Über Akari
Akari (also known as Light Up) is played on a grid of white cells and black walls, some of which show a number. You place light bulbs in white cells; each bulb lights its entire row and column until blocked by a wall. The goal is to light every white cell, with no two bulbs shining directly on each other, while every numbered wall touches exactly that many bulbs.
So spielst du Akari
- The grid has white (open) cells and black wall cells; some walls show a number.
- Placing a bulb lights its entire row and column in a straight line, stopping at the first wall it hits.
- No bulb can be in the direct line of sight of another bulb.
- A numbered wall must be touched (up/down/left/right) by exactly that many bulbs.
- The puzzle is solved when every white cell is lit and every wall's bulb count matches its number.
Tipps & Strategie
- A wall numbered 0 means none of its touching cells can hold a bulb — mark them immediately.
- A wall numbered 4 (or matching the number of open sides it has) forces a bulb into every one of its touching cells.
- A white cell boxed in on three sides by walls or the grid edge often has only one direction it can be lit from — trace that back to find where the bulb must go.
- Once you place a bulb, immediately mark its entire row and column (up to the next wall) as lit and bulb-free.
Akari FAQ
How far does a bulb's light travel?
In a straight line up, down, left, and right from the bulb, until it hits a wall or the edge of the grid.
Can two bulbs be in the same row if a wall is between them?
Yes — the 'no shared light' rule only applies if nothing blocks the line of sight between them. A wall between two bulbs makes both placements valid.
Do unnumbered walls have any rule?
No — only numbered walls require an exact touching bulb count. Unnumbered walls simply block light and can't hold a bulb.