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Start with the corners and edges

The border is the tightest part of any Filoop board. Fewer neighbours mean fewer choices — and fewer choices mean moves you can be sure of.

Count the neighbours

A cell in the middle of the board touches four others. A cell on the edge touches three, and a corner cell only two. When you look for a safe move, look where the choice is smallest: the border.

A thread that passes through a cell uses two of its neighbours — one to come in, one to go out. A corner has exactly two, so a thread that passes through a corner has no options at all: it comes in along one edge and leaves along the other.

The red button sits in the corner, and its right neighbour is a blue button. Red has one way out — down along the edge.

Buttons in corners

A button in a corner can leave in only two directions. Often one of them is blocked right away — by another button, by a finished thread or by a cell that clearly belongs to someone else. Then the first step is free. Take it.

Even when both directions are open, a corner button tends to run along the edge for a while. Turning into the middle early leaves a strip of border cells behind it, and such strips are hard to fill later: every cell along the edge still needs a thread to pass through it.

Don’t leave a corner behind

The opposite mistake is just as common. If a thread passes next to an empty corner and takes one of its two neighbours, the corner has one free neighbour left. A thread could enter it but never leave, so only the end of a thread — a button — could sit there. No button, and the board can’t be finished.

×
Red turned too early. The corner now has one free neighbour and no button, so it will stay empty.

Before you draw past a corner, ask yourself who will fill it. If the answer is “nobody”, route the thread through the corner instead.

Work inward

On a real level, go around the border first: corners, then buttons on the edges, then the cells between them. Each finished piece of border turns the next ring of cells into a new edge — with fewer neighbours and fewer choices again.

A warm-up level: three of the four corners hold buttons.
Solved. The corner threads run along the edges, and the empty corner is filled by the green thread turning through it.

Stuck in the middle of a level? Go back to the border and count the neighbours again — the next sure move is often there.

Next: forced moves, where one sure step leads to the next. The rules in short are on how to play. Try it all on the warm-up set, whose levels are solved by forced moves alone.

Play FiloopForced moves: find the only way →