Solvarium

Puzzle guide

How to solve Bimaru

Bimaru is the logic version of the old ships game: a fleet is hidden in the sea, and you find every ship without a single shot. The numbers beside the rows and columns say how many cells are ship, and the ships never touch. Here is how to track them down.

The rules

  1. Hide the fleet shown under the puzzle. Each ship is a straight line of cells, across or down.
  2. The number beside a row or column says how many of its cells are ship.
  3. Ships never touch each other, not even at a corner.
  4. A blue cell is given: it shows part of a ship, and its shape tells you which part.

A solved puzzle

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A solved puzzle with a fleet of a ship of three, a ship of two and two ships just one cell big. Every row and column number matches, and no ships touch. The waves are water.

Your first moves

  1. Fill every row and column with a 0 with water.
  2. Look at the given cells: an end, a middle or a ship just one cell big tells you a lot about its neighbours.
  3. Around every ship cell, the four corner cells are water.
  4. Check the fleet under the puzzle: place the biggest ships first, while there is still room to see where they fit.

Techniques, step by step

Full and empty rows

The top row says 0, so all of it is water. The second row says 3, and only three of its cells are not water yet. All three are ship. Whenever a row or column has as many ship cells as its number, the rest is water; and whenever it has exactly as many free cells as ship cells still missing, all of them are ship.

03
0: all water. 3 with three free cells: all ship.

A ship just one cell big

This given cell shows a round ship just one cell big. It is complete, and ships never touch, not even at a corner. So all eight cells around it are water.

Around a one-cell ship, everything is water.

A given end

This given cell is the left end of a ship. The ship goes on to the right, so that cell is ship too. Every other neighbour of the end is water, and so are the cells above and below the next cell, because a ship lying across never has neighbours above or below.

A left end: ship to the right, water around.

Water at the corners

Ships are straight and never touch at a corner. So the four diagonal neighbours of any ship cell are always water, even before you know which way the ship runs. Put waves on them each time you find a ship cell.

A ship cell's four corners are water.

Count the fleet

The fleet under the puzzle tells you which ships are still missing. If the longest ship is already placed, a line of cells that long elsewhere cannot grow any further: close it off with water. And when every ship of the fleet has been found, all cells that are still open are water.

Where can the big ship go?

For the biggest missing ship, look at every place it could still lie: each row and column with enough room and a high enough number. A cell no ship can reach any more is water. If all the places for a ship share a cell, that cell is ship. On medium and hard boards, this is the step that unlocks the rest.

Common mistakes

  • Ships touching at a corner. Not even corners may touch. Mark the corners of every ship cell as water.
  • Forgetting the fleet. The numbers alone are not enough: the ships must match the fleet shown under the puzzle exactly.
  • Bent ships. Every ship is straight, across or down. An L-shape is two ships, and then they would touch.
  • Ignoring the shape of given cells. A given end or middle shows which way its ship continues.

Questions and answers

What is Bimaru?

A logic puzzle based on the classic ships game. You find a hidden fleet in a grid using the numbers beside each row and column, and the ships never touch, not even diagonally.

Which ships are in the fleet?

The fleet is shown under each puzzle. It grows with the board: bigger boards hide more and longer ships.

How do I mark ship and water?

Tap a cell for ship, again for water, and once more to clear it. Cells left open count as water. Drag to mark several cells in one stroke.

What do the blue cells mean?

They are given: they show part of a ship. A round one is a ship just one cell big, a rounded end is the end of a ship, and a square is a middle part.

Where should I start?

With rows and columns that are 0 or full, and with the given cells. Then mark water on the corners of every ship cell and place the biggest ships.

Ready to play?

Empty and full rows, water around every ship, given parts and the fleet count: that is how the whole fleet comes to light.