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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 . _ - '

Trace Numbers

Fit ascending number paths together until every square is used.

Trace NumbersPuzzle, Logic

Hall of records

Trace Numbers

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Game menu

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The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About Trace Numbers

Draw separate paths through numbered clues, using every square. The numbers tell you the order to visit them; blank squares can lie between consecutive clues.

Choose from 24 original puzzles on two open shelves: 8 at 4×4 and 16 at 5×5. Each puzzle has one answer. Shelf sizes describe the boards rather than a difficulty rating.

How to play

Goal
Draw paths from every 1 through ascending clues and cover every cell.
How it ends
All paths end at the last clue, with no branches or crossings.
Record
First unaided solve · fastest time.
  1. From every 1, draw a separate path through one each of 2, 3 and 4, ending on 4. Use every square exactly once.
  2. Join neighbouring cell centres horizontally or vertically. Blank cells may lie between consecutive clues: numbers give visit order, not distance. You can draw either way along a path.
  3. Paths may touch along their sides without joining. Do not branch, cross, revisit a cell, close a loop or continue beyond 4.
  4. Choose Draw and tap both endpoints of an adjacent link, or drag through adjacent cells. A whole stroke is one Undo. Cross adds optional no-link notes; Clear removes marks touching a chosen cell.
Worked example for Trace Numbers
Worked example. See how the rules apply to a real position.

Controls

InputAction
Draw, then adjacent taps or a dragAdd or remove links along the visited cells
Cross, then adjacent taps or a dragToggle optional no-link notes
Clear, then tapRemove incident links and notes
Pan, then dragMove a chart that exceeds its frame
Arrows + Enter / SpaceMove the cursor and apply the selected tool
D / X / C / PChoose Draw / Cross / Clear / Pan
Z / Y / RUndo / Redo / request Restart
EscapeCancel a selection, close a dialog or return
D-pad + A / BMove and select / cancel or go back
Shoulders / Y / X / StartCycle tools / Undo / Clear / Settings

Tips

  • Begin at the ends Every 1 and 4 has exactly one link. An ordinary cell needs two.
  • Leave room for every path A route that isolates empty squares cannot finish.
  • Read order, not distance A 2 can be several blank squares away from its 1.

Good to know

Progress saves in this browser. The first clock starts when you select a chart and continues through menus and Restart. Reloaded attempts and clock changes stay local. Practice keeps your original finish. Music and Effects have separate switches.

Watch how to play

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

Questions

Must I use every blank square?

Yes. Every numbered and unnumbered square belongs to exactly one path.

May two paths touch?

Yes. Adjacent path segments may share a side without a drawn link between them.

Does 2 have to be next to 1?

No. Blank cells can lie between consecutive numbers.

Can I draw from 4 backwards?

Yes. The finished path is read from its 1; drawing direction does not matter.

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