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Pips

Pips July 26, 2026

Puzzle #343 · Sunday

This is the pips puzzle for July 26, 2026 — all three boards, free to play, with no subscription and no account. The easy board has 8 squares, 4 dominoes and 3 regions — 2 exact-sum and 1 all-equal regions.

Sukie, Puzzle editor at EnergyPips

By Sukie · Puzzle editor

8 squares · 4 dominoes · mostly exact sums

00:004 of 4 tiles left

Your dominoes

Tap a domino, then tap a square to place it. Press R to rotate, U to undo. Tap a placed domino to lift it again.

Challenge a friend

Hints and answers for July 26, 2026

Stuck? Take it in stages. A nudge costs less than the full answer, and the answer is here if you want it — each diagram below is the verified solution our generator built this board from, using tiles drawn from the standard double-six domino set. On the looser boards other valid arrangements can exist too; any filling that covers every square and satisfies every region counts as solved.

easy board — reveal the solution
Solved easy pips board for July 26, 2026: every domino placed with all region rules satisfied= 5= 1=

Start with the "= 5" region. It spreads 5 pips across 5 squares, averaging 1.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.

medium board — reveal the solution
Solved medium pips board for July 26, 2026: every domino placed with all region rules satisfied= 5= 13= 4= 2= 4

Start with the "= 2" region. It spreads 2 pips across 2 squares, averaging 1.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.

hard board — reveal the solution
Solved hard pips board for July 26, 2026: every domino placed with all region rules satisfied= 15= 7= 11= 11< 4= 20

Start with the "= 7" region. It spreads 7 pips across 5 squares, averaging 1.4 per square, so the halves that can legally sit there are limited before you have placed anything at all.

Where the information is on today's boards

Each board's regions, ordered from most constraining to least — which is the order worth working them in. Nothing here gives a value away, only how much each region can tell you before the rest of the board does.

easy

  • = 1 1 square that must total exactly 1. The range a region this size can hold is 0 to 6, so that target rules out most fillings before you place anything.
  • = 2 squares that must all show the same value. Only a double can lie wholly inside it, and the whole region resolves to one number — so your only real decision is which.
  • = 5 5 squares that must total exactly 5. The range a region this size can hold is 0 to 30, so that target rules out most fillings before you place anything.

medium

  • = 4 1 square that must total exactly 4. The range a region this size can hold is 0 to 6, so that target rules out most fillings before you place anything.
  • = 5 2 squares that must total exactly 5. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
  • = 2 2 squares that must total exactly 2. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
  • = 4 2 squares that must total exactly 4. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
  • = 13 5 squares that must total exactly 13. The range a region this size can hold is 0 to 30, so that target rules out most fillings before you place anything.
  • 2 squares that must all differ. With only seven pip values in existence, no double can sit wholly inside it.

hard

  • = 11 2 squares that must total exactly 11. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
  • = 11 3 squares that must total exactly 11. The range a region this size can hold is 0 to 18, so that target rules out most fillings before you place anything.
  • = 15 4 squares that must total exactly 15. The range a region this size can hold is 0 to 24, so that target rules out most fillings before you place anything.
  • 1 square that must all differ. With only seven pip values in existence, no double can sit wholly inside it.
  • < 4 1 square totalling less than 4. A bound rather than a target, so it narrows without telling you a number.
  • = 20 4 squares that must total exactly 20. The range a region this size can hold is 0 to 24, so that target rules out most fillings before you place anything.
  • = 7 5 squares that must total exactly 7. The range a region this size can hold is 0 to 30, so that target rules out most fillings before you place anything.

How this set compares with the rest of the archive

The medium board runs 17% loose regions against a typical 40%, so it is tighter than most, which usually means it falls faster once the first region is settled.

The hard board runs 29% loose regions against a typical 44%, so it is tighter than most, which usually means it falls faster once the first region is settled.

Count the pips before you place

Your tray carries 72 pips in total, and the exact-sum regions between them demand 64 across 18 squares. That leaves 8 pips to absorb elsewhere. Running that subtraction before you place anything tells you whether the unconstrained squares are going to be a dumping ground or a tight squeeze.

The same check on the medium board: your tray carries 33 pips in total, and the exact-sum regions between them demand 28 across 12 squares. That leaves 5 pips to absorb elsewhere. Running that subtraction before you place anything tells you whether the unconstrained squares are going to be a dumping ground or a tight squeeze.

Board by board

easy

The easy board has 8 squares, 4 dominoes and 3 regions — 2 exact-sum and 1 all-equal regions.

Start with the "= 5" region. It spreads 5 pips across 5 squares, averaging 1.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.

medium

The medium board has 14 squares, 7 dominoes and 6 regions — 5 exact-sum and 1 all-different regions.

Start with the "= 2" region. It spreads 2 pips across 2 squares, averaging 1.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.

hard

The hard board has 20 squares, 10 dominoes and 7 regions — 5 exact-sum, 1 less-than and 1 all-different regions.

Start with the "= 7" region. It spreads 7 pips across 5 squares, averaging 1.4 per square, so the halves that can legally sit there are limited before you have placed anything at all.

How the three boards differ

These are three separate boards, not one board with hints removed, so playing all three on July 26, 2026 gives you three genuine attempts rather than three views of the same solution.

easy
8 squares, 4 dominoes, 3 regions, 3 region boundaries. 33% of its regions carry something other than an exact total, and the widest region spans 5 squares.
medium
14 squares, 7 dominoes, 6 regions, 8 region boundaries. 17% of its regions carry something other than an exact total, and the widest region spans 5 squares.
hard
20 squares, 10 dominoes, 7 regions, 9 region boundaries. 29% of its regions carry something other than an exact total, and the widest region spans 5 squares.

How this board was made

This board was not hand-designed and it was not copied from anywhere. The generator laid down a valid arrangement of 10 dominoes first, then divided the 20 squares into 7 regions and derived each region's rule from the values that had already landed in it. Because the solution existed before the constraints did, this board provably has one.

It was then loosened: rules were swapped for weaker ones, one at a time, keeping each swap only while the number of valid arrangements stayed inside the bound for this difficulty. That is why 2 of the hard board's 7 regions carry something other than an exact total.

Generation is seeded from the date, so July 26, 2026 produces this exact board on every device, permanently. Sharing this link always shows the same puzzle. More on the process in our editorial policy.

How much the regions overlap

There are 9 distinct region-to-region boundaries on this board, which is a lot for 7 regions. Almost every tile you place is going to land half in one region and half in another, so treating regions as separate sub-puzzles will not work here — think in pairs.

A domino can straddle two regions, and each half only has to satisfy the region it lands in. That is the single most common misreading of the format — people assume a tile must sit inside one region, which makes perfectly solvable boards look impossible. The rules page works through it with examples.

What goes wrong on this one

The all-different region is the one to watch. With 5 squares in the widest region on this board, an all-different rule quietly forbids far more arrangements than it looks like it does.

The all-different region is the one to watch. With 5 squares in the widest region on this board, an all-different rule quietly forbids far more arrangements than it looks like it does.

If you have genuinely stalled, undo back to the last tile you were confident about rather than reshuffling everything. Most dead ends on a board this size trace to one early placement made on a guess, and everything after it inherits the mistake.

The shape of the grid

The shape fills about 80% of its 5×5 bounding box, so there are a few notches in the outline. Squares along those notches have fewer neighbours than they look like they do — check them before you commit tiles elsewhere.

The easy board is a different animal: the board is a solid 4×2 block with no notches. Rectangular boards are the friendliest shape to tile, because almost every square has neighbours in several directions and you are unlikely to strand one.

The tiles you are dealt

The tray holds 3 doubles (6-6, 4-4, 5-5), and the board has 1 region governed by an equality rule. A double can never sit entirely inside an all-different region, so those tiles have to straddle a boundary — which usually pins them down before anything else on the board.

The heaviest tile on the hard board is the 6-6 and the lightest is the 1-0. Those two are worth locating first: the heavy tile can only go where a sum has room, and the light one is often the only thing that fits a tight region.

The badges on this board

The hard board uses 3 of the six possible region rules. What each one is actually demanding here:

= 15
Spreads exactly 15 pips over 4 squares, an average of 3.8 each. Anything that pushes the running total past 15 is already lost, so this is the region to count before you commit.
Forbids any repeat across its 1 squares. Note that this constrains values, not tiles — two different dominoes both contributing a 4 still breaks it.
< 4
Caps every individual value below 4, which rules out roughly 43% of the pip values outright. It says nothing about the total.

The full badge vocabulary, including the ones this board happens not to use, is on the pips rules page.

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