Free online logic games: puzzles and grids
Logical reasoning · 41 games
Logical reasoning means drawing certain conclusions from rules: “if this cell is 3, then that one cannot be 3”. It is the heart of single-solution puzzles, where you progress by deduction rather than trial and error.
How these games use it
Every grid in these games has a single solution you can reach without guessing: you combine the constraints (rows, columns, sums, signs, edge clues) to rule out possibilities one by one. The levels set how many deductions you have to chain.
Play nowThe games
- Number Series
- 3, 7, 11, 15… ? Pick the next number out of 4 choices, series after series.
- Lights Out
- Each square also switches its neighbours. Turn the whole grid off!
- Secret Code
- Crack the secret code: ● right place, ○ right color in the wrong place.
- Mini Sudoku
- Fill the 4 × 4 grid: each digit from 1 to 4 once per row, column and box.
- Sudoku
- Fill the 6 × 6 grid: each digit 1–6 once per row, column and box. A mistake costs 3 s.
- Crowns
- One crown per row, column and colour zone, and no two crowns may touch. Tap once for ✕, twice for 👑.
- Minesweeper
- Open every square without a mine. Numbers count neighbouring mines. Long-press for a flag; a mine costs 10 s.
- Binary
- Fill the grid with 0s and 1s: as many of each in every row and column, never three alike in a row, and no two identical lines.
- Nonogram
- Find the picture: the numbers give, in order, the blocks of black cells in each row and column.
- Skyscrapers
- Place buildings, each height once per row and column. A clue on the edge says how many buildings you can see from there: tall ones hide short ones.
- Bridges
- Connect the islands with straight bridges (1 or 2 between two islands), without crossings: each island carries as many bridges as its number, and everything must be connected.
- Kakuro
- Each run of white cells adds up to the number in the black cell next to it, using different digits from 1 to 9.
- Inequalities
- Fill the grid: each digit once per row and column. The < and > signs between two cells tell which one is bigger.
- Light Bulbs
- Place bulbs to light every white cell: a bulb lights its row and column up to a wall, two bulbs must not see each other, and a number tells how many bulbs touch that wall.
- Tents
- Pitch one tent next to each tree (above, below, left or right). Tents never touch, not even diagonally, and the numbers on the edge count the tents in each row and column.
- Classic Sudoku
- Fill the grid so that every row, every column and every 3 × 3 box contains each digit from 1 to 9 exactly once.
- Mystery Word
- Enter existing words. Green: right letter, right place; yellow: in the word elsewhere; grey: not in the word. Find it before you run out of tries.
- Calcudoku
- Each digit once per row and column. The digits in a cage give its result with its operation: sum, product, difference or quotient (two cells).
- Hitori
- Shade cells: no number twice in a row or column, two shaded cells never touch by a side, and the white cells all stay connected. Tap: shaded, then circled (safe), then empty.
- Islands
- Shade cells: the sea must be all in one piece, with no 2 × 2 fully shaded square, and each island (block of white cells) holds a single number equal to its number of cells. Tap: shaded, then dot (island), then empty. One solution only.
- Hangman
- Pick a letter: if it's in the word it shows in every spot; if not, you lose a life. Find each word before running out of lives. Each miss adds 3 s to your time, a lost word one minute.
- Battleships
- Ships are straight and never touch, not even diagonally. Each number on the edge tells how many ship cells its row or column holds. Tap: ship, then water, then empty.
- Killer Sudoku
- Each digit from 1 to 9 once per row, column and box. The cells of a dotted cage add up to its number, with no digit repeated inside the cage.
- Slitherlink
- Join the dots with one closed loop, with no crossings or branches. Each number says how many sides of its cell the loop uses; a cell without a number can have any.
- Logic Jump
- In front of each gap, blocks show answers: find the next number of the sequence or the missing number, then tap the right block to jump onto it. A wrong answer makes the character fall and costs a life. Reach the flag as fast as you can.
- Masyu
- Draw one closed loop through the centres of the cells, with no crossings, passing through every pearl. On a black pearl it turns and goes straight through the next two cells; on a white pearl it goes straight and turns just before or just after.
- Einstein's Riddle
- Each house has one symbol of each category (colour, pet, drink…), never twice the same. Read the clues and place every symbol in its house (a column of the grid): "immediately left" means the neighbouring house on the left, "next to" either neighbouring house.
- Suguru
- The grid is split into zones of 1 to 5 cells. A 3-cell zone holds 1, 2 and 3; a 5-cell zone, the digits 1 to 5. Two cells that touch, even at a corner, never hold the same digit. A few digits are given: find the others.
- Dominosa
- The grid is fully covered by a complete set of dominoes, from double 0 to the double of the highest number, each once; only the numbers remain. Slide from a cell to its neighbour to place a domino: no two dominoes may carry the same pair of numbers.
- Mosaic
- Each number tells how many cells are black in the 3 × 3 square around it, its own cell included. Tap a cell to shade it, again to mark it with a dot (surely white), then to clear it; slide to paint several.
- Word Ladder
- Start from the top word and reach the bottom one. At each step, change one letter (without moving the others): the new word must exist. Tap the letter to change, then the new one on the keyboard. Letters already in place are green; fastest wins.
- Fill-In Words
- Tap a cell of the grid to choose the slot, then the word to put there: it must have the right length. One word is given to start; begin with the rare lengths, then follow the crossings. Fastest wins.
- Matchsticks
- Tap a match to pick it up, then an empty spot (dotted) to put it down: a digit or the sign changes. When the sum is right, the next puzzle comes. At expert and hardcore levels you move two. Fastest wins.
- Put in Order
- Integers, decimals, fractions, negatives: tap them from smallest to largest.
- Rectangles
- Drag to split the grid into rectangles: each holds exactly one number, equal to its number of squares.
- 2048
- Swipe to push the tiles: two equal tiles merge. Reach the target tile (256 on easy, up to 2048 on Hardcore) as fast as you can.
- FreeCell
- Build the four suits up from the ace. In the columns, place a card on one ranked one higher of the other colour; free cells hold a card aside.
- Thread
- Draw a single line from 1: it goes through every cell (up, down, left, right) and through the numbers in order, never crossing a wall.
- Color Sort
- Tap a tube, then another, to pour the top layers: only onto the same colour or into an empty tube, as far as there is room. You win when every tube is full of one colour or empty. Undo and restart are available.
- Traffic Jam
- Each car moves forwards or backwards along its own line, never sideways. Make room so the red car reaches the exit on the right. The minimum number of moves is shown: try to match it, as fast as you can.
- Tower of Hanoi
- Tap a peg to lift its top disk, then the peg to put it on. A disk never goes on a smaller one. With 5 disks it takes at least 31 moves; fastest wins.
Getting the most out of it
Play a few minutes regularly rather than one long session; start on easy, then move up a level once your time settles; compare yourself with yourself from one day to the next. These games are first and foremost entertainment: they draw on these abilities, but they are not a medical device, and progress in a game does not guarantee progress elsewhere. What they offer: a few minutes of active focus, measured, that you can compare from one day to the next and with your friends.