How to play
- Goal
- Draw one non-crossing loop through every sign, turning at red signs, going straight at green signs, and making each printed number equal the sum of its two straight arms.
- How it ends
- A chart finishes when the single loop and every sign agree; Undo and Erase repair mistakes, so there is no loss state.
- Record
- The fastest uninterrupted first solve of each chart is kept with its holder's name; replay is practice.
- Draw one closed, non-crossing loop with horizontal and vertical links between neighbouring centres. Visit every sign; blank centres are optional. No branches or separate loops.
- Turn at every red sign and go straight at every green sign. Their bend and straight icons distinguish the rules without relying on colour.
- For a numbered sign, count both straight arms to their first actual turns, including the link reaching each turn. Continue through other signs. The printed number is the sum of both arms; the arms need not be equal. An unnumbered sign still keeps its shape rule.
- Tap an edge to draw. Drag a route, or select neighbouring centres and press Draw. Cross notes are optional; Undo and Erase repair mistakes.
- Choose Pan to move a large chart without changing ink, including after completion.
- Restart preserves the first clock. Reload preserves marks and Undo; resumed finishes stay local. Replay is practice.
Controls
| Mouse / touch | Tap edges, drag routes, or select neighbouring centres and press Draw |
|---|---|
| Arrows / Shift + arrows | Move between centres / mark the next edge with the current tool |
| Enter / Space | Select a centre |
| L / C / E | Line / Cross note / Erase |
| P | Draw the selected route |
| Pan | Drag the view without changing ink |
| Z / Y | Undo / Redo |
| R | Restart confirmation |
| Controller | D-pad moves; A selects; Y draws; X erases; shoulders Undo/Redo; B returns; Start settings. |
Tips for Shingoki
- Follow the signs Red needs a turn; green needs opposite exits. An unnumbered sign still constrains the loop.
- Find the actual turn An arm passes through a straight sign, even a numbered one. Count until the path really bends.
- Add both arms Green three may have one link on one side and two on the other. A number does not describe each arm separately.
- Keep one loop Closing a small loop early is wrong if another sign remains outside.
Questions about this game
Must every centre be visited?
Only signs must be visited. Blank centres may stay unused.
What does an unnumbered sign mean?
It still requires a turn at red or straight passage at green. It has no arm-sum requirement.
Does another numbered sign stop an arm?
No. Continue through signs until the first actual turn.
Must the two arms be equal?
No. Red and green constrain the shape at the sign; a printed number adds the two arm lengths.
Can replay improve my first time?
No. Your first finish stays unchanged; replay is practice.
All charts are open. Cross notes are optional. Reload retains marks, Undo and the clock; resumed finishes stay local. Practice preserves your first time.
Watch how to play
About Shingoki
Trace a signmaker’s chart in bronze and ivory. Red bends and green straights guide one loop through every sign; blank centres may remain unused.
All 160 original charts are open: sixteen at 4×4 and forty-eight each at 5×5, 6×6 and 7×7. Each has one independently verified ending and a complete deduction path.
An uninterrupted verified first solve can claim the named fastest time. Replay preserves your first finish.







