Light Up (also called Akari) is a logic puzzle about lighting a room. The grid has white squares and black squares, and you place light bulbs in the white ones until every white square is lit. A bulb’s light travels along its row and column until a black square stops it.
The rules
Place bulbs in white squares so that:
- Every white square is lit. A bulb lights its own square, and every square in its row and column until a black square or the edge of the grid.
- No bulb shines on another bulb. Two bulbs can’t be in the same row or column unless a black square stands between them.
- A number on a black square says how many bulbs touch it, side by side (not diagonally). A 0 has none beside it; a 4 has one on every side.
Black squares without a number can have any number of bulbs beside them.
What breaks a rule
Two bulbs that see each other. Nothing stands between these two, so each lights the other:
A number with the wrong count. Here the 2 has its two bulbs and the 0 has none, so both are happy:
In the game, bulbs that light each other are ringed in red, and a number turns red when it has too many bulbs or too little room left. A number dims once it has all its bulbs.
A puzzle from the game, solved
This is the first level in the game: Easy level 1, a 7×7 with 10 black squares, 3 of them numbered.
It takes 11 steps. Here are the first three.
Step 1: a 2 with only two squares beside it
The 2 in row 1, column 5 sits on the top edge with a black square to its right. Only two white squares touch it, the one to its left and the one below, and it needs two bulbs. So both get one.
Steps 2 and 3: no bulb in the light
The new bulb in row 1, column 4 lights 9 squares along its row and column, and the one in row 2, column 5 lights 5 more that weren’t already ruled out. No other bulb can stand in that light, so those squares get dots.
The rest
From there, it’s the same ideas again. In all, it takes 3 steps where a number needs every square left beside it, 6 where a bulb’s light rules squares out, and 2 where a dark square has only one place left that could light it.
Where to start in any puzzle
Look for a 0: none of the squares touching it can have a bulb. Then look for numbers with just enough room: a 4, a 3 on an edge, a 2 in a corner, or any number with black squares or walls around it. On the game’s levels, a 0 is the first move on 38 of the 50 Easy levels, 45 Medium and all 50 Hard; a number that needs every square beside it is the first move on 8 Easy levels and 4 Medium.
Common mix-ups
- Light goes in straight lines only. A bulb lights its row and column, not its diagonals.
- Numbers count touching bulbs only. Side by side, not diagonally, and not bulbs further along the row.
- Black squares stop light. Two bulbs in the same row are fine if a black square stands between them.