Numbrix Puzzle Maker

Printable Numbrix sheets where every board is counted first, three difficulties, and the finished path on a toggle.

How to solve it

Fill every square so the numbers run 1, 2, 3 … to the end in an unbroken chain, with each number touching the next one above, below, left or right — never diagonally. Work outward from a pair of given numbers that are close together: if 14 and 18 are three cells apart, there is exactly one way to route 15, 16 and 17 between them, and each stretch you fix narrows the next.

⭐The usual clue pattern does not guarantee one answer

Printed Numbrix follows a convention: reveal roughly every fourth number along the path, which works out at about a quarter of the grid. That feels like plenty, and it very often is — but it is not a guarantee, and the gap is not small. Building random paths, applying the convention, and then counting how many answers actually fit:

GridPaths testedConvention gives one answer Only 1 and n² givenNumbers printedLogic actually needs
5 × 5 60 72% 0 of 60 7 (28%) 4.0 (16%)
6 × 6 60 85% 0 of 60 10 (28%) 5.1 (14%)
7 × 7 200 60% 0 of 200 13 (27%) 7.2 (15%)
8 × 8 60 68% 0 of 60 17 (27%) 7.7 (12%)

Between 60% and 85% depending on the board — so on the worst size measured, 40 boards in every hundred built to the convention have more than one valid answer. Anyone generating these by pattern alone and printing the result is shipping ambiguous puzzles at that rate. Every puzzle on this page is counted before it is shown, and only single-answer boards survive.

⚠️And it would be tidier to say the convention degrades as the grid grows — but it does not. The rate moves around without a direction, so the honest claim is that it is unreliable at every size rather than progressively worse, and that column is left unsmoothed.

Where it starts and ends tells you nothing

The two numbers a solver instinctively treats as the anchors are 1 and the last one, because they are the ends of the chain. On their own they are worth nothing at all: across 380 boards at four sizes, a grid given only its first and last numbers had a single answer zero times. Not rarely — never. Between any two cells there are simply too many routes, and fixing both ends of a journey says very little about the road.

This is also why nothing on this page is about whether a path exists. A rectangular grid always has one — snake along the rows and you have built it — so unlike the knight's tour, where existence is the whole question, here existence is free and the entire difficulty is in telling one path from all the others.

Printed puzzles give you about twice what logic requires

The last column of the table is what happens if you strip numbers away for as long as the answer stays unique. A Numbrix holds together on 16% of its cells at 5 × 5, falling to about 12% at 8 × 8 — roughly half of what the convention prints, and a smaller share the bigger the grid gets. That is not an argument for printing minimal puzzles. A minimal Numbrix is technically solvable and genuinely unpleasant, because the chain of forced deductions gets long and thin and one slip costs the whole board. The Hard setting above thins the clues a little way toward that line and deliberately stops well short of it.

⚠️Honest limits: these are random paths from one shuffling method, not the hand-designed paths a human setter would draw, and the minimal column is ten boards per size rather than hundreds because stripping a board to its last removable clue is the slow direction — proving uniqueness with almost nothing given costs about 820 ms a board at 8 × 8. The 7 × 7 and 8 × 8 rows of the main table are measured once and frozen into the page, and the test suite re-derives them so they cannot drift away from the code.

How to use

  1. Pick a grid size, a difficulty and how many puzzles you want on the sheet.
  2. Press New sheet — every board is counted and only single-answer ones appear.
  3. Print it; the controls and the notes are left off the page.
  4. Toggle Show solutions when you want the finished path revealed.

Frequently asked questions

What is Numbrix?

A number-path puzzle popularised by Marilyn vos Savant. You fill a grid with 1 up to the number of cells so that consecutive numbers always sit next to each other horizontally or vertically, never diagonally. Some numbers are printed to start you off; the rest is the puzzle.

How do you solve a Numbrix?

Work between pairs of given numbers that are close together. If 14 and 18 sit three cells apart, there is only one way to route 15, 16 and 17 between them, because the chain cannot jump or double back. Each stretch you fix constrains the next, and the board unwinds from the tightest gaps outward.

Does every puzzle here have one answer?

Yes, and every board is counted before it is shown. That matters more than it sounds, because the standard clue pattern does not guarantee it: revealing every fourth number along the path leaves the answer ambiguous on between 15 and 40 percent of boards, depending on the grid. Anyone generating these by pattern alone is printing puzzles with more than one answer at that rate.

Is Numbrix the same as Hidato?

They are close cousins. Numbrix allows only horizontal and vertical steps between consecutive numbers; Hidato also allows diagonal ones, and usually uses an irregular board rather than a square grid. The diagonal rule changes the puzzle substantially, because it roughly doubles the ways the chain can move.

How many numbers do you actually need?

Far fewer than get printed. Stripping numbers away for as long as the answer stays unique leaves about 16 percent of the cells filled on a 5 by 5 and around 12 percent on an 8 by 8 — roughly half what the usual convention prints, and a smaller share the bigger the grid gets.

Why not print minimal puzzles then?

Because they are solvable and unpleasant. With almost nothing given, the chain of forced deductions gets very long and very thin, and a single mistake early on wastes the whole board with no way to notice until the end. The Hard setting thins the clues some of the way toward that line and deliberately stops short.

Does knowing where 1 and the last number go help?

Essentially not at all. Across 380 boards at four sizes, a grid given only its first and last numbers had a single answer zero times — not rarely, never. Between any two cells there are simply too many routes, so fixing both ends of the journey says very little about the road.

What grid sizes work best?

5 by 5 is a few minutes. 7 by 7 is the standard and the best place to start. 8 by 8 is a long sitting. Bigger boards are not harder to make well-posed, they just take longer to solve and a little longer to generate, because more candidate boards have to be counted and rejected.

Can I print these?

Yes, that is what the tool is for. The Print button hides the controls and the explanation and leaves the sheet. You can put one, two or four puzzles on a page, and no puzzle is split across a page break. Turn the solutions on first if you want them printed underneath.

Is this the same as a knight's tour?

They are both Hamiltonian path problems — visit every square exactly once — but the interesting question differs. For a knight's tour the question is whether a tour exists at all on a given board, which is genuinely subtle. On a rectangular grid a path always exists, because snaking along the rows is one, so all the difficulty here is in telling one path apart from all the others.

🔒 This tool runs entirely in your browser. Nothing you enter is uploaded, logged, or stored.