Rules, strategies and level walkthroughs for every MyRin game.
A walkthrough of all five Arithmetic Blitz demo levels, with the specific shortcut each question set rewards and what to do when the clock beats you.
Balance Scale is subtraction wearing a physical costume. Here are the five free levels, the counting up method, and how to read the beam when you are wrong.
Flip Match scores you in turns, not time. Here is the turn floor for each of the five free levels and the reconnaissance rule that gets you close to it.
Kana Scout hides one odd katakana in a grid of identical ones. Here are the five demo pairs, why the last two are hard, and how to scan a 25 cell grid.
A level by level walkthrough of the free Memory Match browser demo, from the 4 pair grid to the 12 pair board, plus where to watch it played.
How the five round Reaction Speed demo works, what the elite, fast, good and slow grades actually mean in milliseconds, and how to stop firing early.
The five Sangaku demo tablets solved with the method rather than the answer, from 5 plus blank equals 9 to the two step 4 times blank minus 2 equals 22.
Walk the five Sequence demo levels with one diagnostic order: first differences, then ratios, then second differences, then sums of prior terms.
The five Simon Says demo sequences, why level four is harder than level five looks, and the chunking method that carries a six step pattern.
CATS, PLANE, BRIDGE, PATTERN, BALANCE. A walkthrough of the five free Word Scramble levels using consonant clusters instead of guesswork.
Flip Match in MyRin is a pairs memory game with no preview. Which card to flip first, the quadrant method for remembering positions, and fewer wasted taps.
How to play Shuzan in MyRin: solve falling equations before they land, which one to answer first, soroban number tricks, and the rules for each difficulty.
How to play Hashiwokakero: island numbers, at most two bridges per pair, no crossings, one connected network. The opening moves and the isolation rule that finishes it.
How to play Nurikabe: one island per number, one connected wall, no 2 by 2 block of wall. The opening moves, the unreachable rule and the way most grids end.
MyRin uses a 40-rank progression system drawn from authentic Japanese martial arts tradition, from 見習い (apprentice) to 天下人 (Ruler of All Under Heaven).
Balance Scale in MyRin teaches algebraic reasoning through a physical metaphor, find the missing weight that levels both pans.
Nexus in MyRin asks you to connect matching dots so that every cell in the grid is filled, with no paths crossing. Here is the systematic approach that solves any level.
Nine Grid in MyRin is a 9×9 logic puzzle where you score by filling 3×3 sections without leaving isolated cells.
Reaction Speed in MyRin trains pure neural reflex, not guessing, not luck. This guide explains the science of reaction time, what affects it, and how to.
Visual Search in MyRin trains selective attention, the ability to find a target among distractors.
Word Scramble in MyRin rearranges letters into hidden words. The game's hint, start from the suffix, is the most powerful single piece of word-unscrambling.
Color Sort looks simple. Then you reach level 20 and the board freezes. Here's the planning logic that prevents deadlocks before they form.
One Line is not a drawing puzzle, it's applied graph theory. Here's the exact mathematical rule behind every level, and how to use it to never get stuck again.
Stuck on MyRin's harder levels? These advanced strategies - from the team that designed the puzzles
Every MyRin puzzle is logically solvable without guessing. When you're stuck, the problem is never the puzzle - it's the approach.
MyRin uses five distinct puzzle types, each requiring a different mental approach. Knowing which type you're facing is half the battle.
New to MyRin? This guide covers the core mechanics, the mental habits that unlock faster progress, and the three mistakes almost every new player makes.