Networks · Connect every island

Bridge Links

Match every island number. Make one connected network.

Moves0

Select two islands, or use Tab and Enter or Space.

A closer look at Bridge Links

What counts as a bridge

Bridge Links uses familiar islands-and-bridges puzzle rules. The number on each island is the total of all bridge lines touching it. A double connection contributes two to each endpoint. You may connect only the next island visible horizontally or vertically, using at most two straight parallel lines. A bridge cannot turn, cross another bridge, run diagonally, or pass through an island. Our board, implementation and explanations are made for this site; we do not claim to have invented the common mechanic.

Make the whole network agree

Matching the numbers is necessary, but it is not enough. Every island must belong to the same connected network, so you must be able to follow bridges from any island to every other. Two separate number-perfect groups are not a finished answer. Branches and loops are permitted; this is not a rule requiring one closed loop. Temporary disconnected groups are normal while solving, and the controls do not reject a move merely because you have not joined those groups yet.

Tap two islands, or use a keyboard

Tap or click the first island, then the other endpoint. With a keyboard, Tab to an island and press Enter or Space; arrow keys can move focus to the next visible island in that direction without editing a bridge. The first selection has an outline and a pressed-state label. Selecting that island again cancels it. After handling a pair, the selection clears. Each label reads the island letter and its current and required bridge totals, so the drawing is not your only source of information.

Count edits separately from bridges

Repeating a permitted pair changes its count from zero to one to two to zero. Each accepted pair change is one edit, even when it removes two lines. Choose Clear connection and then a pair to remove either a single or double connection directly. Clearing an empty lane adds no edit. Invalid lanes, crossings and changes that exceed a number are refused without adding an edit. A locally allowed connection can still lead to a dead end: this interface does not supply a correct-next-move hint or solve the whole puzzle for you. Use the lane ledger to inspect your own bridge counts.

Check, undo and retry

Check network reports how many island totals currently match and how many connected groups remain. A partial check does not prove that your next move is correct. Undo last edit restores the previous bridge counts and reduces Edits by one; it clears a pending selection. Retry this board removes all bridges and history while keeping the same puzzle. Both controls work after a win. When the network is complete, the island buttons lock and keyboard focus moves to Undo, allowing you to reopen the last state.

A small paper example

Imagine P1 and Q2 on the top row, and R1 directly below Q. P can connect only to Q and R can connect only to Q. One PQ line and one QR line give P one bridge, Q two and R one, in one connected network. This three-island paper example illustrates the counts; the playable release uses eight-island boards. The separate beginner lesson has a complete loadable eight-island puzzle and a checked eleven-edit route.

What New puzzle changes

The initial collection has seven checked puzzles with different number clues on one eight-island layout. Each has exactly one valid connected solution under these rules. New puzzle moves to another puzzle in this finite collection and resets your attempt; the collection repeats. Load beginner board returns to the exact lesson puzzle. This is not an unlimited random generator, a difficulty rating or a guarantee that a particular deduction will solve every board.

Your attempt stays in this tab

There is no timer, account, payment, reward for viewing ads, saved score or shared leaderboard. Refreshing or closing the page loses its bridges, selected island and undo history. The beginner practice address reloads the lesson board; an ordinary visit starts the collection again. No attempt or bridge choice is sent to our server. Common puzzle strategies are entertainment and learning ideas, not promises about health or reasoning ability.

Common questions

Why is a bridge refused?

The endpoints must be nearest visible neighbours in one row or column. A proposed bridge may not cross an occupied lane or make either endpoint exceed its number. A refusal changes no bridge and adds no edit. To remove a double bridge, select the same pair once more.

Can all island numbers match without a win?

Yes. Separate groups can each have perfect numbers while failing the whole-network rule. Check network reports connected groups; the game finishes only when the counts, noncrossing rule and complete connection all agree.

Is every puzzle uniquely solved?

Each of the seven prepared puzzles has been checked for exactly one valid connected answer. That does not measure difficulty, make every locally permitted connection correct, or promise a shortest edit sequence.

How do I return to the lesson board?

Choose Load beginner board, or use the beginner lesson’s practice entry outside its article body. Retry keeps your current puzzle; New puzzle switches to different clues. Undo and Retry are available after a win too.