Play Nonogram

Where to start

The rules page says what the numbers mean. This one says what to do first.

Start with the longest clues

Nothing was known a moment ago. This much comes from the long clues alone.

Take a line whose clue is more than half its length. Push that run as far left as it goes, then as far right; wherever it covers a square both times, that square is filled no matter how the run finally sits.

That single idea carries a large share of the work. Across this site's 175 pictures it settles two steps in five, and together with finishing a line it covers 98 of every 100, so it is worth reaching for before anything else.

Then cross off, before you fill anything more

Three lines are finished. Marking their leftovers empty is what opens the rest.

When a line already holds every run its clue asks for, all its other squares are empty. Marking them costs nothing and narrows every line that crosses them.

Beginners tend to hunt for the next square to fill. The next square to cross off is usually easier to find and does more work.

The crossings hand you the next move

With both ends of the top row ruled out, its run of three has only one place left.

A nonogram is solved by going back and forth: a row settles part of a column, that column settles part of another row. If a line stops giving you anything, leave it and come back after its neighbours have moved.

Nothing here ever needs a guess. If you cannot find the next square, there is one to be found — that is what being checked before publication means.

If you get stuck, the hint names the rule

Asking for a hint does not just open a square. It tells you which rule applies and lights up the line it read, so the next one of those you can find yourself.

There are six rules in all, and two of them cover most of a puzzle. The rest only turn up when a grid gets tight.