Lineloop · Solving guide

Lineloop: start with the zeros, not the threes

Lineloop gives you a grid of dots and a scattering of numbers, and asks for one closed loop drawn along the lines between the dots. Each number says how many of that cell's four edges the loop uses. Every dot the loop touches has exactly two lines running into it, so the route cannot stop, branch or cross itself, and the finished drawing has to be a single loop rather than two. Faced with a fresh board, most people go looking for a 3. It is the biggest number printed, so it feels like the most information. It is not, and the clue that actually opens a board is the one that looks like it tells you nothing.

What a clue settles on its own

Take one cell away from the rest of the board and count the ways its four edges could be drawn.

A 1 uses one edge, and any of the four could be it: four arrangements. A 2 uses two, which can be picked in six ways. A 3 uses three, so it leaves exactly one edge out, and there are four choices of which one to leave: four arrangements again.

A 0 uses none of them. There is one arrangement, and you are already looking at it.

That is the whole argument. A 0 is the only clue on a Lineloop board that settles anything by itself. Every other number needs a neighbour, a dot or a corner to narrow it down first. The 3 you were reaching for is no more decided than a 1 is.

There are also far more zeros than threes

Being the only self-sufficient clue would matter little if zeros were rare. They are not, and the gap is wider than it looks from a single board.

I generated 420 boards with the game's own generator, sixty at each of its seven difficulty levels, and counted what came out. An average five by five board carries 20.8 clues, of which 8.8 are zeros and 1.3 are threes. Zeros outnumber threes by about seven to one, and the ratio barely moves as the board grows: a seven by seven averages 16.3 zeros against 1.5 threes.

Clue counts are not the useful measure though. Edges are. Each 0 crosses out four edges, and zeros sitting side by side share an edge between them, so the total is never simply four times the count. Measured properly, on the average board the zeros alone rule out 47% of every edge on the grid.

That figure came out at 47%, 47% and 48% for the five, six and seven row boards, so it is not a quirk of one size. Close to half the board is decided before you have thought about a single line.

A board to work

Here is a five by five board. It has one solution, and the game's solver reaches it by deduction alone, so nothing below rests on a guess.

Reading across the rows: row 1 is 1, blank, 3, 2, 1. Row 2 is 3, 1, 0, 2, blank. Row 3 is 2, 1, 1, 2, blank. Row 4 is 1, 2, 2, blank, 0. Row 5 is 0, 1, 1, 0, 0.

Twenty-one clues, of which five are zeros and two are threes. On zeros this is a thin board: the average five by five carries 8.8 of them. It will still hand you most of an opening.

A five by five Lineloop grid of dots with numbered clues in the cells. Row 1 reads 1, blank, 3, 2, 1. Row 2 reads 3, 1, 0, 2, blank. Row 3 reads 2, 1, 1, 2, blank. Row 4 reads 1, 2, 2, blank, 0. Row 5 reads 0, 1, 1, 0, 0. No lines have been drawn yet.
Twenty-one clues. The two threes catch the eye; the five zeros are the ones that pay.

Cross them before you draw anything

The five zeros sit at row 2 column 3, row 4 column 5, row 5 column 1, row 5 column 4 and row 5 column 5. Mark all four edges of each one as crossed.

The three along the bottom row overlap, so twenty marks land on eighteen distinct edges rather than twenty. Eighteen of the sixty edges on a five by five board, which is 30% of it. That is below the 47% average precisely because this board is short of zeros, and it is still almost a third of the grid removed by reading rather than reasoning.

Do this before anything else and for a plain reason: every cross you place now is one you would otherwise have to rediscover later, usually at the moment it would have saved you from a wrong line.

The same five by five board with the five zero cells tinted pale purple, at row 2 column 3, row 4 column 5, row 5 column 1, row 5 column 4 and row 5 column 5. Each zero has all four of its edges marked with a red cross. The crosses cover eighteen distinct edges of the sixty on the board, because the zeros along the bottom row share edges with each other.
Eighteen of sixty edges gone, and not one of them needed a deduction.

Now look at what sits above a zero

The 3 at row 1 column 3 has the 0 at row 2 column 3 directly beneath it. Those two cells share an edge: the bottom edge of the 3 is the top edge of the 0, and you crossed it out a moment ago.

A 3 has four possible arrangements. Three of them use that shared edge, so all three are gone. One is left. The top, left and right edges of the 3 are lines, and its bottom edge is not. Draw them.

Then the two lower corners of that 3 pay out again. Take the dot at its bottom left. Four edges meet there: the 3's left edge, which you have just drawn as a line; the 0's top edge and the 0's left edge, both crossed; and one more, running away to the left along the top of row 2 column 2. A dot with a line running into it must have exactly two lines, and only one candidate is left, so that fourth edge is a line as well. The bottom right corner gives the same answer by the same reasoning, and the top of row 2 column 4 is a line too.

Five edges settled, from one 0 and one 3, with nothing tried and rejected along the way.

A close reading of the top of the board. The 0 at row 2 column 3 has all four edges crossed in red. The 3 directly above it at row 1 column 3 therefore has its remaining three edges drawn as purple lines: the top edge and both side edges. At the two lower corners of that 3 the only unused edge left at each dot runs outwards, so the top edge of row 2 column 2 and the top edge of row 2 column 4 are drawn in orange as forced continuations.
Purple: the only arrangement the 3 has left. Orange: the two turns its loose ends are forced into.

The mistake to stop making

There are two, and underneath they are the same mistake wearing different clothes.

The first is opening on a 3. On an empty board a 3 is four arrangements and no decision, so what follows is a shape you picked rather than one the board gave you. The 3 above only became readable because a 0 had already taken one of its edges away. Threes are excellent second moves.

The second happens just after you draw those three lines. Two loose ends now hang at the lower corners of the 3, and the obvious thing is to carry them straight on downwards, because downwards is where the empty board is. Both of those downward edges are the sides of the 0, and you crossed them out yourself. The line has to turn outwards instead. If you ever find yourself drawing over your own crosses, what has happened is that you stopped reading them the moment they blocked a shape you had already decided on.

Lineloop runs from five by five up to seven by seven, with a nine by nine Giga board in Practice. It is timed, appears as a Just for fun daily and in the Library, and awards no league points, so the only thing the zero sweep costs you is about fifteen seconds on the clock. It is the cheapest fifteen seconds available.

Put it into practice

Try an Easy Lineloop Library puzzle and look for one deduction from this guide.

Play a Lineloop board

Sign in or create an account to save your progress.

More to explore

Four Colour · Solving guide

Four Colour: start where three colours already meet

On a Four Colour board, a region that touches three different fixed colours has only one colour left. Colour it and the next region often corners itself the same way. An original five by five board where one such region settles four of the five open regions, checked by trying every possible colouring.

Read the guide →

Colour Fields · Solving guide

Colour Fields: a full field fences itself in

In Colour Fields, the moment a field reaches its number every square touching it has to take the other colour. An original five by five board where a 1, a 2, two 4s and a 7 each close in turn, checked by trying every possible colouring.

Read the guide →

Pairs · Solving guide

Pairs: a placed domino crosses out its copies

When a Pairs board stops giving you forced cells, look at the dominoes already placed. Each pair appears once, so every other place its digits touch is dead, and that can leave a cell with one partner. A worked example, checked against the game's solver.

Read the guide →

HubbardGames guide

Per-game standings: where you rank in one game

Tap a game's icon on the Board and you get a table for that game alone: today's field with results and hints, and an all-time table ranked on average points per day finished. Where it lives, what each column means, what it leaves out, and four invented Bridges days where the fastest player comes third.

Read the guide →