Pixelo rules in 30 seconds
Pixelo is a nonogram, also called picross or griddler. Every row and column of the grid has a series of numbers. Each number gives the length of a block of filled cells, in order: left to right for a row, top to bottom for a column.
Two blocks are always separated by at least one empty cell. A line with no filled cells at all has the clue "0".
Your goal: fill in exactly the right cells. You win as soon as every row and every column matches its clues, and the picture of the day is revealed.
How do you read a clue?
Take a row of 5 cells with the clue "1 1". There are two one-cell blocks, separated by at least one empty cell, but their exact position is not given: cells 1 and 3, cells 2 and 5, and so on.
The whole game is about cross-checking. A row rarely gives you the answer on its own, but every filled or empty cell you deduce from it becomes an extra clue for the column running through it.
A first grid, step by step
Here is a small 5×5 grid. Rows are numbered 1 to 5 from top to bottom, columns 1 to 5 from left to right.
- Row clues: "1 1", "5", "5", "3", "1".
- Column clues: "2", "4", "4", "4", "2".
Step 1: the full rows
Rows 2 and 3 have the clue "5" over 5 cells: they are completely filled. Fill them in.
Step 2: the overlap in the middle columns
Columns 2, 3 and 4 have "4" over 5 cells. Whether the block starts on row 1 or row 2, it must cover rows 2, 3 and 4. Fill row 4 in these three columns.
Row 4 now holds a block of 3 filled cells: its clue "3" is satisfied. Its cells 1 and 5 are empty, so mark them with a cross.
Step 3: the edge columns
Columns 1 and 5 have "2", and their rows 2 and 3 are already filled. They are done: cross out their rows 1, 4 and 5.
Step 4: the top row
You still need to place "1 1" on row 1, but cells 1 and 5 are crossed out. Two one-cell blocks with an empty cell between them, within cells 2 to 4: the only option is 2 and 4. So cell 3 of row 1 is empty.
Step 5: the tip
Column 3 has "4", and its row 1 is empty: the block runs from row 2 to row 5. Fill cell 3 of row 5. Columns 2 and 4 are then complete on rows 1 to 4, and row 5 matches its clue "1".
Every clue is satisfied: the picture appears, and it is a heart. Solved with no mistakes and no joker.
What are the controls?
Two tools share the grid: fill and cross. Tap a cell to toggle it with the active tool, or drag your finger to paint several cells at once. On a keyboard, the X key switches tools.
The undo button reverses your last action, and the clear button wipes the whole grid after a confirmation. When the blocks in a row or column match its clue, the clue lights up. Careful: that does not guarantee the cells are right, only that the lengths match.
If you have placed as many filled cells as the picture needs, or more, without solving the grid, the board shakes: at least one cell is wrong. On large grids, a minimap helps you find your way around.
Joker, mistakes and scoring
The Joker button, with a light-bulb icon, reveals a cell you have not marked yet, filled or empty, and locks it. Jokers are unlimited, but each one costs 60 points out of 1,000.
Any move that contradicts the picture counts as a mistake: a cell filled that should stay empty, or a cross placed on a cell that should be filled. Correcting it afterwards does not erase it. Each mistake trims your performance a little, less so the bigger the grid, and it never drops below 50%.
Time counts too, with a bonus for beating the 5-minute reference time and a penalty beyond it.
What next?
To tackle bigger grids, read our Pixelo tips: overlaps, block sums and lines to cross out. If you enjoy the genre, our pick of games like picross has more grids, and Binero offers another daily grid puzzle.