Bridges

Connect the islands with the right number of bridges.

How to play Bridges

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Tap between islands, again for a double

Each island shows how many bridges must connect to it. Click between two islands to add a bridge (click again for a double, once more to clear). Bridges run only straight, never cross, and at most two link any pair. Finish when every island has exactly its number and all are joined into one connected network.

Start with the islands that can't share

The fastest way in is to hunt for islands whose number forces every bridge. An island showing 4 with only two neighbours has to run a double to each: there's no other way to reach four. A 3 tucked in a corner, with just two directions open to it, must send at least one bridge each way and then a second somewhere. Because any pair of islands can hold at most two bridges, a high number squeezed against few neighbours writes its own answer. Fill those in first, then treat each finished connection as a wall: bridges never cross, so a line you've committed to blocks anything trying to pass through it.

It helps to know the forced patterns by heart. An 8 anywhere must run doubles in all four directions. A 6 with only three neighbours is the same story: two, two, and two. A 7 always sends at least one bridge each way, because even doubles to three neighbours only add up to six. The arithmetic works smaller too: a 5 with three neighbours needs at least one bridge to each, and a 2 with a single neighbour is a forced double. None of this is guessing. It is just asking what the island could possibly reach if one of its directions stayed empty, and noticing the answer is not enough.

Keep the network in one piece

The rule people forget is the last one: every island has to end up joined into a single connected group. You can satisfy every island's count and still lose if you've built two separate clusters that never touch. So as the grid fills, watch for a region about to seal itself off. When you're stuck, find the island that's one bridge short and ask which neighbour still has room.

When you stall

Every stall breaks with one of three checks. First, recount the islands around your last few bridges. A line you just placed may have quietly filled a neighbour and forced the rest of its count somewhere else. Second, run the one-short check: pick an island still missing exactly one bridge and list which neighbours actually have room, once full pairs and blocked lines are ruled out. Very often a single candidate is left. Third, use connection itself as a clue. If a corner of the board can only reach the rest of the network through one remaining line, that bridge must exist no matter what the numbers say, because the finished puzzle has to be one connected group. This third check is the one people forget, and on hard grids it is often the only way forward. Here is the second check in action: picture a 2 in the corner already joined by a single bridge to a neighbour that is now full. Its second bridge has exactly one other place to go, the island on its remaining side, so draw it without another thought. Work the three checks in order and you will never need to guess.

Hashiwokakero, straight from Nikoli

This puzzle goes by Hashiwokakero, Japanese for build bridges, and it comes from Nikoli, the Tokyo puzzle house that made Sudoku a household name. Nikoli first printed it in 1990, and it has been a fixture of their magazines ever since. You'll also see it sold simply as Bridges or Hashi, and the little numbered circles really do look like a ferry map of some crowded archipelago. The appeal is that it looks like a network-drawing doodle but plays like pure deduction: there's exactly one solution, and you never have to guess to find it. Once the numbers-and-lines logic clicks, a big grid comes apart in a very satisfying chain.

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Bridges: frequently asked questions

Can bridges cross?

No. Bridges never cross each other, and a maximum of two can connect the same pair of islands.

Do all islands need to connect?

Yes. The finished bridges must link every island into a single connected group.

How many bridges can connect two islands?

At most two, and they run straight (horizontally or vertically) between the pair. That cap is central to the logic: an island showing a high number can only reach it by doubling up on several neighbours, which often forces those bridges right away.

How do I draw or remove a bridge?

Click in the space between two islands. The first click adds a single bridge, a second click makes it a double, and a third clears it again. Everything cycles, so a misclick costs nothing but another click.

Can bridges cross each other?

No. A bridge blocks the whole straight line it occupies, so no other bridge may pass through it. Committed bridges effectively become walls, and using them to rule out a neighbour's options is one of the main solving tools.

What does the number on an island mean?

It's the exact count of bridges that must touch that island: no more, no fewer. An island marked 3 needs three bridge-ends in total, spread across its available neighbours in some mix of singles and doubles.

Why is my grid complete but still marked wrong?

Almost always because the islands split into two or more separate groups. Every island must belong to one connected network, so if you can't travel from any island to any other along the bridges, the puzzle isn't solved even when every number checks out.

Do I ever have to guess?

No. A proper Hashiwokakero has a single solution reachable by logic alone. If you feel tempted to guess, there's usually a forced bridge you've missed. Look at the islands with the fewest neighbours relative to their number.

Is Bridges free to play?

Yes. Bridges is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.

Can I play Bridges unblocked?

Yes. Bridges runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.

More games to play

In the mood for more? Try 2048, Memory Match, Lights Out, Minesweeper, or browse all puzzle games and the full games list on Inkplay.

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