector on its neighbour, and power has spread from the source to every tile. Because each puzzle is built from a single connected tree, you never have to worry about loops — there are none to make. You only have to satisfy two local rules everywhere: no dangling ends, and stay connected.

The edges are hard constraints

A wire can never point off the board, and that turns the border into your best source of certainty. A tile in a corner has only two sides facing the grid, so any wires it holds are almost fully determined — frequently there is exactly one legal rotation. An edge tile can never point outward, which often fixes it in a single turn. Lock the frame first and you build a scaffold of certain connections for the interior to hang off.

Dead-end tiles are loud clues

A tile with a single stub (a dead end) must point at exactly one neighbour. Usually only one direction keeps it attached to the network without cutting off the cells beyond it, so dead ends near the border resolve almost instantly. T-shaped tiles (three stubs) are nearly as constrained, especially on an edge where one of their arms would otherwise point out of bounds.

Follow the glow

Tiles light up the moment they join the powered network, so treat the spreading glow as a live map. Always extend from a lit tile to its dark neighbours rather than guessing in an empty corner — you are growing one connected region outward from the source, and the lit frontier shows you exactly where the next certain connection has to attach. Working from light into dark keeps you from accidentally building a disconnected pocket.

Spot wires with nowhere to go

If rotating a tile always leaves one end jabbing into a wall, or into a neighbour that cannot possibly reciprocate, you have selected the wrong tile — back up and fix the neighbour first. A connector is only legal if the tile on the other side can offer a matching connector back; when it cannot, the constraint is telling you the neighbour's orientation is what needs to change.

Close it out

Put the rhythm together: settle the corners, then the edges, then every dead end and T near the border, then push the lit region inward tile by tile until the frontier of light reaches the far side. When the whole grid glows and no end dangles, it is solved — and on a timed run, this border-first order is also the quickest, because each early move is a certainty rather than a guess.

A practical plan

  1. Fix corners first — they often have a single legal rotation.
  2. Resolve edge tiles, which can never point outward.
  3. Use dead ends and T-tiles near the border as forced clues.
  4. Grow outward from the glowing source, lit tile to dark neighbour.
  5. If a tile can't avoid a dangling end, fix its neighbour instead.

There are no loops and no luck in Circuit — only a network waiting to be untangled from the edges in. Read the border, follow the light, and the middle clicks into place.

▶ Play Circuit Light up the whole grid before the clock runs out.