Play Slitherlink (Fences) Online

Draw a single closed loop on a grid of dots. Numbers inside cells tell you exactly how many of that cell’s four edges are part of the loop.

Created by Brian Hamilton

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Click between dots to draw the loop

How to play Slitherlink

Draw a single closed loop along the grid lines, joining dot to dot horizontally and vertically.

  • A number says how many of that cell’s four sides the loop uses. A 0 means none of them.
  • Cells with no number are unconstrained — the loop may use any number of their sides.
  • The loop never crosses or branches: every dot has either no lines or exactly two.
  • There is one loop, not several, and every puzzle has exactly one solution.

Controls: click between two neighbouring dots to draw that segment, click again to mark it as ruled out with a cross, and a third time to clear it. Marking the crosses is how most of the puzzle gets solved.

Slitherlink loop puzzle — draw a single loop along grid edges using number clues

The 0 is the most useful clue on the board

A zero looks like the clue that tells you nothing. It is the opposite: it is the single most informative number in Slitherlink, and it is the one to hunt for first.

Every other clue says how many of a cell’s four sides the loop uses, leaving you to work out which. A zero says none of them — four edges struck off at once, with no ambiguity at all.

A single 0 clue and the four edges it rules out A zero says none of that cell’s four sides are part of the loop, so all four are crossed off at once. Of the 213 loops possible on an empty three by three grid, only 20 survive a single centre zero.
One zero, four edges gone. On an empty 3×3 grid there are 213 possible loops; a single zero in the middle leaves 20.

That is worth putting beside the other clue values. Taking the same empty 3×3 grid and adding one clue to the centre cell, here is how much of the search each one removes.

Loops surviving a single centre clue on an otherwise empty 3×3 grid, found by enumerating every loop.
ClueLoops leftShare of 213
0209%
33215%
18038%
28038%

The ordering is worth memorising: 0, then 3, then 1 and 2 a long way behind — and 1 and 2 are worth exactly the same, which surprises most people. A 2 is the clue that looks like it says something and does the least.

A 3 beside a 0 can settle everything

Clue values matter less than clue pairs. The strongest pairing in the puzzle is a three next to a zero, and it is worth learning as a shape rather than as reasoning.

A 3 next to a 0, which settles the whole grid A three beside a zero is the strongest pattern in the puzzle. The zero removes the shared side, so the three must use its other three sides, and on a small grid that single pairing forces every remaining edge — here it leaves exactly one loop.
A 3 beside a 0 on a 3×3 grid. The zero kills the side they share, so the three must use its other three sides — and that alone forces every remaining edge on the grid. This clue set has exactly one solution.

The logic is short. A zero removes all four of its own sides, one of which is shared with the three. A three needs three of its four sides, and it has just lost one, so it takes all three that remain. From there the degree rule — every dot has either no lines or exactly two — propagates outwards until nothing is left to decide.

Corners are free information

The edges of the grid constrain the loop more than the middle does, because a dot on the border has three possible lines instead of four, and a dot in a corner has only two.

A 3 in a corner, forcing the two outer edges A three in a corner must use three of its four sides. The two sides on the grid border can always be part of the loop, and it turns out both are forced on in every solution.
A 3 in a corner forces both of its outer edges on, in every solution.
A 1 in a corner, ruling out the two outer edges A one in a corner is the mirror image: the two sides along the grid border are ruled out in every solution, because using either would force the loop to turn into the corner and need a second edge there.
A 1 in a corner is the mirror: both outer edges are ruled out, in every solution.

Neither of those needs any other clue on the board to be true. If a puzzle hands you a corner 3 or a corner 1, that is two edges settled before you have thought about anything.

Two 3s on a diagonal, forcing four edges Two threes touching corner to corner force the outer edge of each away from the other — four edges on and two off, before anything else on the board is considered.
Two 3s touching corner to corner force four edges on and two off — each three takes the sides pointing away from the other.

But the 3s are rarer than the guides suggest

Almost every Slitherlink tutorial is built on patterns involving threes: 3-next-to-0, two 3s side by side, two 3s on a diagonal, a 3 in a corner. They are all real, and all verifiable above. There is just one problem with relying on them.

Counting the clues on generated 7×7 boards, a typical puzzle carries about 10 zeros, 10 ones, 7 twos and fewer than 2 threes. On the hard setting it averages a single three on the whole board.

So the patterns worth the most are also the ones you will rarely get to use. The zeros are what you actually have — roughly a third of every board — and they are the strongest clue anyway.

A worked board

Here is a 6×6 from the generator on this page.

A six by six Slitherlink puzzle A grid of dots with numbers in some of the cells. The clues shown are 2, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 2, 1, 3, 1. Each says how many of that cell’s four sides the loop uses.
The puzzle. Blank cells simply carry no clue.
The completed loop The single closed loop that satisfies every clue. It never crosses or branches, and each numbered cell has exactly that many of its sides drawn.
The single closed loop that satisfies every clue — never crossing itself, never branching, and never leaving a loose end.

Start where the zeros are and cross off their sides. Then look at what those crossings do to the cells next door: a 3 that has lost a side, or a 1 that has lost three, is suddenly determined. Slitherlink is nearly always solved by working outwards from what has been ruled out, not from what has been drawn.

Where solvers get stuck

Only drawing lines. Marking edges you have proved unusable is not optional bookkeeping — it is most of the puzzle. A cell with three crossed sides tells you as much as one with three drawn sides.

Forgetting the degree rule. Every dot has either no lines or exactly two. A dot with one line and no remaining options is a contradiction, and spotting those early saves unwinding a long chain later.

Closing a small loop. The answer is one loop, and it must satisfy every clue. A neat little circuit that ignores half the board is not a partial answer, it is a dead end — and the sooner you check for it the less work you lose.

Two things you can check about these puzzles

Every puzzle has exactly one solution, and that is now verified. Each board starts fully clued — a number in every cell — and clues are then removed one at a time, each removal kept only if a solver confirms exactly one loop still fits. Because no step that would create a second solution is ever accepted, ambiguity cannot creep in.

The clue count is the difficulty, and you can see it at a glance. On a 7×7, easy boards show about 29 of the 49 cells, medium about 21 and hard about 15. The loop itself stays roughly the same length whatever the setting — around 25 to 30 edges — so a hard board is not a bigger puzzle, just a quieter one.

Slitherlink, Fences and Loop the Loop

Slitherlink is the name used by Nikoli, which first published it. In English-language collections it also appears as Fences, Loop the Loop, Dotty Dilemma and Great Wall of China.

It is the best known of the loop puzzles, where the answer is a single closed circuit rather than a filled grid. Masyu is its closest relative here, but the clues work quite differently: a Masyu circle constrains the shape of the loop where it passes through, while a Slitherlink number counts the edges around a cell.

More loop puzzles

If you like drawing a single closed circuit under constraints, try these:

Puzzle Solved!

Completed in 3:42.