The Power of X Marks: Elimination Strategy Guide
X marks (blocked edges) are just as important as drawn lines. Master the art of elimination to solve harder puzzles.
The Art of Negative Space
Novice players focus on where the lines are. Expert players focus just as much on where the lines are not. Marking an edge with an X (indicating "no line here") is a powerful move that restricts the board and forces the path elsewhere.
Why X Marks Matter
Every segment in a Slitherlink grid is binary: it is either a Line or an Empty space. By marking Xs, you reduce the variables. A "3" clue with one X becomes a "3 lines in 3 spots" — essentially a "forced" situation.
Basic Elimination Patterns
Here's how X placement works in practice. Notice how marking Xs around a 0 immediately constrains the neighboring 3:
Step 1: Mark 0 Step 2: 3 is forced
· · · · · ·───· ·
× 0 × 3 × 0 × │ 3 │
· × · × · · · × · ×·───·
- The "0" Clue: This is the most obvious one. A 0 allows no lines. Immediately mark X on all 4 sides. This often cascades into neighboring cells.
- Satisfied Numbers: If a "2" already has 2 lines connected to it, mark the remaining 2 sides with Xs. This prevents you from accidentally adding lines later and helps you see the constraints for neighbors.
- Dead-End Prevention: A line cannot just stop; it must continue. If drawing a line into a specific spot would leave it with no exit (a dead end), then that line cannot exist. Mark it with an X.
Advanced X Logic
The "Almost Complete" vertex technique is one of the most powerful elimination chains:
3 Xs at vertex → 4th is X 1 line + 2 Xs → forced exit
× × × ×
· ·
× × (all blocked!) ═══·
║ (must exit here!)
And here's how elimination reveals forced lines through a chain of deductions:
Elimination chain:
· · · · ·───·───· ·
2 3 1 → │ 2 × 3 │ 1
· · · · · × ·───· × ·
× 0 × × 0 ×
· × · · × ·
The 0 forces Xs → 3 loses a side →
3 fills remaining → 2 is constrained →
chain reaction solves the region!
- "1" next to a "3" (Diagonal): If a 1 and a 3 share a vertex (diagonally), the two edges of the 1 that represent the "far corner" from the 3 are often constrained. This is part of the "diagonal 3s" logic family.
- The "Almost Complete" Technique: Look for vertices with 3 paths blocked (Xs). The 4th path MUST also be an X. Why? Because a line needs an entrance and an exit. If 3 roads are closed, a single line cannot enter the intersection because it would have nowhere to go.
- Revealing Forced Lines: Often, you won't know where a line goes, but you'll know where it can't go. By placing Xs, you strip away options until only one valid path remains. As Sherlock Holmes said, "When you have eliminated the impossible, whatever remains, however improbable, must be the truth."
Strategy Tip
Don't be lazy with your Xs! In hard puzzles, the visual clutter of Xs is actually helpful. It clearly defines the "corridors" where your loop can travel. If you are stuck, check every number to see if its requirements are already met, and X out the rest.