Ichimaga

The winning condition for Ichimaga is precise: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. No hidden solution values are printed to justify the result; the rules engine validates the submitted position.

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How to play

The winning condition for Ichimaga is precise: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. No hidden solution values are printed to justify the result; the rules engine validates the submitted position.

  • Before the first move in Ichimaga, identify which marks are givens and which controls are decisions. Join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once. The browser stores that distinction with the seeded opening so a restart never changes the puzzle or deal.
  • Use the live board controls to change one legal decision at a time. Join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once. The runtime validates the resulting state before it records a move or opens a new undo branch.
  • The winning condition for Ichimaga is precise: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. No hidden solution values are printed to justify the result; the rules engine validates the submitted position.

Strategy tips

  • Meet high-degree numbered circles first, then route each clue-to-clue branch with zero or one turn so the remaining endpoints can join one network.
  • A branch with two turns may connect the right clues and degrees but is still illegal; counting only node incidence misses its geometry.
  • Use undo to compare the last branch if two completions look plausible, then recheck the exact requirement: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. A locally attractive move can still break a distant constraint.

Complete guide

Rules, scoring, and strategy

Ichimaga uses the independently implemented Ichimaga numbered straight branch network rules v1 profile (R650). Ichimaga changes familiar play through a specific constraint: Join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once.

Setup and opening position

Before the first move in Ichimaga, identify which marks are givens and which controls are decisions. Join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once. The browser stores that distinction with the seeded opening so a restart never changes the puzzle or deal.

Legal moves and game flow

Use the live board controls to change one legal decision at a time. Join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once. The runtime validates the resulting state before it records a move or opens a new undo branch.

Winning and terminal positions

The winning condition for Ichimaga is precise: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. No hidden solution values are printed to justify the result; the rules engine validates the submitted position. Use undo to compare the last branch if two completions look plausible, then recheck the exact requirement: every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. A locally attractive move can still break a distant constraint.

Practical strategy

Meet high-degree numbered circles first, then route each clue-to-clue branch with zero or one turn so the remaining endpoints can join one network. A branch with two turns may connect the right clues and degrees but is still illegal; counting only node incidence misses its geometry.

Questions players ask

How does play in Ichimaga change when players account for one-turn limits between numbered circles?

Meet high-degree numbered circles first, then route each clue-to-clue branch with zero or one turn so the remaining endpoints can join one network. This matters specifically because join every numbered circle into one network; each number gives its incident-line count and a branch between two clues turns no more than once.

Why can a locally legal-looking plan fail in Ichimaga?

A branch with two turns may connect the right clues and degrees but is still illegal; counting only node incidence misses its geometry. Recheck the legal boundary before choosing a replacement move.

Which obligations must all agree at the end of Ichimaga?

Success in Ichimaga requires that every cell, edge, region, and fixed clue satisfies the numbered straight branch network completion test. The game declares completion only after all interacting restrictions agree at the same time. Undo and redo expose alternative branches without revealing an authored answer.