Draw a single continuous path that visits every cell and passes through all numbered waypoints in order. A fun, satisfying logic game — no sign-up needed.
ZIP challenges you to think several steps ahead. Every move you make ripples through the remaining cells — which is why it builds exceptional spatial reasoning, forward planning, and logical deduction. Unlike other puzzles, ZIP has a single elegant solution that you must discover entirely through structured thinking. Studies show that spatial puzzle games improve working memory and problem-solving speed. Whether you have five minutes or fifty, a ZIP puzzle gives your brain a satisfying workout every time.
ZIP (also known as a Hamiltonian Path puzzle) is a grid-based logic game where you draw a single continuous path that visits every cell exactly once. The path must pass through all numbered waypoints in ascending order — from 1 to the last number. The puzzle is inspired by LinkedIn's daily ZIP game and classic pen-and-paper path puzzles. The smaller the grid and more waypoints, the easier it is to plan your route. As the grid grows and waypoints shrink, you'll need deeper strategy.
Every puzzle begins with a numbered '1' circle — your starting point. Click or touch it and drag to begin drawing your path.
Your path must visit each cell exactly once. Move to any adjacent cell (up, down, left, right — no diagonals). Plan ahead so you don't paint yourself into a corner.
Numbered circles (2, 3, 4, …) must be visited in sequence. You cannot skip a waypoint or visit them out of order, so plan your route carefully.
Your path must end at the highest-numbered circle after covering all cells. When the last cell is reached in order, you win.
Stuck? Hit 'Clear Path' to wipe your drawing and start fresh from the same puzzle. The grid doesn't change, so each retry builds your understanding.
Corners and edges have fewer neighbors. If a waypoint sits in a corner, your path must enter and exit through one of two directions — use that constraint first.
Visualize the final waypoint and try to work backwards from it. Sometimes tracing from the end reveals the only valid route through the last section.
Avoid cutting off an unreached area of the grid. If a group of cells can only be reached through one entry point, make sure your path goes there before sealing it off.
Cells with only one unvisited neighbor have a 'forced' move. Identify these cells early — they determine large sections of your path automatically.
Waypoints divide the path into segments. Solve each segment independently, then connect them. Fewer waypoints means more freedom — but also more ways to go wrong.