How to play Akari

Akari (Light Up) hands you a dark grid and a box of bulbs. The wall numbers and the no-shine rule pin down every placement — here's how to read them.

The rules

Controls

Solving strategies

  1. Zeros first. A 0 wall means no bulbs on any side — dot all its neighbors. Those dots often squeeze nearby numbers.
  2. Full-count walls. If a number equals its free neighbors (a 4, a 3 on an edge, a 2 in a corner), all of them are bulbs.
  3. Satisfied walls dot the rest. Once a number has its bulbs, dot its other neighbors.
  4. The lonely-cell rule. Take an unlit cell and list every place a bulb could light it from (including itself). If only one candidate remains, it's a bulb. This is the deduction that finishes most boards.
  5. Diagonal squeeze. Two diagonal 1-walls sharing two candidate cells can't both use the shared pair — the outer cells get dots. Rare but elegant.

A worked example

A "3" sits against the top edge, so it has at most three free neighbors — all three are bulbs immediately. Each new bulb beams light down its column, dotting every cell it sees. A neighboring "1" that now touches one of those bulbs is satisfied, so its remaining neighbors get dots too. One of those dotted cells was the last candidate for lighting a far corner cell — so that corner cell must hold its own bulb. Three rules, four placements, and the whole region is done.

Common mistakes

Frequently asked questions

What does "Akari" mean?
"Light" in Japanese — the puzzle is also known as Light Up and first appeared in Japanese puzzle magazines.
Do I ever need to guess?
No — every board here is generated to be solvable by pure step-by-step logic with exactly one solution.
Is there a daily puzzle?
Yes — a shared 10×10 Daily Challenge with streaks, plus unlimited boards in 7×7 and 10×10. Free, no login.

Try it now

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