Nonograms · Solving guide

Nonogram overlap explained, step by step

A long run can have several possible positions while still covering some of the same squares every time. Those shared squares are safe to fill. That is the overlap technique.

Read the clue before filling anything

A clue of 4 means one uninterrupted run of four filled squares. It does not mean four filled squares scattered anywhere in the line. If the clue is 2, 1, there must be a run of two, at least one empty square, then a run of one, in that order.

Rows and columns follow the same rule. For this first example, consider a completely undecided row of six squares with the single clue 4.

Try the leftmost and rightmost positions

The run can start at square 1, 2 or 3. Pushed left, it fills squares 1–4. Pushed right, it fills squares 3–6. Squares 3 and 4 appear in both extremes, and in the middle position too.

Fill squares 3 and 4. Leave 1, 2, 5 and 6 undecided: they are not guaranteed empty. We know part of the run, but not yet where it starts or ends.

The first three rows show every placement. The final row marks only what all of them agree on: squares 3 and 4.

Use the shortcut carefully

For a single run in an otherwise empty line, double the run length and subtract the line length. A positive answer is the number of guaranteed filled squares in the middle. Here, 2 × 4 − 6 = 2.

A run of 3 in a line of 6 gives no overlap yet. That does not mean the line is useless; its crossing clues may narrow the possibilities later. Do not apply the simple shortcut to several runs as though they were one block.

Remember the gaps between runs

For a five-square line with clues 2, 2, the two runs take four squares and their compulsory gap takes the fifth. There is only one arrangement: filled, filled, empty, filled, filled.

In a longer line, extra empty squares may occur before, between or after the runs. You must account for the minimum gaps when comparing possible positions.

Clues 2, 2 fill this five-square line exactly, including the required empty square in the middle.

Let the columns return the favour

After filling an overlap in a row, inspect the columns that cross those squares. Their possible run positions may now agree on more filled squares or on definite empties. Mark an × only when an empty square is certain.

Return to the row when those columns give you new information. This back-and-forth between lines is the main rhythm of a Nonogram solve. It is more reliable than guessing what picture the pattern might become.

  • Keep undecided and definitely empty squares distinct.
  • Do not add an empty square beside a partial run until you know the run is complete.
  • On HubbardGames, Fill and Empty brushes make longer lines easier to mark.

Put it into practice

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

Play Nonograms

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 →