Nurikabe

Shade the walls, leave the islands. No pools allowed.

How to play Nurikabe

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Tap cells to shade one connected wall

Each number is an “island” of that many unshaded cells. Shade the rest to form the “wall” (a single connected sea) so that every island is the exact size its number says, islands never touch each other side-by-side, and the wall never forms a solid 2×2 block. Deduce the only valid shading as fast as you can.

Read the numbers as islands, the rest as one sea

Nurikabe asks you to split the grid into two things: little islands of unshaded cells, each labelled with its exact size, and a single connected shaded sea flooding everything else. Four rules do all the work, and holding them in mind at once is the real challenge. Each numbered cell anchors an island of precisely that many cells. Islands never touch each other edge to edge. The sea is all one piece; you could walk it end to end without stepping onto an island. And the sea may never form a solid two-by-two block, the pool that gives the puzzle its bite. Every well-made Nurikabe has exactly one shading that satisfies all four at once, so every cell is provable. The skill is learning which proofs come cheap.

The free moves every solver plays first

A handful of openings cost nothing and appear in nearly every puzzle. Play them on sight.

One more workhorse deserves a name: the overlap. When an island has a few possible shapes, sketch them all in your head and look for cells that appear in every single version. Those cells are island for certain, even though you don't yet know the final shape. A clue of 3 sitting one cell out from a corner is the classic case: however its three cells bend, some cell is shared by all the options, and you can mark it immediately. The same idea works in reverse for the sea, since a cell in none of the possible shapes must be shaded.

Let the sea's own rules finish the job

Mid-puzzle, the two sea constraints start doing the heavy lifting, pushing cells from both sides. Watch for the pool squeeze: three shaded cells forming an L around a two-by-two square force the fourth cell to be island, because shading it would complete a forbidden pool. Then watch for the strangle: if shading a cell would cut the sea into two pieces, that cell must be island, and if leaving a cell unshaded would strand a pocket of sea from the rest, it must be shaded. Here's how the pressures combine in practice. Say a 2-island has been placed and sealed, and beside its ring of sea a lone unshaded cell sits with sea on three sides. If no clue can reach that cell, it must be shaded, but if shading it would build a pool, something upstream is wrong and one of your earlier cells is misplaced. Contradictions like that are the puzzle talking to you. A finished island seals itself with a ring of sea, and each sealed island simplifies everything around it, which is why the endgame usually collapses in a rush after a slow middle.

The wall that blocks the road

Nurikabe takes its name from a creature of Japanese folklore: an invisible wall-spirit said to stretch across a traveller's road at night and refuse to let them pass. Walking around it is hopeless, since the wall extends as far as you do, but folklore offers a fix: strike the base of the wall with a stick and it vanishes. The manga artist Shigeru Mizuki drew the creature as a sleepy slab of plaster with little limbs, and that image made the nurikabe a minor celebrity in Japan. The puzzle borrowed the name because solving it is literally painting a wall; it comes from Nikoli, the Japanese publisher behind many of the best logic grids, where it first ran in the early 1990s. Fans sometimes call the puzzle Islands in the Stream, which describes the finished picture perfectly: white islands, sized to order, floating in one continuous strip of ink.

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Nurikabe: frequently asked questions

What does each number mean?

It’s the exact number of unshaded cells in that island, counting the numbered cell itself.

What’s the 2×2 rule?

The shaded wall may never fill a complete two-by-two square anywhere on the board.

What do the numbers mean in Nurikabe?

Each numbered cell is part of an island of unshaded cells, and the number is that island's exact size. An island labelled 3 contains three cells in total, including the numbered one.

What are the rules for the shaded sea?

The shaded cells form a single connected region, and they may never fill a two-by-two block. Keeping the sea connected while avoiding those pools is where most of the deductions come from.

Can two islands touch?

Not edge to edge. Any cell sitting directly between two different islands has to be shaded sea, which is one of the quickest early deductions to make.

Can islands touch diagonally?

Yes. The no-touching rule only forbids edge-to-edge contact, so two islands meeting at a corner is completely legal. Forgetting this is a classic mistake that makes solvable puzzles look impossible.

How do I know a cell must be shaded?

If no island can reach a cell without exceeding its stated size, that cell cannot belong to any island, so it must be part of the sea. Cells far from every clue often fall this way.

Where does the name come from?

A nurikabe is a wall-spirit from Japanese folklore said to block a traveller's path at night; legend says striking its base makes it vanish. The name suits a puzzle about painting walls, and the puzzle itself comes from the Japanese publisher Nikoli.

Is Nurikabe free to play?

Yes. Nurikabe 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 Nurikabe unblocked?

Yes. Nurikabe 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. Nurikabe also appears in Logic Puzzles.

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