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Play Light Up Online

Place lamps so every dark square is lit and no lamp sees another.

Logic 10–20 min Daily

How to Play Light Up

Modes: Classic · Daily

Place lamps on empty squares to light the board.

A lamp lights its whole row and column until a wall blocks it.

Numbered walls tell you exactly how many lamps sit beside them.

Fill every empty square with light — and never let two lamps meet.

Rules

No two lamps may shine on each other.

A wall with a number 0–4 must touch exactly that many lamps.

Every empty cell must be lit by at least one lamp.

Scoring

Solvedlight the whole grid
Timefastest solve wins

History & Origins of Light Up

Light Up belongs to the family of logic puzzles that Japanese puzzle magazines popularised from the 1980s onward, the same Nikoli-style tradition that later gave the world dozens of grid deduction formats. In Japan the game is known as Akari, and its premise is easy to state: switch on lamps so that every white square glows while no two lamps ever face each other across an open line.

Part of the appeal is visual. Each lamp paints a stripe of light across its row and column until a black wall stops it, so the board slowly brightens as you reason, and dark pockets instantly reveal where a lamp is still missing. Because numbered walls count only the lamps touching their four sides, solvers juggle two constraints at once: lighting every cell while keeping each number honest.

The ThinkyPlay version turns Akari into a polished daily habit. Every board is generated fresh with one guaranteed solution, Easy boards run 7×7 while Medium and Hard grow to a denser 10×10, and the Daily Light Up hands everyone the same puzzle to race, with a running best time saved per difficulty.

Common Mistakes to Avoid

  • Placing a second lamp in the same unbroken row or column as an existing one: when no wall separates them the two see each other and both are flagged red.
  • Forgetting that a numbered wall counts only the lamps directly above, below, left or right of it, so a lamp placed diagonally never satisfies the number.
  • Treating an unnumbered black cell as harmless, when every black cell still blocks light and the unlit white pocket behind it needs its own lamp on that side.
  • Rushing past walls marked 0, which are gifts: all four neighbouring cells must stay empty and usually unlock the first safe deductions of the board.

Tips & Strategy

Zero walls are gifts — leave all four sides empty.

Corners and edges force lamps next to high-numbered walls.

When a square can only be lit by one spot, put a lamp there.

Frequently Asked Questions

Is Light Up free to play?
Yes — Light Up on ThinkyPlay is free, with no download and no sign-up.
How do lamps light squares?
Each lamp lights every cell in its row and column until a wall interrupts the beam.
Is there a daily puzzle?
Yes — the Daily Light Up gives everyone the same board each day.
Do black cells without numbers still stop light?
Yes. Every black cell is a wall that blocks a lamp beam, whether or not it carries a number. Unnumbered walls give no clue, but they matter because they split the board into separate corridors that each need their own lamp.
Why do two lamps light up red together?
That is the no-two-lamps-may-see-each-other rule firing: with no wall between them, the two stand in the same row or column and their beams meet. Remove or move one before the grid will count as solved.
What actually changes between Easy, Medium and Hard?
Easy uses a 7×7 board, while Medium and Hard play on 10×10 grids. Hard packs in more black walls and fewer numbered clues, which fragments the board into more dead ends and forces longer chains of deduction.