How to play

How to play Zip

Zip is a one-line puzzle: draw a single path from 1 through every cell, passing the numbers in order and never crossing a wall. Three practice boards below let you try each rule.

1. Draw one path

Start on 1 and drag through neighbouring cells until every cell is filled. Here you only have to reach 2 last.

2. Numbers in order

Visit 1, 2, 3 in order and fill every cell on the way. The last number must be the last cell you enter.

3. Mind the walls

A thick line between two cells is a wall: the path can't cross it. Find the way around.

  1. Start on 1, draw one line

    The path begins on the cell marked 1 (it's placed for you). Drag from the end of the path into a neighbouring cell, up, down, left or right, never diagonally. Keep going: one continuous line.

  2. Numbers in order

    The path must pass 1, 2, 3 … in order. Stepping on a number out of turn is refused. The highest number must be the very last cell, so the game won't let you enter it while other cells are still empty.

  3. Fill every cell

    The line has to visit every cell exactly once. A puzzle is solved the moment the last cell is filled and the numbers were visited in order.

  4. Walls block the way

    A thick line between two cells is a wall. The path can't cross it; go around.

  5. Erase and cut back

    Drag backwards along the path to erase cell by cell, or tap any cell already on the path to cut the path back to that point. Undo and redo are in the toolbar; Clear starts over from 1.

  6. Hints

    A hint rolls the path back to the last correct cell and shows the next stretch as a dotted ghost, up to the next real decision. Daily puzzles allow three hints, unlimited mode any number.

Strategy tips

  • Look at the corners first. A corner cell has only two neighbours, so the path must enter through one and leave through the other. If one neighbour is already used or walled, the corner's route is decided.
  • Don't strand cells. Every empty cell needs two free neighbours (one to come in, one to go out), except the final number, which needs one. If a move would leave a cell with fewer, it's wrong.
  • Count the gap. Between two consecutive numbers the path has to spend exactly the cells that end up between them. If a region can only be reached before a number, it must be filled before that number.
  • Walls are hints. A wall usually tells you which side a stretch of path runs along. Follow the wall and the corridor draws itself.
  • Back up early. The moment a cell becomes unreachable, drag back or tap the path to cut. Fixing a wrong turn late costs more.

Daily, unlimited and archive

Every day at local midnight there is one new puzzle. The board follows the week:

DayBoard
Monday6×6 · Easy
Tuesday6×6 · Medium
Wednesday7×7 · Medium
Thursday7×7 · Medium
Friday7×7 · Hard
Saturday8×8 · Hard
Sunday8×8 · Hard

Solve the daily to extend your streak. Unlimited serves boards from 5×5 to 12×12 in three difficulties with no limit, and the archive keeps every past day playable.

How is this different from LinkedIn Zip?

The rules are identical. LinkedIn publishes one puzzle a day with no archive and no unlimited mode. Puzzlune generates its own boards, checks every one for a single solution, gives you a daily plus unlimited mode and a free archive, and works in light and dark mode. Puzzlune is not affiliated with LinkedIn.

Play today's Zip