Bridges, known in Japan as Hashiwokakero (“build bridges”) and often just Hashi, is a logic puzzle of numbered islands. Join them all with bridges so that every island has exactly the number it shows.
The rules
Each island has a number from 1 to 8: the number of bridges it must have. Bridges run straight across or up and down between two islands. There can be one or two bridges between the same pair of islands, but no more. Bridges cannot cross each other or pass through an island. When you finish, every island must be connected into one group.
Easy starting moves
Some islands only have one way to be right. An 8 has four neighbours at most and two bridges to each, so all eight bridges are certain. A 6 in a corner-like spot with only three neighbours needs two to each.
More generally, if an island can reach only one neighbour, all its bridges go there. If its number equals twice its number of neighbours, it gets double bridges to every neighbour.
A useful halfway rule: an island with n neighbours whose number is 2n − 1 must have at least one bridge to each neighbour. So a 3 with two neighbours, a 5 with three, or a 7 with four, all get one bridge in every direction straight away.
Keep everything connected
Because all islands must end up in one group, some bridges are ruled out. Two islands showing 1 can’t be joined to each other, because they would form a little group cut off from everything else. Likewise, two 2s can’t be joined by a double bridge.
This connection rule is often what breaks open a puzzle when the counting runs out.
Count what’s left
As bridges go in, keep asking for each island: “How many more does it need, and where can they still go?” When a crossing bridge blocks one direction, the remaining needs often become certain. AmuseMind marks a finished island with a brass ring and an over-full one in red, so children can check their counting.
With children
Bridges mixes counting with logic, which makes it a good fit for children from about seven. Start on AmuseMind’s 5 × 5 Beginner boards with a handful of islands. Every AmuseMind puzzle has exactly one solution, so logic always gets there without guessing.



A worked example to try together
Picture a 3 in the corner of a board with only two neighbours: one to its right and one below. It needs three bridges but can have at most two in each direction, so it must have at least one bridge to each neighbour. Draw those two single bridges first; the third will become clear later.
Now imagine an island showing 1 with only one neighbour that is also a 1. Joining them would make a closed pair cut off from everything else, so that bridge is not allowed. The 1 must connect somewhere else, which often settles its whole row.
Working through examples like these out loud helps children see that each bridge has a reason. Once they start saying “it has to go here because…”, they have moved from guessing to real logic, and the bigger boards become fun rather than daunting.
Questions parents ask
What does Hashiwokakero mean?
It is Japanese for “build bridges”. The puzzle is often called Hashi or Bridges.
Can bridges cross in Hashi?
No. Bridges run straight and may not cross each other or pass through islands.
What age is the Bridges puzzle for?
Small boards suit most children from about seven, especially those who enjoy counting.
Does every Bridges puzzle have one answer?
A well-made one does. Every AmuseMind Bridges puzzle is checked to have exactly one solution, so it can always be solved by logic without guessing.

