數迴規則與解題思路
根據格內數字畫出一條不分岔、不重複的封閉迴路。 本頁內容由 PocketJoy 測試團隊依照目前網頁版本的實際操作與勝負條件整理,並由 Long-Term New Media Limited 維護。
規則說明
數迴的棋盤是一片由圓點組成的格網,部分方格中央寫著 0 到 3 的數字。你要沿著圓點之間的格線畫出線段,最終讓所有線段組成**一條**封閉的迴路——這條迴路不能分岔、不能交叉、不能斷開,整盤有且只有一條環。格內的數字表示該方格四條邊當中,恰好有幾條被畫成了線段:寫 3 的方格四邊裡正好三條有線,寫 0 的方格四邊一條線都不能有,沒有數字的方格則不受限制,幾條都可以。點擊格線可以在「線段」「叉號」「空白」三種狀態之間循環切換,叉號用來標記你已確定不會有線的邊。難度分簡單、中等、困難三檔。畫完可按「檢查」驗證,系統會告訴你迴路是否正確,或提示「線段還未形成正確的單一迴路」。操作次數與完成時間都會記錄。
進階解法
從 0 和 3 下手是標準開局。數字 0 的方格四邊全部畫叉,這是零成本的確定資訊,能立刻約束周圍的方格。數字 3 則相反,四邊裡有三條線,配合鄰居往往能直接定線。幾組經典模式值得記住:兩個對角相鄰的 3(左上與右下斜著挨著),它們相對的兩條外側邊必定有線;兩個橫向或縱向相鄰的 3,它們之間那條公共邊必定有線,而且兩個 3 各自遠離對方的那條外邊也必定有線;3 和 0 對角相鄰時,3 靠近 0 的那兩條邊必定沒線、遠離的兩條必定有線。角落的 1 有個好用的性質:棋盤四角的 1,其兩條位於棋盤外緣的邊必定畫叉,因為迴路無法從棋盤外側繞行。除了數字約束,更強大的工具是「迴路連通性」——因為最終只能有一條環,任何會提前形成小圈的畫法都是錯的。每畫幾筆就檢查一次:有沒有哪個圓點連出了三條線?圓點只能連 0 條或 2 條線,連出 1 條就代表這條線還沒接完,連出 3 條則一定是錯的。這條「每點度數必為 0 或 2」的規則,推理威力常常超過數字提示本身。
常見盲點
最常見的誤區是只盯著數字提示,忘了迴路本身的約束。很多局面裡數字全部滿足了,卻畫出兩個獨立的小圈,這是不合法的——必須是單一封閉迴路。養成每畫一段就檢查圓點度數的習慣,能提前避開這類死路。第二個誤區是不用叉號,只畫線。叉號記錄的是「這裡確定沒有線」,這種否定資訊在數迴裡和肯定資訊同等重要,尤其在判斷某個圓點是否已經封閉時,沒有叉號你會反覆重新推理同一個地方。第三個誤區是憑感覺猜一段線然後往下畫。數迴的解是唯一的,猜錯之後矛盾往往出現在很遠的地方,回溯成本極高;正確做法是只畫你能確定的線,確定不了就換個區域找突破口。第四是忽略棋盤邊緣。邊緣的方格少一個鄰居,約束反而更強,尤其是四個角落,通常是全盤最容易確定的地方。
適合的玩家
數迴適合喜歡純邏輯推理、而且享受「模式識別」樂趣的人。它和數獨、數織屬於同一個家族,但解題手感很不一樣:數獨處理的是格子裡填什麼,數迴處理的是格線畫不畫,而且多了一層拓撲約束(必須是單一封閉迴路),這讓它的推理維度比一般填數謎題更豐富。入門需要一點耐心,因為那幾組經典模式(3-3 相鄰、3-0 對角、角落的 1)不是憑直覺能想到的,得先學會;但學會之後,你會發現自己能一眼掃出整片區域的線,那種從「不知道從哪下手」到「模式自動跳出來」的轉變非常有滿足感。它完全不含運氣,每題唯一解,任何一步都可以純邏輯推出。單題時間簡單檔約五到十分鐘,困難檔可能需要更久,而且沒有時間壓力,可以隨時停下來慢慢想。
功能亮點
難度分簡單、中等、困難三檔,各難度的最快時間分別保存在本機紀錄面板。側欄同時顯示操作次數與計時兩項——操作次數統計的是你切換格線狀態的總次數,它和用時反映不同的東西:用時看的是思考速度,操作次數看的是推理的精確度,反覆試錯會讓這個數字明顯偏高。「檢查」按鈕會驗證目前的線段是否已構成正確的單一封閉迴路,若未完成會明確說明「線段還未形成正確的單一迴路」,而不是只說失敗,讓你知道問題是出在迴路結構而非數字不符。「提示」按鈕可以確定一步,卡關時用來打開局面。格線的三態切換(線段、叉號、空白)讓你能把否定資訊也記在盤面上,不必全靠腦記。完成時顯示總用時,並提供「下一題」生成新題目。
操作方式與紀錄保存
操作只有一種:點擊圓點之間的格線,狀態會在「線段 → 叉號 → 空白」之間循環。這個單一互動同時涵蓋了畫線與標記兩種需求,不需要切換模式,也不需要區分左右鍵,因此桌面與手機的操作完全一致,手機上格線的可點擊範圍經過放大,不易誤觸到相鄰的邊。切錯了連點兩下即可回到空白,沒有任何懲罰。最快時間與操作次數紀錄透過瀏覽器的本機儲存空間保存,只存在你自己的裝置上,不上傳伺服器、不需要帳號;清除瀏覽器資料會一併清除紀錄。語言按鈕可在繁體中文與英文之間即時切換,包含所有提示與檢查結果的文字。頁面載入完成後遊戲本體離線可玩。
規則細節問答
叉號表示什麼?
叉號表示該邊確定不能成為迴路的一部分。
可以出現兩個獨立閉環嗎?
不可以,最終必須只有一條不分岔的完整閉環。
數字只限制自己的格子嗎?
數字只統計該格四周的線段,但相鄰格共享邊,因此一個決定會同時影響兩側。
內容審核:PocketJoy 遊戲測試團隊 · 營運:Long-Term New Media Limited · hklongtermad@gmail.com
Loop the Loop: rules and solving techniques
Use the clues to draw one unbranched closed loop around the grid. This guide reflects the controls and win conditions in the current browser build. It is reviewed by the PocketJoy game-testing team and maintained by Long-Term New Media Limited.
The rules
A Loop the Loop board is a lattice of dots, with some of the cells between them carrying a number from 0 to 3. You draw line segments along the edges between dots so that all of them together form exactly one closed loop — a loop that never branches, never crosses itself and is never broken, with only one such loop on the whole board. The number in a cell states how many of that cell's four edges are part of the loop: a cell marked 3 has exactly three of its edges drawn, a cell marked 0 has none at all, and cells without a number are unconstrained. Clicking an edge cycles it between three states — segment, cross and blank — where the cross marks an edge you have determined will never carry a line. Three difficulty levels are available. Press check when you are done and the game confirms the loop or tells you that the segments do not yet form a single correct loop. Both your move count and your time are recorded.
Advanced solving
Starting from the 0s and 3s is the standard opening. A cell marked 0 has crosses on all four edges, which is free certain information and immediately constrains its neighbours. A 3 does the opposite, carrying three lines, and in combination with its neighbours it often fixes edges outright. Several classic patterns are worth committing to memory. Two 3s that touch diagonally force lines on their two opposite outer edges. Two 3s adjacent horizontally or vertically force a line on the edge they share, and also on each of their far outer edges. When a 3 and a 0 touch diagonally, the two edges of the 3 nearest the 0 carry no line while the two far edges do. A 1 in a corner of the board has a useful property: its two edges on the outer rim must be crossed, because the loop cannot travel outside the board. Beyond the numeric clues, the more powerful tool is loop connectivity. Since only one loop may exist, any drawing that would close a small circle early is wrong. Check periodically for dot degree: every dot must have either zero or exactly two lines meeting it. One line means the path is unfinished; three means something is definitely wrong. That degree rule frequently outperforms the number clues as a source of deductions.
Common blind spots
The most common mistake is watching only the number clues and forgetting the loop constraint itself. Plenty of positions satisfy every number while producing two separate small circles, which is illegal — there must be exactly one closed loop. Building the habit of checking dot degrees after each segment heads off those dead ends early. The second mistake is drawing lines without ever using crosses. A cross records that an edge definitely carries no line, and in Loop the Loop that negative information is as valuable as the positive kind, particularly when judging whether a dot is already closed; without crosses you will re-derive the same conclusion repeatedly. The third is guessing a segment on instinct and building on it. The solution is unique, so a wrong guess produces its contradiction somewhere distant and the backtracking is expensive; draw only what you can prove, and move to another region when you cannot. The fourth is neglecting the board edges. Cells on the rim have one fewer neighbour and are therefore more constrained, and the four corners are usually the easiest cells on the board.
Who it suits best
Loop the Loop suits players who enjoy pure deduction and take pleasure in pattern recognition. It belongs to the same family as sudoku and nonograms but feels quite different to solve: sudoku is about what goes in a cell, while Loop the Loop is about whether an edge is drawn, with an additional topological constraint that the result must be a single closed loop. That extra dimension makes the reasoning richer than a straightforward number-filling puzzle. It takes some patience to get started, because the classic patterns — adjacent 3s, a diagonal 3 and 0, a corner 1 — are not things intuition hands you and have to be learned. Once they are, you find yourself reading whole regions at a glance, and that shift from not knowing where to begin to having patterns leap out is deeply satisfying. There is no luck: each puzzle has a unique solution and every step is deducible. Easy puzzles run five to ten minutes and hard ones considerably longer, with no time pressure and the freedom to stop and think.
Feature highlights
Three difficulties are available with a fastest time stored for each in the records panel. The sidebar shows move count and elapsed time together, and the two measure different things: time reflects how quickly you think, while move count reflects how precisely you reason, since trial and error inflates it noticeably. The check button validates whether your segments already form a single correct closed loop, and when they do not it says specifically that the loop is not yet correct rather than merely reporting failure, telling you the problem lies in the loop structure rather than in a mismatched number. A hint button settles one step when a position has you stuck. The three-state edge cycling — segment, cross, blank — lets you record negative information on the board instead of holding it in your head. Completion shows your total time and offers a fresh puzzle.
Controls and record keeping
There is one interaction: tap an edge between two dots and it cycles through segment, cross and blank. That single action covers both drawing and marking, so there is no mode to switch and no distinction between mouse buttons, which makes desktop and phone play identical; on a phone the tappable area of each edge is enlarged so neighbouring edges are not caught by mistake. A mis-tap costs nothing — tap twice more to return to blank. Fastest times and move counts are stored in the browser's local storage on your own device, never uploaded to a server and requiring no account; clearing browser data removes them. The language button switches between Traditional Chinese and English instantly, including every prompt and check result. Once loaded, the game itself plays offline.
Rules Q&A
What does an X on an edge mean?
It marks an edge that is confirmed not to be part of the loop.
May the solution contain two separate loops?
No. The final drawing must be exactly one continuous, unbranched loop.
Does a clue affect only its own cell?
A clue counts only its four sides, but neighboring cells share edges, so every decision affects both sides.
Reviewed by the PocketJoy game-testing team · Operated by Long-Term New Media Limited · hklongtermad@gmail.com