How to play Picrossweeper

One rule, ten numbers, and a picture hiding underneath.

Home Play ↗

Picrossweeper is picross crossed with minesweeper. Every tile on the board is secretly either light or dark. Some tiles carry a number telling you how many light tiles are nearby. Work out the colour of every tile and the hidden picture appears.

the picture appearing from under the tiles, one clue's block at a time
The Picrossweeper board at the start of a puzzle: a 12×12 grid of grey tiles, some carrying numbers.
A fresh 12×12 puzzle. Every tile starts unknown (grey); the numbers are your only information.

1The one rule

A number counts the light tiles in the 3×3 block around it — and the numbered tile counts itself. That is the whole game.

0lights counted
watch the block fill in — the count lands on the clue's own number

So a numbered tile is not a special kind of tile. It is an ordinary tile that happens to tell you something, and you still have to colour it in like any other.

2Every number, 0 to 9

Here is one valid arrangement for each number. In each diagram the clue sits in the middle, and the count includes it. Notice that a number is not always light — the 0, the 1 and the 5 below are sitting on dark tiles, and any of the others could be too.

Why 9 only ever appears in the middle of the board

A tile at the edge of the grid has no neighbours outside it, so its block is smaller: an edge tile sees 6 tiles and a corner tile sees only 4. The largest number possible therefore depends on where the clue sits — a corner clue can never be higher than 4.

corner: 4 tiles · 0–4
edge: 6 tiles · 0–6
inside: 9 tiles · 0–9

3Marking tiles

To do thisMouseTouch
Mark a tile light Left-click (hold and drag to paint several) Tap. The Tap: ☀ light button chooses which colour a tap paints — press it to switch to dark.
Mark a tile dark Right-click (hold and drag to paint several)
Back to unknown Click again with the same button

Dark tiles are drawn with an so you can tell "I decided this is dark" from "I haven't looked at this yet". Marking dark matters as much as marking light: it is what lets the next clue narrow down.

A partly solved board: cream light tiles and navy dark tiles with X marks, the rest still grey.
Halfway through. Cream tiles are light, navy tiles with an ✕ are dark, grey tiles are still undecided.

Numbers go grey when they are finished

Once every tile in a clue's 3×3 block has been marked — light or dark, it doesn't matter which — the number fades to grey. The tile keeps its colour; only the digit changes. That is your "nothing left to read here" signal, so you can skim past it and look for clues that still have unknowns around them.

the last unknown in its block gets marked — the digit fades to grey

The grey means "you have answered this clue", not "you answered it correctly". A wrong block goes grey too.

4How to actually solve it

Every puzzle is generated so it can be solved by pure logic — you never have to guess. Two moves will carry you through almost all of it.

Move 1 · The clue is already decided

Look at one clue and count what you know. If the lights it still needs equals the number of unknown tiles left in its block, all of them are light. If it needs none, all of them are dark.

needs 3, the clue tile is the only light so far, 2 unknowns left — so both must be light

The two extreme cases are the same move seen from each end: a 0 paints its whole block dark immediately, and a 9 paints its whole block light.

Move 2 · Compare two clues that overlap

When two clues sit side by side, most of their blocks are the same tiles. Whatever the shared part contributes, it contributes to both — so the difference between the two numbers has to come from the tiles only one of them can see.

6 and 3, side by side — the far-left column resolves light, the far-right dark

The 6 sees the three left-hand columns; the 3 sees the three right-hand columns. They share the two columns in the middle, which contribute the same amount to both. The 6 is exactly 3 more than the 3, and the only tiles the 6 has that the 3 doesn't are the 3 tiles in the far-left column — so all three must be light. That accounts for the whole difference, which leaves the far-right column, seen only by the 3, contributing nothing: all dark.

Nothing else is needed. When you get stuck, it is almost always because there is a pair of overlapping clues you haven't compared yet.

5Patterns that speed things up

The two moves above are all you strictly need. Everything here is the same logic wearing a different hat — recognising it faster means fewer rows solved one tile at a time.

Corners and edges saturate faster

A block's maximum depends on where it sits: a corner block is only 4 tiles, an edge block only 6. So a corner clue of 4 or an edge clue of 6 is just as final as an interior 9 — every tile in that smaller block is light, immediately, no comparison needed.

corner · 4 of 4
edge · 6 of 6

Move 2 works stacked, not just side by side

Nothing about the comparison trick cares which direction the clues sit. Two clues one above the other overlap exactly like two side-by-side clues do — it's just the row only one of them can see that resolves, instead of a column.

6 above 3 — the top row resolves light, the bottom row dark

A repeated pair solves more than it shows

This isn't about the numbers 6 and 3 specifically — it's any adjacent pair exactly 3 apart: 8 and 5, 7 and 4, 6 and 3, 5 and 2, 4 and 1, all work the same way. If a pair like that lines up down several rows, don't solve them one row at a time. Each row's comparison overlaps the next row's, so a run of three matching rows resolves a strip two rows taller than the run itself, for free.

three rows of any pair 3 apart (7 | 4 shown here) resolve a five-row strip

A saturated clue cascades through its neighbours

A maxed-out clue doesn't stop at solving its own block — its light tiles spill into a neighbour's block too. Once that neighbour's own number is already satisfied by what's known, whatever it has left over must be dark. And that emptiness can hand off to the next clue over, the same way.

9 saturates two columns; 6 and 3 each fall because their count is already met

Diagonal neighbours, when one is already maxed out

Diagonal clues overlap in a small square instead of a clean line, so the leftover region is L-shaped and rarely forces anything on its own. But if one of the pair is already saturated — a 0 or the maximum for its position — its whole block, overlap included, is already known, and that's often enough to finish the other clue's leftover tiles.

9 saturates its block; the 4 diagonal to it has nothing left to give the rest

A gap of one column still shares a column

Clues two columns apart don't touch, but their blocks still overlap by one column instead of two. The exclusive zone on each side grows to 2 columns (6 tiles), so it takes a bigger swing — a difference of 6 — to force both sides all the way. The shared column in the middle doesn't fully resolve, but its count does: you know exactly how many of its 3 tiles are light before you know which ones.

0of 3 shared, light
8 and 2, two columns apart — both outer pairs resolve, the shared column's count is pinned

Matching clues don't fill tiles — they link them

Two side-by-side clues with the same number have a difference of zero, so on their own they can't paint anything: they just tell you the two outer columns hold equal counts of light tiles. That's not nothing — the moment some other clue pins down one side, you get the other side's count for free.

two 5s — no tiles resolve yet, but the outer columns are now tied together

6If you get stuck or slip up

ButtonWhat it does
CheckOutlines every tile you have marked in the wrong colour, in red. It doesn't tell you what the right answer is. Click it a second time to clear those outlines again.
HintFills in one tile that is deducible right now, and flashes it so you can see which clue gave it away.
UndoSteps back one mark at a time (Ctrl+Z).
ClearWipes your marks but keeps the same puzzle.
New puzzleGenerates a fresh one (N).

There's a second kind of outline you'll see without pressing anything. The moment a clue's own number becomes impossible — you've marked more light tiles around it than its number allows, or so many dark tiles that the number can no longer be reached — that clue tile itself gets outlined in your theme's accent colour, not red. It's a live check with no button: it updates after every mark, even before you've filled in the clue's whole 3×3 block, and it points at the clue rather than at which of its tiles is actually wrong.

The two outlines never show at once. Red means Check found a mistake; the accent colour means the live check spotted an impossible clue on its own. While Check's red outlines are up, the live check holds off — click Check again to clear them and it picks back up.

Check, red: this tile is the wrong colour
Live check: this 2 already has 3 light tiles around it
Live check: this 3 already has 7 dark tiles around it

7Finishing

Mark every tile correctly and the board locks, the clue digits fade away, and the picture is left standing on its own.

The completed board showing a heart made of cream tiles on a navy background.
Solved.

8Setting up a puzzle you'll enjoy

SettingWhat to know
PictureThe hidden image. Random generates an organic blob instead of pixel art — it usually produces the most varied, least repetitive clues.
Size10×10 up to 25×25. Start at 10×10 or 12×12; the bigger boards are the same rules with more bookkeeping.
DifficultyRelaxed leaves plenty of spare clues, so there is usually an easy move somewhere. Normal and Hard strip out redundant clues and avoid trivial 0s and 9s. Expert keeps nothing that isn't strictly necessary — expect to lean on Move 2 constantly.
ThemeTavern (warm wood) or Proverbs (the palette of the game that inspired this one).
Music♪ plays a rotating instrumental playlist streamed from Wikimedia Commons; ⏭ skips, and the slider sets the volume.

When the small boards stop being a challenge, the giant grid is the same rules on one continuous 54,000-tile painting that you pan and zoom like a map, solved a region at a time.


Start a puzzle ↗ Giant grid ↗ Home