Play Binary (Takuzu) Online

Fill every cell with a 0 or 1. No three in a row, equal counts per line, and every row & column must be unique. Five grid sizes and three difficulty levels.

Created by Brian Hamilton

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Click a cell to place 0 or 1

How to play Takuzu

Fill every cell with a 0 or a 1 so that all three rules hold.

  • No three in a row. Never three of the same digit next to each other, in any row or column.
  • Balance. Every row and every column holds the same number of noughts as ones — half each.
  • No repeats. No two rows may be identical, and no two columns may be identical.
  • Every puzzle has exactly one solution and never needs a guess.

Controls: click a cell to cycle it through 0, 1 and blank. Grey digits are given and cannot be changed. Check highlights mistakes.

Binary puzzle game — fill the grid with zeros and ones following Takuzu rules

Three rules that compound

Takuzu has only three rules, and each looks mild on its own. What makes the puzzle work is how sharply they multiply together.

A row of ten cells can be filled with noughts and ones in 1,024 ways. Ban runs of three and 178 survive. Require five of each digit instead and 252 survive. Apply both and you are down to 84.

How many possible rows survive each rule, counted by enumerating every binary row of that length.
Row length Possible rows No run of three Balanced Both
66426 (41%)20 (31%)14 (22%)
825668 (27%)70 (27%)34 (13%)
101,024178 (17%)252 (25%)84 (8%)

Notice the direction of travel. As the grid grows, each rule individually lets through a smaller share, and the two together shrink faster still — from 22% of rows at six wide to 8% at ten. Bigger Takuzu grids are not proportionally harder; the constraints tighten as they grow.

The third rule — no two rows alike, and no two columns alike — then removes a handful more. It is the rule people forget, and it is usually what settles the last two ambiguous lines at the end of a puzzle.

Two patterns do most of the solving

Almost every move in Takuzu comes from one of two shapes. Both follow directly from the no-three-in-a-row rule, and both are worth training your eye to spot without thinking.

Two ones side by side in a row of six, with the next cell marked as forced A row of six holding two ones next to each other. A third one alongside them would make a run of three, which is not allowed, so the cell on each side of the pair has to be a zero.
The pair. Two identical digits side by side force the opposite digit at both ends of the pair — a third alongside would make a run of three.
A one, a gap, and another one, with the gap marked as forced Two ones with a single empty cell between them. Filling that gap with a one would make three in a row, so it must be a zero.
The sandwich. Two identical digits with one gap between them force the opposite digit into the gap, for exactly the same reason.

Those two cover the local deductions. The third source of moves is counting: once a row holds half its cells as ones, every remaining cell in that row is a nought, and vice versa. On a 6×6 that means three of a digit closes the row out.

Worth checking against the rules yourself: in a row of six starting 1 1, only two complete rows exist. Starting 1 1 . 1 or 1 1 0 0, only one does — the row is finished the moment you spot it.

A worked board

Here is a 6×6 from the generator on this page, with half its cells filled in.

A six by six Takuzu puzzle as it starts A grid of six by six with about half its cells already holding a nought or a one, and the rest blank.
The puzzle as it starts. Blank cells are the ones to work out.
The completed Takuzu grid The finished grid. Every row and column holds three noughts and three ones, never three of the same digit in a row, and no two rows or columns are identical.
The finished grid. Three noughts and three ones in every line, no run of three anywhere, and no two rows or columns identical.

The top row reads 0 0 1 1 0 with one cell blank, and it shows both patterns at once: the 0 0 pair is why the third cell is a 1, and the 1 1 pair is why the fifth is a 0. The last cell needs no pattern at all — the row already holds three noughts, which is all a row of six may have, so what is left must be a 1.

Where solvers get stuck

Working only along rows. Both line rules apply to columns exactly as they do to rows, and columns are where most people leave deductions on the table. After filling anything, look down as well as across.

Forgetting the counting rule until the end. The pair and sandwich patterns are visual and get spotted; the “this row already has three ones” deduction is arithmetic and gets missed. It is often the faster of the two.

Never using the no-duplicate-lines rule. It only bites late, when two lines are nearly complete, but at that point it is frequently the only thing that resolves them. If you are stuck at the very end with two rows that could go either way, compare them with the rows you have already finished.

Two things you can check about these puzzles

Every puzzle has exactly one solution, and it is verified cell by cell. Each board starts as a complete valid grid. Cells are then blanked one at a time, and a cell is only left blank if a solver confirms the puzzle still has a single answer — otherwise the digit goes straight back. Because the process starts from a finished grid and never takes a step that introduces ambiguity, a second solution can never creep in.

Difficulty is simply how many cells are removed, and the proportion is fixed. The generator aims to blank 35% of the grid on Easy, 50% on Medium and 62% on Hard. That leaves roughly 67%, 50% and 39% of cells showing, and it holds at every size — on a 6×6 that is about 24, 18 and 14 of the 36 cells. Count the filled cells on a fresh board and you can tell the difficulty without looking at the setting.

Takuzu, Binairo and Unruly

The same puzzle circulates under several names. Takuzu and Binairo are the most common, and you will also meet Unruly, Binary Puzzle and Tohu wa Vohu. Some versions use black and white circles rather than noughts and ones, which changes nothing about the logic.

It shares the no-repeats-in-a-line feel of Sudoku but works on a completely different footing: only two symbols, and rules about runs and totals rather than about which values are missing.

More logic puzzles

If you like puzzles with only two states per cell, try these:

Puzzle Complete!