A SINGLE PATH ACROSS THE GRID
Zip wants you to draw one continuous path on a grid of squares that visits every square precisely once. The path begins at 1, goes through the numbers in increasing order and ends at the maximum number. It can move only across or down through adjacent cells, never diagonally, and it cannot cross a wall or pass through itself. Corners, edges, and cells beside walls have fewer possible connections than open spaces. A corner has only two neighbouring cells, so the route must enter and leave it unless that corner contains the first or final number.
Drag From One to Last
Press on 1 and drag to build the path one cell at a time. Drag back over the existing line to erase part of it, or press any cell already on the path to cut the route there and continue from that point. Undo removes a complete drag.
In Zip, the route must reach 2 before 3, then 3 before 4, continuing through every number in order. Do not leave an empty cell with only one remaining path connection, as that creates a dead end. A route that divides the unused cells into separate areas can only fill one of them.
NUMBERS AND WALLS SET THE ROUTE
Number spacing can reveal when the path needs a longer detour. If two consecutive numbers are near each other but many unfilled cells must be visited between them, the route needs enough room to cover those cells before reaching the next number. Walls also shape the available turns and can narrow the route along an edge. Easy boards place numbers close together and use no walls. Medium boards spread numbers apart and add a few walls, while Hard boards use longer gaps and more barriers.
Daily Boards and Difficulty
Daily boards grow through the week, using 6x6 grids early on, 7x7 grids midweek, and 8x8 grids at the weekend. Unlimited mode includes 5x5 through 8x8 boards in three difficulties. When the route becomes clear, trace the full path in Zip.











