Solvarium

Puzzle guide

How to solve Nurimisaki

Nurimisaki means "paint a cape". You colour cells black so that the white cells form one winding path, and every circle marks a cape: a white dead end. A number in a circle tells you how long that cape runs in a straight line. Here is how to paint it.

The rules

  1. A circle is a white dead end, called a cape: it has just one white neighbour. A number counts the cape's white cells in a straight line, circle included.
  2. All white cells join up into one path. A white cell without a circle has at least two white neighbours.
  3. No 2×2 square may be all white or all black.
  4. Cells left open count as white.

A solved puzzle

33
A solved puzzle. Each 3 is a cape whose straight run has three white cells. The other white cells all have two white neighbours, and there is no 2×2 block of one colour.

Your first moves

  1. Look at circles in corners and on edges: they have few neighbours, so their one white neighbour is easy to find.
  2. Wherever three cells of a 2×2 square have the same colour, the fourth gets the other one.
  3. A white cell without a circle needs two white neighbours. A corner cell that can't get two is black.
  4. For each number, count how far its cape can run in each direction. Often only one direction fits.

Techniques, step by step

A cape has one way out

The circle in the corner is a cape, so exactly one of its neighbours is white. The cell to its right is already black, so the only one left, below it, must be the white one. It works the other way too: as soon as a circle has its white neighbour, all its other neighbours are black.

One neighbour is black, so the other one is the cape's white cell.

No 2×2 of one colour

Three cells of this 2×2 square are black. If the fourth were black too, the square would be all black, which is not allowed. So it is white: mark it with an X. Three white cells in a square force the fourth to be black in the same way.

Three black cells: the fourth is white.

Only circles are dead ends

A white cell without a circle needs at least two white neighbours: only capes may be dead ends. The corner cell here has just two neighbours, and one of them is black. It could never get two white neighbours, so it must be black. This is the rule that makes Nurimisaki different from Nurikabe.

The corner could never have two white neighbours, so it is black.

How far a cape reaches

This circle says 3, and its only open direction is to the right. So the cape runs three cells that way, the circle and two more, and the next cell must be black to stop it. Look for numbered circles with just one direction left: they give you a whole run at once.

3
Three to the right, then a black cell to end the cape.

Keep the path in one piece

All the white cells must form one connected path. If making a cell black would cut the white cells into two parts, that cell must be white. On hard boards, look for narrow places where the path has only one way through.

Either way, this cell

Sometimes a numbered circle still has two directions its cape could take. Try both: if every way puts the same cell black, or the same cell white, that cell is decided, whichever way the cape goes.

Common mistakes

  • A dead end without a circle. Every white cell without a circle needs two white neighbours.
  • A cape with two ways out. A circle has exactly one white neighbour, never two.
  • A 2×2 block of one colour. Check both colours: four black cells in a square are just as wrong as four white ones.
  • White cells in two pieces. The app does not mark a split path while you play, so check it yourself.

Questions and answers

What is Nurimisaki?

A Japanese logic puzzle where you paint cells black so that the white cells form one connected path. Circles are capes, white dead ends with one white neighbour, and their numbers say how far the cape runs.

What is a cape?

A white cell with just one white neighbour: a dead end of the path. In Nurimisaki, only circled cells may be capes.

How do I mark black and white?

Tap a cell to make it black, again to mark it white with an X, and again to clear it. Cells left open count as white. Drag to mark several cells in one stroke.

How is it different from Nurikabe?

Here the white cells form one path with circles as its only dead ends, and neither colour may fill a 2×2 square. Numbers count a cape's straight run, not an island's size.

Where should I start?

With circles in corners and on edges, then with 2×2 squares that are almost one colour, and with corner cells that could never get two white neighbours.

Ready to play?

Give every cape one way out, keep 2×2 squares mixed, allow no other dead ends and measure each numbered cape. That is how the Nurimisaki path is painted.