Slitherlink

Draw a single loop following the number clues.

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The rules

How to play

  1. 01

    The goal

    Draw a single unbroken loop that runs along the grid edges and returns to where it started.

  2. 02

    Read the numbers

    Each numbered cell says exactly how many of its four surrounding edges the loop uses — 0, 1, 2 or 3.

  3. 03

    No crossings

    The loop never crosses itself or branches. Every dot it passes through has exactly two lines meeting there.

  4. 04

    Blanks are free

    Cells without a number place no constraint on their edges — let the numbered cells do the deducing for you.

  5. 05

    Mark the gaps

    Right-click an edge to mark it with an × when you know the loop cannot run there. It keeps the picture clear.

Play smarter

Six ways to close the loop

Start with 0s and 3s

A 0 forbids all four of its edges; a 3 in a corner forces a fixed pattern. Both hand you free moves.

Adjacent threes

Two 3s side by side lock the lines between and around them into a single forced shape.

Avoid early loops

If a line would close a small loop before every clue is met, that move has to be wrong.

Use × marks

Mark edges the loop cannot use. Ruling paths out is often as powerful as drawing them in.

Follow the dots

Every dot the loop reaches needs exactly two lines — a dot with one line forces a second.

Work the corners

Corner cells touch only two edges, so their clues resolve fastest. Anchor your loop there first.

Watch & learn

Two minutes to mastery