Pips October 19, 2026
Puzzle #428 · MondayToday
This is the pips puzzle for October 19, 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 greater-than regions.
By Sukie · Puzzle editor
Hints and answers for October 19, 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
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.
medium board — reveal the solution
Start with the "= 6" region. It spreads 6 pips across 2 squares, averaging 3.0 per square, so the halves that can legally sit there are limited before you have placed anything at all.
hard board — reveal the solution
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.
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.
- = 10 — 3 squares that must total exactly 10. The range a region this size can hold is 0 to 18, so that target rules out most fillings before you place anything.
- > 1 — 4 squares totalling more than 1. Like the less-than badge it constrains without pinning, which is why it is worth leaving until later.
medium
- = 6 — 2 squares that must total exactly 6. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
- = 6 — 2 squares that must total exactly 6. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
- = 7 — 2 squares that must total exactly 7. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
- = 15 — 3 squares that must total exactly 15. 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 differ. With only seven pip values in existence, no double can sit wholly inside it.
- < 5 — 3 squares totalling less than 5. A bound rather than a target, so it narrows without telling you a number.
hard
- = 3 — 1 square that must total exactly 3. The range a region this size can hold is 0 to 6, so that target rules out most fillings before you place anything.
- = 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.
- = 10 — 2 squares that must total exactly 10. The range a region this size can hold is 0 to 12, so that target rules out most fillings before you place anything.
- = 13 — 3 squares that must total exactly 13. The range a region this size can hold is 0 to 18, 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.
- ≠ — 4 squares that must all differ. With only seven pip values in existence, no double can sit wholly inside it.
- > 2 — 4 squares totalling more than 2. Like the less-than badge it constrains without pinning, which is why it is worth leaving until later.
How this set compares with the rest of the archive
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.
Its tightest sum target is 1, 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's on these boards
easy
The easy board has 8 squares, 4 dominoes and 3 regions — 2 exact-sum and 1 greater-than 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.
medium
The medium board has 14 squares, 7 dominoes and 6 regions — 4 exact-sum, 1 less-than and 1 all-different regions.
Start with the "= 6" region. It spreads 6 pips across 2 squares, averaging 3.0 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 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.
The badges on this board
The hard board uses 3 of the six possible region rules. What each one is actually demanding here:
- ≠
- Forbids any repeat across its 4 squares. Note that this constrains values, not tiles — two different dominoes both contributing a 4 still breaks it.
- = 3
- Spreads exactly 3 pips over 1 square, an average of 3.0 each. Anything that pushes the running total past 3 is already lost, so this is the region to count before you commit.
- > 2
- Requires every value above 2, leaving only 4 of the seven pip values legal in those 4 squares.
The full badge vocabulary, including the ones this board happens not to use, is on the pips rules page.
Boundaries, not regions
There are 8 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.
Why the shape matters here
The shape fills about 83% of its 4×6 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: this is a distinctly irregular outline, filling only 50% of its 4×4 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.
How the three boards differ
These are three separate boards, not one board with hints removed, so playing all three on October 19, 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 4 squares.
- medium
- 14 squares, 7 dominoes, 6 regions, 8 region boundaries. 33% of its regions carry something other than an exact total, and the widest region spans 3 squares.
- hard
- 20 squares, 10 dominoes, 7 regions, 8 region boundaries. 29% of its regions carry something other than an exact total, and the widest region spans 5 squares.
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 3 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.
Pip budget
Your tray carries 63 pips in total, and the exact-sum regions between them demand 34 across 12 squares. That leaves 29 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 47 pips in total, and the exact-sum regions between them demand 34 across 9 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 tiles you are dealt
The tray holds 4 doubles (3-3, 4-4, 6-6, 1-1), 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.
More pips
- Pips archive — every date since the archive opened.
- Pips rules — what each region badge means.
- Practice mode — a fresh board whenever you want one.
- Today's pips puzzle