Random

Who is playing?

Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Ichimaga

One bend per path. One connected network.

IchimagaPuzzle, Logic, Casual

Hall of records

Ichimaga

Loading records…

How to play

Goal
Connect every lantern with non-crossing paths that bend at most once and match its number.
How it ends
The chart is complete when all lantern counts match and every lantern belongs to one network; Undo and Erase repair paths.
Record
Your first unassisted solve of each chart is kept in this browser; verified solves under twenty-four hours compete for fastest-time records. Replays are practice.
Worked visual example for Ichimaga
Worked example. See the rule happen, then follow the numbered rules below.
  1. A number counts the paths ending at that lantern. A question mark needs at least one path, with no fixed count.
  2. A path runs horizontally and vertically along lattice edges, turning at most once between lanterns. It cannot pass through a third lantern.
  3. Paths cannot cross, branch or share an edge away from lanterns. Branching at a lantern is allowed. All lanterns must belong to one network; unused grid points are allowed.
  4. Tap two lanterns to preview their path. Other turn switches between two possible corners; Confirm draws the chosen path. You can also drag a complete straight or single-turn path.
  5. Choose Erase and confirm a path to remove it. Undo and Redo change one committed path. Equal numbers may connect, and cycles are allowed.

Controls

Mouse / touchSelect two lanterns, choose Other turn if needed, then Confirm; or drag a path
Arrows + Enter / SpaceMove the cursor and select an endpoint or confirm its preview
1 / 2 / 3Connect / Other turn / Erase
Z / YUndo / Redo
EscapeWithdraw a draft, close a dialog or return to the atlas
ControllerD-pad moves; A selects/confirms; X toggles Erase; Y undoes; shoulders choose; B returns; Start settings; Back rules

Tips for Ichimaga

  • Respect the whole network Joining two ones would seal them off from the remaining lanterns.
  • Count paths, not cells A long path contributes one to each endpoint, just like a short path.
  • Try the other corner Two corners can link the same endpoints; choose one that leaves enough routes for the other counts.

Questions about this game

May equal numbers connect?

Yes. This is standard Ichimaga, not the magnetic variant.

Must every grid point be used?

No. Only the lanterns must all connect.

May paths form a cycle?

Yes, provided every count and path rule is satisfied.

What does the question mark mean?

It needs at least one path but has no fixed number.

Can replay improve my first time?

No. Your first completed time remains saved; replay is practice.

All 160 charts are open. Every chart has one independently checked answer and a bounded deduction path. Progress and the original clock survive reload; resumed solves finish locally. Replays preserve your first time.

Watch how to play

The rules, then Chart 001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

About Ichimaga

C

o

n

n

e

c

t

n

u

m

b

e

r

e

d

l

a

n

t

e

r

n

s

w

i

t

h

s

t

r

a

i

g

h

t

o

r

s

i

n

g

l

e

-

t

u

r

n

p

a

t

h

s

.

M

a

t

c

h

e

v

e

r

y

c

o

u

n

t

w

i

t

h

o

u

t

c

r

o

s

s

i

n

g

s

a

n

d

k

e

e

p

o

n

e

c

o

n

n

e

c

t

e

d

n

e

t

w

o

r

k

a

c

r

o

s

s

1

6

0

o

r

i

g

i

n

a

l

c

o

m

p

a

c

t

c

h

a

r

t

s

.

More games like this