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Pips

Pips August 5, 2026

Puzzle #353 · Wednesday

This is the pips puzzle for August 5, 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 August 5, 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 August 5, 2026: every domino placed with all region rules satisfied= 8== 5

Start with the "= 5" region. It spreads 5 pips across 2 squares, averaging 2.5 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 August 5, 2026: every domino placed with all region rules satisfied< 5= 7> 0= 1= 9

Start with the "= 1" region. It spreads 1 pips across 1 square, 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 August 5, 2026: every domino placed with all region rules satisfied= 12== 4= 11= 9= 9

Start with the "= 4" region. It spreads 4 pips across 4 squares, averaging 1.0 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

  • = 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.
  • = 8 3 squares that must total exactly 8. The range a region this size can hold is 0 to 18, so that target rules out most fillings before you place anything.
  • = 3 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.

medium

  • = 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.
  • = 7 3 squares that must total exactly 7. The range a region this size can hold is 0 to 18, so that target rules out most fillings before you place anything.
  • = 9 3 squares that must total exactly 9. The range a region this size can hold is 0 to 18, so that target rules out most fillings before you place anything.
  • < 5 1 square totalling less than 5. A bound rather than a target, so it narrows without telling you a number.
  • 3 squares that must all differ. With only seven pip values in existence, no double can sit wholly inside it.
  • > 0 3 squares totalling more than 0. Like the less-than badge it constrains without pinning, which is why it is worth leaving until later.

hard

  • = 9 2 squares that must total exactly 9. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
  • = 12 3 squares that must total exactly 12. The range a region this size can hold is 0 to 18, 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.
  • = 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.
  • = 4 4 squares that must total exactly 4. The range a region this size can hold is 0 to 24, so that target rules out most fillings before you place anything.
  • = 9 4 squares that must total exactly 9. The range a region this size can hold is 0 to 24, 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.

How this set compares with the rest of the archive

The medium board runs 50% loose regions against a typical 40%, so it is vaguer than most — fewer regions hand you a number outright and more of the work is deciding where tiles cannot go.

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.

Today's hard tray holds 1 double against a typical 3.31. Doubles are the most constrained tiles you can be dealt — barred from every all-different region, and the only tile that fits wholly inside an all-equal one — so you get fewer of the free constraints doubles normally supply, and will have to find your footholds in the sums instead.

Its tightest sum target is 4, against a median of 8 across every board published here. A target that low forces blanks and ones into a small space, and is almost always the quickest way into the board.

What each rule demands here

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

= 12
Spreads exactly 12 pips over 3 squares, an average of 4.0 each. Anything that pushes the running total past 12 is already lost, so this is the region to count before you commit.
Forbids any repeat across its 2 squares. Note that this constrains values, not tiles — two different dominoes both contributing a 4 still breaks it.
=
Forces all 2 squares to show the same value. With distinct tiles in your tray, only a narrow set of combinations can supply that.

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

The arithmetic check

Your tray carries 58 pips in total, and the exact-sum regions between them demand 45 across 16 squares. That leaves 13 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 49 pips in total, and the exact-sum regions between them demand 17 across 7 squares. That leaves 32 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.

What your tray forces

The tray holds 1 double (1-1), and the board has 2 regions 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 4-6 and the lightest is the 0-1. 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.

Reading the outline

This is a distinctly irregular outline, filling only 67% of its 6×5 bounding box. Narrow arms are the danger: a square at the end of a one-wide corridor has exactly one possible partner, so if that partner gets covered the board becomes unsolvable regardless of what else you do.

The difficulty ladder

These are three separate boards, not one board with hints removed, so playing all three on August 5, 2026 gives you three genuine attempts rather than three views of the same solution.

easy
8 squares, 4 dominoes, 3 regions, 2 region boundaries. 33% of its regions carry something other than an exact total, and the widest region spans 3 squares.
medium
14 squares, 7 dominoes, 6 regions, 6 region boundaries. 50% of its regions carry something other than an exact total, and the widest region spans 3 squares.
hard
20 squares, 10 dominoes, 7 regions, 11 region boundaries. 29% of its regions carry something other than an exact total, and the widest region spans 4 squares.

Where the regions meet

There are 11 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.

Behind the generator

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 August 5, 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.

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 2 squares, averaging 2.5 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 — 3 exact-sum, 1 less-than, 1 greater-than and 1 all-different regions.

Start with the "= 1" region. It spreads 1 pips across 1 square, 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 all-equal and 1 all-different regions.

Start with the "= 4" region. It spreads 4 pips across 4 squares, averaging 1.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.

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