Hashi

Ferry office chart table Next ferry--:-- Crossing0:00

Surveying the chart

Drawing a fresh archipelago with exactly one way to join it.

How to Play Hashi

Hashi, short for Hashiwokakero, is a bridge-building logic puzzle played on a grid of islands. Every island carries a number from one to eight, and that number is the exact count of bridges that must touch it. Your job is to connect the islands with straight horizontal and vertical bridges so that every number is satisfied and the whole archipelago ends up as one connected network, so a ferry planner could walk from any island to any other.

Three rules do all the work. A bridge runs only in a straight line between two islands with nothing in between. Two islands can be joined by one bridge or by two parallel bridges, never more. And bridges may never cross each other or pass over an island. In this version you drag from one island toward its neighbour and release to lay a rope bridge; drag the same lane again to double it, and a third time to take it away. You can also tap a bridge to cycle it, or steer entirely from the keyboard with the arrow keys, Enter to start a bridge, U to undo, R to redo and H for a hint.

Each day brings a new chart that is the same for every player on the same UTC date, so you can compare notes with friends, and a larger weekly chart appears once per ISO week. Every chart is built so that exactly one solution exists, which means you never have to guess: if you are stuck, a deduction is waiting somewhere on the board. Island numbers turn brass and gain a tick when satisfied, and take a red tint with a cross when you have given them too many bridges, so progress never depends on colour alone.

Tips and Strategy

What Makes This Hashi Different

Classic Hashi gives you every island's number. Here it is night on the chart table and fog has rolled over part of the archipelago: a few islands show only a question mark. In exchange, lighthouses stand on the rim of the chart. Each one throws a beam across a channel of open water, and its number tells you exactly how many ropes must cross that beam. That is a new kind of clue. Instead of counting the bridges around one island, you count every rope crossing a line through the whole chart, which lets you reason about the top half of the board against the bottom half, or the west against the east. Built ropes catch the light where they cross a beam, and the lighthouse ring turns brass when its count is met.

Under the hood every chart is generated from the date. A seeded generator lays out an archipelago, places the lighthouses and then hides islands in fog one at a time, keeping each fog only if a solver still finds exactly one solution. It keeps fogging until the chart would have more than one answer without the lighthouses, so the beams are never decoration: every chart needs them. Monday and Tuesday charts can be finished by straightforward counting, beams included; later in the week you will need connectivity reasoning as well. The weekly chart is a large fifteen by fifteen board with three or four lighthouses, built for a longer sitting. Solve any chart and the lanterns light along every bridge while the fog lifts to show the hidden numbers, and the streak ledger logs the crossing as a tide table.

A Brief History of Hashiwokakero

Hashiwokakero is a Japanese puzzle type whose name roughly means "build bridges". It was popularised by Nikoli, the Tokyo publisher that also made Sudoku, Slitherlink and Nurikabe household names among logic fans, and it is sometimes sold under the plain English title Bridges. Like many Nikoli puzzles it grew out of a simple observation: a handful of rules on a grid can generate puzzles that range from a coffee-break warm-up to an hour-long deduction marathon. Computer scientists have also studied the puzzle, and finding a solution to a general Hashi board is a known hard problem, which is part of why a good chart feels satisfying to crack.

Frequently Asked Questions

What do the lighthouses and the fogged islands mean in Hashi?
Some islands are hidden by fog and show a question mark instead of a number, so you do not know how many bridges they need. The lighthouses on the edge of the chart make up for it: each one shines a beam across a channel between two rows or two columns, and its number is the exact count of ropes that must cross that beam, with a double bridge counting as two. Every chart is built so the beam counts are needed to find its single solution. Tap a lighthouse, or press L, to read how many ropes cross it so far. When the chart is solved the fog lifts and the hidden numbers appear.
How do I double a bridge or take one away in Hashi?
Drag from an island toward its neighbour and release to lay the first rope bridge. Drag the same lane again and it becomes a double bridge with two parallel ropes. A third drag removes it, so a lane cycles through zero, one, two and back to zero. You can also tap the bridge itself, or use the keyboard: focus an island, press Enter, then an arrow toward the neighbour.
Why does the game say a ferry lane is blocked?
Bridges are never allowed to cross, so a lane is blocked when a bridge you have already built runs through the space the new one would need. The board shakes briefly and the status line says "Ferry lane blocked". Remove or undo the crossing bridge first, and remember that a blocked lane is a clue: in the finished chart that lane is empty.
How does the daily streak work and when does it reset?
The streak counts consecutive UTC days on which you solved the daily chart. Solving today's chart once adds one day; solving it again for fun does not. If you miss a whole UTC day the current streak falls back to zero, but your best streak is kept in the ledger. Weekly charts add a stamp to the ledger rather than extending the streak, and practice charts never touch it.
What is the weekly chart and how is it different from the daily one?
The weekly chart is a large fifteen by fifteen board with far more islands than a daily chart, seeded from the ISO week so every player gets the same one from Monday to Sunday. It is meant for a longer sitting, and a solve earns a bigger size bonus on the leaderboard plus a stamp on your streak ledger.