🧱 Fillomino
11 playsFillomino
Divide the grid into regions whose every cell carries that region's own size.
About Fillomino
Fillomino asks you to fill a grid with numbers so that it falls apart into regions, each one exactly as large as the number written in every cell of it: a 3 belongs to a group of three 3s, a 1 stands entirely alone. Two separate regions of the same size may never touch along an edge, for if they did they would run together into one region too large for its number. A handful of clues is given, and a region may hold several of them or none at all, which is where the puzzle grows interesting — the empty space must be divided into shapes that nobody has named. Grids come in three sizes, Easy at six by six, Medium at eight and Hard at ten, each built fresh with one unique solution. Drag from a number to paint it across neighbouring cells, and a hint will correct a mistake or reveal a cell, at the cost of twenty seconds.
How to Play
Write a number from 1 to 9 in every empty cell. Touching cells with the same number form one region, and a region of size N must hold exactly N cells, all showing N. Two different regions of the same size may never touch side by side. A region may contain several given clues, or none. Tap a cell and then a number, or drag from a number to paint it. Easy 6×6, Medium 8×8 or Hard 10×10; hints add 20 seconds, and faster solves score more.
💡 Tips & Strategy
Start with the ones and the clues that are already complete. A given 1 is a finished region on its own, and so is any clue whose region is already the right size, so the squares around it must hold different numbers — and in particular no neighbouring region may be the same size. A lone 2 with only one empty neighbour must extend into it; a clue boxed in by other numbers on all sides but one has only one way to grow. Settle these first, and every finished region becomes a wall for the next.
Then ask how far each clue can reach. A 3 can only extend two squares from its starting point, a 4 only three, so an empty square too far from every clue that could reach it must belong to a region nobody has named yet — often a small one, frequently a 1 or a 2. Equally, when a clue has only one route to its full size, every square along that route is settled. Counting distances in this way resolves much of the middle of the grid without any guesswork.
Watch for the same-size rule at the borders. Two regions of the same size may never touch side by side, so a finished 3 can never have another 3 beside it, and a region that grows towards an equal neighbour must either merge with it exactly or be kept apart. When two equal clues are adjacent, they must belong to the same region; when they are separated by a single square, that square either joins them into one region or holds a different number entirely.
Remember that a region may contain several clues or none. Two 5s close together may well be part of the same 5-region, and a blank pocket of four squares, closed off from every clue, may simply be a 4 waiting to be written in. Drag from a number to paint a region quickly, and keep an eye on the colours: a finished region lights up, while a red-striped one is too large or walled in too early. Hints correct a mistake or reveal a cell at a cost of twenty seconds, and faster solves score more.