Magnets Solving Tips
Magnets is a counting puzzle with one physical rule. The counts place most magnets; the touching rule does the rest. New here? Read the rules first.
1. Zeros blank lines
A line with 0 plus and 0 minus has only blanks: every domino crossing it is blank, which often decides squares in other lines too.
2. Full lines alternate
If a line's + and − counts add to its length, every square is a pole and they must alternate: + − + − along the line. The first pole decides the rest.
3. One pole forces its neighbours
A + square makes all four neighbours not-+: either − or blank. Combine with the domino: the other half of a + is always −.
4. Compare + and − in a line
In a horizontal domino lying along a row, the row gets one + and one − from it. If a row's + count is 3 and its − count is 1, at least two of its magnets must be vertical.
5. Count what's left
Track how many + a line still needs against how many undecided squares remain. When they're equal, every undecided square there is a +, which fixes the domino orientations.
Frequently asked questions
Where should I start a Magnets puzzle?
With the zeros and the maximums. A 0 for + and 0 for − on the same line means every domino touching it is blank; a line whose + count equals half its length is packed with alternating magnets.
Last updated 2026-10-21