Game Guide
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.
Hashiwokakero, usually shortened to Hashi, means building bridges. You are given islands marked with numbers and you connect them until every island has exactly the number of bridge ends it asks for. There is no arithmetic beyond counting to eight, and yet a hard grid can stall an experienced solver for twenty minutes. The reason is that one of the four rules does not look like a constraint until the very end.
That last rule is the one that catches people. You can satisfy every number perfectly and still have an invalid solution, because your bridges formed two separate islands of islands.
Before deducing anything, place the bridges that have no alternative. Given that each pair allows at most two bridges, an island's number sets a ceiling on how many neighbours it needs.
Every bridge you place removes possibilities elsewhere, because it blocks crossings. On a dense grid the opening moves alone often cascade through a third of the puzzle.
Place what is forced before you deduce anything. Half of a Hashi grid usually solves itself if you look for ceilings first.
After the forced islands, progress comes from weaker statements that still eliminate options.
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Play the free browser gamesThe connection rule becomes a solving technique in the final third. Suppose two islands marked 1 sit next to each other, and joining them would satisfy both. If the rest of the grid is not yet connected to that pair, that bridge is illegal: it would seal a closed two island network that can never reach the rest. So the bridge must go elsewhere.
Generalised: never complete a group that is separated from the remaining islands. Whenever a move would close off a self contained cluster before the whole board is joined, that move is wrong. On hard grids this rule is often the only thing that resolves the last few bridges, and it is the technique most beginners never learn.
Hashi comes from the same Japanese puzzle tradition as Sudoku and Kakuro, published by Nikoli, and it is the most spatial of the three. Where Sudoku is elimination and Kakuro is combination, Hashi is about connection and blocking, which makes it a good change of gear when number puzzles start to feel repetitive. The history is in the Nikoli puzzle tradition.
Its natural companion is Nurikabe, which uses the same connection logic in reverse: there the wall must be connected and the islands must not touch. Our combined guide is MyRin Hashi and Nurikabe, and if you prefer arithmetic, compare Kakuro and Sudoku.
MyRin includes Hashi with 600 levels across easy, medium and hard, alongside 32 other games, free on iOS and Android.
Connect numbered islands with horizontal or vertical bridges. Each island must have exactly as many bridge ends as its number. At most two bridges may join the same pair of islands. Bridges cannot cross each other or pass through an island. When finished, every island must be reachable from every other.
Look for islands whose number forces their bridges. A 4 with only two neighbours must send two bridges to each. An 8 always sends two in all four directions. A 3 with two neighbours must send at least one to each. These are free moves that need no deduction.
Because of the connection rule. Every island must belong to one single network. If your bridges form two separate closed groups, the puzzle is unsolved even though every island has the right count.
Yes. Hashiwokakero means building bridges in Japanese, and the puzzle is often shortened to Hashi. It was popularised by the Japanese publisher Nikoli, the same house behind the modern form of Sudoku.