Fillomino
Fill the grid so every block of equal numbers is exactly that size.
How to play Fillomino
Fill every cell with a number. Click a cell to select it, then type a digit (or use the number pad) to place a value; press 0 or Backspace to clear. Every connected block of equal numbers must contain exactly that many cells (a block of 3s must be three cells, a block of 5s five cells) and no two separate blocks of the same number may touch edge to edge. Some cells are given to start you off.
The trick with Fillomino
Every number you write is really a claim about size. A 4 says it belongs to a block of exactly four cells, no more, no fewer, with the cells joined edge to edge; corners do not count. So the puzzle is less about arithmetic and more about drawing borders. You are carving the grid into connected regions, and the digit inside a region just labels how big that region is. Once that clicks, the given numbers stop looking like scattered clues and start looking like seeds you have to grow to a fixed size.
The rule that does most of the work is the one about touching: two separate blocks of the same number can never share an edge. That single limit builds walls for you. If a finished pair of 2s sits beside a cell that also wants to be a 2, it cannot be. A third 2 there would either swell the block to three cells or start a second 2-block kissing the first, and both are illegal. So that cell holds something else, and you know it for certain.
Ways in
- Start with the 1s. A lone 1 is a complete region by itself, so all four of its neighbours must be a different number. Free walls all around it.
- When a region already has as many cells as its number, cap it off. Every empty cell touching it must belong to a different-sized block, which often forces the digit next door.
- Count escape routes. A half-grown block that can only expand in one direction has to expand that way.
- For a big given near an edge, sketch every cell it could possibly reach. If a 6 can only reach six cells, all six are in, and the whole region solves at a stroke.
A worked deduction
Take the most common small position: two 2s in one row with a single empty cell between them. Test whether that middle cell can be a 2. If it pairs with the left given, the finished two-block would sit edge to edge with the right 2, and equal regions may never touch. Pair it with the right instead and the same crash happens on the other side. Join all three and you have a block of three 2s, one cell too many. Every road fails, so the middle cell is not a 2, and you learned it without touching the rest of the grid. Capping pays the same way. Suppose a pair of 4s has grown to its full four cells: draw its fence at once, because each empty neighbour now refuses the number 4, and if one of those neighbours has only one direction left to grow, the fence just chose its future for it. Most Fillomino solving feels exactly like this, small trials you can run in your head, each ending in a certainty. The habit to build is writing each one down the moment you prove it, because every settled cell shrinks a neighbour's options.
One more thing the rules quietly allow: the finished grid can contain a region whose number was never given anywhere. Solvers call these hidden regions. If the numbers around a sealed three-cell pocket rule out splitting it into a 1 and a 2, the pocket must become a block of 3s even if no 3 appears among the clues. Harder puzzles lean on this on purpose, so never assume the givens are the whole cast.
Where it comes from
Fillomino is one of the pencil puzzles made famous by the Japanese publisher Nikoli, which first ran it in 1994, and it travels internationally under the name Allied Occupation at the World Puzzle Championship. The name stitches together fill and polyomino, the term for shapes built from joined squares, coined by the mathematician Solomon Golomb in 1953 and spread by Martin Gardner's columns in Scientific American. Nikoli's magazine is the same one that turned Sudoku from a filler item into a worldwide habit, and Fillomino is widely rated among its deepest designs. The pedigree fits, because unlike Sudoku there is no ready-made grid of regions handed to you; discovering the regions is the puzzle. Work carefully, trust the walls, and never write a number you cannot yet prove.
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Fillomino: frequently asked questions
What is the rule for the numbers?
Each maximal connected group of identical numbers must be exactly that many cells in size. Four connected 4s are correct; three connected 4s are not.
Can two blocks of the same number sit next to each other?
No. If two separate blocks share the same number, they must not touch edge to edge. Otherwise they would count as one larger block of the wrong size.
How do I enter numbers?
Click a non-given cell to select it, then press a number key or tap the on-screen pad. Press 0 or Backspace to clear a cell.
What does the number inside a cell mean?
It's the size of the connected block that cell belongs to. A 4 means it sits in a group of exactly four cells all holding the number 4, joined edge to edge.
Can two blocks of the same number touch?
Not edge to edge. Two separate regions holding the same number may never share a side, though they can meet at a diagonal corner. This rule is what lets you place walls with certainty.
How do the given numbers help me start?
Treat each given as a seed and count outward. Its region needs exactly that many cells, and the no-touching rule around finished regions forces the numbers in neighbouring cells.
Do I ever need to guess?
No. A proper Fillomino is fully solvable by logic. If nothing feels certain, look for a more constrained spot (a 1, a nearly-finished region, or two equal givens sitting close) rather than gambling.
How do I clear a cell I filled wrong?
Select the cell and press 0 or Backspace to empty it, then place the correct value. Given cells stay fixed and can't be changed.
Can the solution contain a number that is not given anywhere?
Yes. Solvers call these hidden regions. The rules only demand that every block match its size, not that every size appear as a clue, so a sealed pocket can turn into a block of 3s with no 3 printed on the board. Harder puzzles use this trick on purpose, so stay open to it.
Is Fillomino free to play?
Yes. Fillomino 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 Fillomino unblocked?
Yes. Fillomino 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. Fillomino also appears in Logic Puzzles.