hop to playPlay Hashi

How to playHashi(Bridges)

A few little islands.
A beautiful connection.

Join the islands with bridges. Match every number. Bring them all into one connected world.

Also called Hashiwokakero. No maths beyond counting.

THE LITTLE BRIDGE ATLAS
A solved six-island Hashi puzzle. Every number matches and all islands connect.A needs 4 and has 4; B needs 3 and has 3; C needs 1 and has 1; D needs 3 and has 3; E needs 4 and has 4; F needs 3 and has 3. Bridges: A to B: 2; A to D: 2; B to E: 1; C to F: 1; D to E: 1; E to F: 2.431343
Every little bridge counts.
Learn the rules. Follow a deduction. Find your way.

One bridge. Two happy endpoints.

Each circle is an island. Its number tells you exactly how many bridges must touch it. A single bridge counts once at each end — these islands each have one of the two they need.

Count the bridges, not the neighbouring islands.

One bridge gives one to each island.A needs 2 and has 1; B needs 2 and has 1. Bridges: A to B: 1.2A2B
One bridge gives one to each island.

Make it a double.

The same pair of islands can share two parallel bridges. Now each 2 has exactly two bridges. That is the limit: never three bridges between the same pair.

In Hop to Play: tap an island, then its neighbour. Repeat the pair to cycle one → two → none.

Two bridges. Both numbers are satisfied.A needs 2 and has 2; B needs 2 and has 2. Bridges: A to B: 2.2A2B
Two bridges. Both numbers are satisfied.

Take the straight route.

Bridges run horizontally or vertically, to the next island in that direction. From A, you can go right to B or down to D. You cannot jump over B to reach C, bend around a corner, or travel diagonally.

Empty space is fine. An island in the way is not.

A can see B and D. B blocks the route to C.A needs 4 and has 2; B needs 3 and has 1; C needs 1 and has 0; D needs 3 and has 1; E needs 4 and has 0; F needs 3 and has 0. Bridges: A to B: 1; A to D: 1.4A3B1C3D4E3F
A can see B and D. B blocks the route to C.

No crossroads at sea.

Can Hashi bridges cross? No. These two routes intersect in open space, so they cannot both be used. A double bridge has the same restriction. Bridges may meet only at an island.

This is a deliberately invalid placement example, not a puzzle to solve.

The crossing in the middle breaks the rules.A needs 1 and has 1; B needs 1 and has 1; C needs 1 and has 1; D needs 1 and has 1. Bridges: A to B: 1; C to D: 1.1A1B1C1D
The crossing in the middle breaks the rules.

Every number matches. Something is missing.

Each island has two bridges. But the top pair and the bottom pair are separate. You cannot travel from one group to the other. Matching the numbers is only half the finish line.

All islands must belong to one connected network.

Four correct numbers. Two separate groups. Not solved.A needs 2 and has 2; B needs 2 and has 2; C needs 2 and has 2; D needs 2 and has 2. Bridges: A to B: 2; C to D: 2.2A2B2C2D
Four correct numbers. Two separate groups. Not solved.

Bring everyone into the same world.

Keep one bridge across the top and one across the bottom. Use the other two bridges to join the sides. Every number still matches — and now every island can reach every other island.

This loop is allowed. Hashi asks for one connected network; it does not forbid loops.

Four correct numbers. One connected network. Solved.A needs 2 and has 2; B needs 2 and has 2; C needs 2 and has 2; D needs 2 and has 2. Bridges: A to B: 1; A to C: 1; B to D: 1; C to D: 1.2A2B2C2D
Four correct numbers. One connected network. Solved.

Six islands. One connected network.

Let’s solve a whole puzzle together. Every number is a bridge count. Start with an island whose available routes leave no room for doubt.

A fresh board. Look at the 4 in the top-left corner.A needs 4 and has 0; B needs 3 and has 0; C needs 1 and has 0; D needs 3 and has 0; E needs 4 and has 0; F needs 3 and has 0. No bridges yet.4A3B1C3D4E3F
A fresh board. Look at the 4 in the top-left corner.

Deduction 1 / 5

The 4 has nowhere else to go.

A can see only B to its right and D below. Each route can hold at most two bridges. To reach four, both routes must be double.

Two to the right. Two down. A has all four bridges.A needs 4 and has 4; B needs 3 and has 2; C needs 1 and has 0; D needs 3 and has 2; E needs 4 and has 0; F needs 3 and has 0. Bridges: A to B: 2; A to D: 2.4A3B1C3D4E3F
Two to the right. Two down. A has all four bridges.

Deduction 2 / 5

Three needs just one more.

D needs three bridges and already has two from A. Its only other neighbour is E, so one bridge to the right finishes D.

D has two from above and one to the right: 3 exactly.A needs 4 and has 4; B needs 3 and has 2; C needs 1 and has 0; D needs 3 and has 3; E needs 4 and has 1; F needs 3 and has 0. Bridges: A to B: 2; A to D: 2; D to E: 1.4A3B1C3D4E3F
D has two from above and one to the right: 3 exactly.

Deduction 3 / 5

Three more. Two possible routes.

E has one bridge and needs three more, through B above and F to the right. Neither route can hold all three, so E needs at least one on each. B already has two of its three bridges: B–E must be exactly one.

E needs both routes. B has room for only one bridge.A needs 4 and has 4; B needs 3 and has 3; C needs 1 and has 0; D needs 3 and has 3; E needs 4 and has 2; F needs 3 and has 0. Bridges: A to B: 2; A to D: 2; B to E: 1; D to E: 1.4A3B1C3D4E3F
E needs both routes. B has room for only one bridge.

Deduction 4 / 5

The double falls into place.

E now has two bridges. B and D have reached their numbers, leaving F as E’s only unfinished route. Add two bridges to the right.

One from the left, one from above, two to the right: 4.A needs 4 and has 4; B needs 3 and has 3; C needs 1 and has 0; D needs 3 and has 3; E needs 4 and has 4; F needs 3 and has 2. Bridges: A to B: 2; A to D: 2; B to E: 1; D to E: 1; E to F: 2.4A3B1C3D4E3F
One from the left, one from above, two to the right: 4.

Deduction 5 / 5

Bring the last island home.

F needs three bridges and already has two from E. Its final bridge goes up to C. Every number now matches, and you can follow bridges from any island to every other island.

Six exact counts. One connected network. Puzzle solved.A needs 4 and has 4; B needs 3 and has 3; C needs 1 and has 1; D needs 3 and has 3; E needs 4 and has 4; F needs 3 and has 3. Bridges: A to B: 2; A to D: 2; B to E: 1; C to F: 1; D to E: 1; E to F: 2.4A3B1C3D4E3F
Six exact counts. One connected network. Puzzle solved.
Now let me try

Small decisions.
Lovely little certainties.

Try these three ideas before your first puzzle. A wrong answer is just another thing you’ve learned.

Look at island A. What must go in each direction?A needs 4 and has 0; B needs 3 and has 0; C needs 1 and has 0; D needs 3 and has 0; E needs 4 and has 0; F needs 3 and has 0. No bridges yet.4A3B1C3D4E3F
Look for the island with the fewest choices.

Four bridges. Just two routes.

Look at island A. What must go in each direction?

Choose an answer to see why.

Read the explanation

Exactly. Each route can hold at most two bridges. With only two routes available, A needs both doubles to reach four.

A needs three bridges and has two routes. What can you place for sure?A needs 3 and has 0; B needs 3 and has 0; C needs 3 and has 0; D needs 3 and has 0. No bridges yet.3A3B3C3D
A has two routes. The double could go either way.

Make only the promise you can keep.

A needs three bridges and has two routes. What can you place for sure?

Choose an answer to see why.

Read the explanation

Yes. One route alone can hold only two, so both routes need a bridge. The other clues will decide which route gets the third.

Every island has two bridges. Is this puzzle finished?A needs 2 and has 2; B needs 2 and has 2; C needs 2 and has 2; D needs 2 and has 2. Bridges: A to B: 2; C to D: 2.2A2B2C2D
Count the bridges, then follow the network.

The numbers look perfect.

Every island has two bridges. Is this puzzle finished?

Choose an answer to see why.

Read the explanation

Right. The top pair cannot reach the bottom pair. Exact counts and a single connected network are both required.

Your own little
corner of the world.

A new puzzle, with different numbers. Tap one island, then its neighbour. Repeat the pair for a double; repeat again to clear it.

0 / 6 numbers matched6 groups
A fresh six-island practice puzzleA needs 3 and has 0; B needs 5 and has 0; C needs 2 and has 0; D needs 1 and has 0; E needs 4 and has 0; F needs 3 and has 0. No bridges yet.3A5B2C1D4E3F

Choose an island to begin.

A little help is always here.

Look for a clue with very few choices. Ask for a reason whenever you need one.

Keyboard & controls

Tab to an island. Arrow keys move between nearby islands. Enter or Space selects the first island, then connects to the next. Escape clears a selection. Use Undo to reverse a move, including a reset or revealed solution.

Your practice moves stay while this page is open. The full game keeps its own progress.

You know the way.
See where it takes you.

Follow the numbers. Keep a way through.
There’s another little world waiting to connect.

Play Hashi for freeNo download. No account. Just the next puzzle.

Hashi rules,
at a glance.

Hashi, also known as Bridges or Hashiwokakero, is a logic puzzle about connecting numbered islands.

See the illustrated explanation
  1. Match every number. The number is the exact total of bridges touching that island. A double counts as two at both ends.
  2. Draw straight bridges. Join the nearest island in the same row or column. No diagonals, bends, or jumping over an island.
  3. Use at most two per pair. Single or double bridges are allowed. Bridges cannot cross each other.
  4. Connect all the islands. One continuous network must reach every island. Loops are allowed.

A few loose ends.

Can bridges cross in Hashi?

No. Two bridges cannot cross in empty space, even if one or both are double bridges. They can meet at an island.

Does a double bridge count as one or two?

Two, at each end. A pair of islands joined by a double bridge each receives two towards its own clue.

Why isn’t my puzzle solved when every number matches?

The islands may form separate groups. You must be able to follow bridges from any island to every other island. Check for a group with no bridge leading out.

Are loops allowed in Hashi?

Yes. A loop is fine as long as every island has its exact bridge count, no bridges cross and all islands belong to one network.

What is a good first move?

Look for a clue with only enough available capacity to reach its number. A 4 with only two possible neighbours needs two bridges to each. A 3 with two neighbours needs at least one in each direction, but you may not yet know which route gets the double.

Are Hashi, Bridges and Hashiwokakero the same game?

Yes, these names are commonly used for this puzzle. This guide teaches the standard connected-network rules used by our Hashi game.