Nonogram
A nonogram is a picture hidden in a grid. The numbers beside each row and above each column give the lengths of the painted runs in that line, in order, and deduction from those numbers alone reveals the image. Every puzzle here is drawn by hand, has exactly one solution, and can be finished without a single guess — both properties are proved by the solver before the puzzle ships.
New puzzle draws a fresh picture at the size you last chose, Hint makes one deduction and says which line it came from — and points out a wrong mark first, if there is one. The three-dot menu holds the auto-crossing switch, check-as-you-go, today’s shared puzzle and the size.
Your statistics · 10 × 10
- Played
- 0
- Won
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- Win rate
- 0%
- Streak
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- Best streak
- 0
- Best time
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This size
100 cells, twenty lines. Long runs overlap themselves at the first pass, and from there it is crossing out that keeps the deductions coming.
Keyboard and mouse
- Arrows
- Move the cursor
- Enter
- Paint or clear that square
- X
- Cross out or clear that square
- Right click
- The other mark, leaving the tool alone
- U
- Undo
- F
- Full screen
- Sizes
- 5 × 5, 10 × 10, 15 × 15
- Pictures
- 62, all hand-drawn
- Solutions
- Exactly one, always
- Guessing
- Never required
How do you play a nonogram?
Each row has a list of numbers beside it and each column has one above it. Those numbers are the lengths of the painted runs in that line, in the order they appear, and consecutive runs are separated by at least one blank square. A row marked `4 2` in a fifteen-wide grid holds a block of four, then a gap of at least one, then a block of two — somewhere. Your job is to work out exactly where, using the columns to narrow the rows and the rows to narrow the columns, until the painted squares form a picture.
The second mark matters as much as the first. A cross means this square is definitely blank, and placing crosses is not tidiness: it is what turns one deduction into the next. On this board a tap paints, the Cross out key swaps what a tap does, and on a mouse the right button crosses without changing anything.
What do the numbers beside a nonogram mean?
| Numbers | What it says | Squares used at minimum |
|---|---|---|
| 10 | The whole line is painted | 10 |
| 7 | One run of seven, position unknown | 7 |
| 4 2 | Four, a gap, then two | 7 |
| 1 1 1 | Three single squares, each separated | 5 |
| 0 | Nothing in this line is painted | 0 |
The minimum column is the one that does the work. A line's numbers plus one gap between each pair is the least room they can occupy; the slack is the line length minus that total, and the slack is the only freedom the line has. A ten-wide line reading `4 2` has seven squares of content and three of slack, so no run can move more than three squares from its leftmost position. That single subtraction is where most deductions start.
What is the overlap rule, and why does it start every puzzle?
Push a run as far left as it will go, then as far right, and paint anything covered both times. For a single run of length b in a line of length n that is exactly 2b − n squares — positive whenever the run is longer than half the line. A 4 in a row of 5 forces three squares. A 7 in a row of 10 forces four. A 12 in a row of 15 forces nine. Even an 8 in a row of 15 forces one, and that one square is often the whole opening.
Nothing else is known at that point, which is what makes it the right first move: it needs no crosses, no neighbouring line and no assumption. Sweep every row that way and then every column — the columns already have the rows' squares to work with — and the median 10 × 10 in this library comes out of that one pass with 78 of its 100 squares already settled.
Why does every nonogram here have exactly one solution?
Because it is checked, picture by picture, before it ships. Each of the 62 drawings in the library is turned into its row and column numbers and then handed to two independent routines: a line solver, which deduces only what every arrangement of a line agrees on, and a full search that counts solutions and stops at two. A picture ships only if the search finds exactly one solution and the line solver finishes the grid on its own. With the left-to-right mirror of each drawing that gives 91 distinct puzzles — 32 at 5 × 5, 34 at 10 × 10 and 25 at 15 × 15 — and every one of them has passed both tests.
This is not a formality. A grid of random squares passes the uniqueness test surprisingly often and the line-solvability test far less often, and a generated nonogram that quietly needs trial and error is the single commonest defect in the genre. It is also why the pictures are drawn by hand rather than generated: a random grid that happens to be solvable still looks like static when it is finished, and the finished picture is the entire reward.
Do you ever have to guess in a nonogram?
Not here, ever. The gate every puzzle passes is stronger than uniqueness: it must be finishable by line logic alone, meaning a solver that only ever looks at one row or one column at a time, keeps every arrangement of that line still compatible with what is marked, and paints or crosses whatever all of them agree on. Applied over and over, that finishes every shipped puzzle: on the hardest 15 × 15 in the library, eight consecutive sweeps of all thirty lines each turn something new up, and only the ninth comes back empty.
So if you are stuck, there is a line somewhere that settles something, and the hint button will name it. It also checks your marks against the picture first, because one square painted in the wrong place makes every deduction after it sound and wrong at the same time.
Which nonogram size should you play?
| Size | Squares | Lines | Pictures | Distinct puzzles |
|---|---|---|---|---|
| 5 × 5 | 25 | 10 | 25 | 32 |
| 10 × 10 | 100 | 20 | 21 | 34 |
| 15 × 15 | 225 | 30 | 16 | 25 |
The 5 × 5 is a two-minute puzzle and the place to learn what a cross is for. The 10 × 10 is the standard size of the genre and where most of the library sits. The 15 × 15 is where a picture can carry detail — between 48 and 173 of its 225 squares end up painted — and where a row of eight forces its middle before anything at all is known.
How do you get better at nonogram?
- Open with the overlap sweep on every lineFor a single run of b in a line of n, 2b − n squares are forced before anything else is known — three squares from a 4 in a five-wide row, nine from a 12 in a fifteen-wide one. Do every row, then every column, before attempting anything cleverer.
- Cross out as hard as you paintEvery 10 × 10 and 15 × 15 puzzle here provably stalls for a solver that never records a blank square. A cross is not a note to yourself; it is the fact that unlocks the run next to it, so place them as soon as they are certain.
- Work the line with the least slackAdd the numbers, add one gap between each pair, subtract from the line length: what is left is all the freedom that line has. A line with slack of one or two is nearly determined and will usually give up more squares than a line you merely find interesting.
- Grow from a painted square, not from an empty lineOnce one square of a run is painted, count outward: if the run is five long and the square is two from a cross, the far end is pinned and everything beyond it can be crossed. Extending known blocks is faster than restarting a line from its numbers.
- Use a finished line as a wallWhen a line's painted runs already match its numbers it is done, and every remaining square in it is blank. This board crosses those for you, and the crosses immediately shorten every crossing line — which is exactly where the next deduction comes from.
- Treat a contradiction as a stop signIf a line's numbers can no longer be fitted around its marks, the board turns that line's numbers red. Do not push on: something earlier in that line or in a line crossing it is wrong, and every square you add on top of it is built on sand.
Nonogram questions people ask
- What is a nonogram?
- A logic puzzle in which numbers beside each row and column give the lengths of the painted runs in that line. Deducing where those runs sit reveals a picture. Griddler and hanjie are the same puzzle under different names.
- Do you have to cross out squares in a nonogram?
- In practice yes. Of the 91 puzzles here, 82 cannot be finished by a solver that only ever paints and never records a blank — including every single 10 × 10 and every single 15 × 15. Crossing out is a deduction, not a note.
- Can a nonogram have more than one solution?
- A badly built one can, and then it is not a puzzle. Every picture here is run through a solution counter that stops at two, and only ships if it finds exactly one.
- Are nonograms and griddlers the same thing?
- Yes. Nonogram, griddler and hanjie are three names for the identical puzzle, and paint-by-numbers is the informal description of it. Nothing about the rules changes with the name.
- How do you play a nonogram on a phone?
- Drag across a row to paint a whole run in one stroke, and use the Cross out key to switch what a drag does. Both keys sit under the board, and the grid scales to whatever the screen gives it.
- What does the 0 beside a line mean?
- That the line is entirely blank. It is the most useful number on the board: every square in that row or column can be crossed out immediately, with no other information at all.
The rules in six lines
- 1Read the numbers as run lengthsEach number beside a row or above a column is the length of one painted run, and the numbers are in the order the runs appear along that line.
- 2Leave a gap between runsTwo consecutive numbers mean two separate runs, so there is at least one blank square between them. That gap is part of the room they need.
- 3Paint only what is forcedA square is painted when every arrangement of its line's numbers that still fits the marks would paint it. Anything less than that is a guess.
- 4Cross out what cannot be paintedA square no surviving arrangement would paint is blank, and marking it as blank is what lets the next deduction in that line and the crossing one happen.
- 5Use rows and columns against each otherA square settled by a row constrains the column through it, and the other way round. Sweeping both directions in turn is the whole method.
- 6Finish the picture to winThe puzzle is solved when exactly the picture's squares are painted. Crosses are your own bookkeeping and are never checked, so an uncrossed grid still wins.
The long version, with worked examples and the questions beginners actually ask, is on how to play nonogram.
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