How to Solve Pipe Connect Puzzles
How the Pipe Connect puzzle works and how to fill every pipe fast: starting at the edges, end caps, straights and tees, no loops, and locking tiles.
Pipe Connect is a grid of pipe tiles, every one turned the wrong way. Tap a tile and it turns a quarter turn clockwise. Somewhere near the middle sits a blue tank, and water runs from it through every pipe that is properly joined, so you can watch your progress as you play. The puzzle is solved when the water reaches every tile and nothing leaks: every opening of every pipe meets an opening of the next tile, and no pipe points off the edge of the grid.
The pieces
| Piece | Openings | Ways it can sit |
|---|---|---|
| Cap | one | four |
| Straight | two, opposite | two |
| Corner | two, side by side | four |
| Tee | three | four |
| Cross | four | one |
The caps are taps at the far ends of the network; they need water like every other tile. Every daily grid is one connected network with no loops, made from a single tree of pipes, and each has exactly one solution.
Start at the edges
The border does most of the work. A pipe may never point off the grid, so:
- A straight on an edge must lie along the edge.
- A tee on an edge must have its closed side against the edge, which fixes it completely.
- A corner in a corner square has only one way to sit: pointing into the grid.
- A cap on an edge cannot point outwards, which leaves it three choices, and often its neighbours rule out two more.
Go round the border once and set every tile the edge decides. Then lock them.
Locking tiles
A long press, or a right click on a computer, locks a tile: it shows a small padlock and ignores taps until you long press it again. Lock every tile you are sure of. On a big grid this is the difference between a calm solve and a frustrating one, because a stray tap on a finished tile is easy to make and hard to notice. Locking is just for you; it does not change your time or your turns.
Work inwards with two simple facts
Once the border is set, every fixed tile tells its neighbours something. For each side of a tile you know, the neighbour on that side must match: open meets open, closed meets closed.
- Look at the sides facing a fixed tile. If the fixed tile opens toward a neighbour, the neighbour must open back. If it is closed, the neighbour must be closed on that side too.
- Count what is left. A neighbour with only one way to sit that matches is now fixed. Lock it and look at its neighbours in turn.
This spreads across the grid like water itself, and on easy and medium days it often solves the whole puzzle without any guessing.
Two caps never face each other
Imagine two caps side by side in the middle of the grid. If they pointed at each other, they would be joined to each other and to nothing else: a little network of two tiles cut off from the tank. Since every tile must get water, that is never the answer. So at least one of the two caps points elsewhere, and that often decides which way both of them sit.
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No loops, no islands
Because the network is a tree, two more rules help on hard grids:
- No loops. If turning a tile would close a ring of pipes, it is the wrong way round, because a tree has no rings.
- No islands. If a group of tiles is joined up among themselves but sealed off from the tank, something in that group is wrong.
Both are easy to spot while you play: the water only fills tiles joined to the tank, so a dry group of pipes that looks finished is an island, and you know where to look.
Speed habits
- Tap the right number of times. A tile turns clockwise, so a corner pointing up and right needs one tap to point right and down, two to point down and left. Think, then tap the number you need.
- Switch on the red marks. Turn on Mark open ends in Options and a red dot shows every opening that meets nothing. When the dots are gone and everything is blue, you are done.
- Fill from the tank outwards near the end. When only a few tiles are left, follow the water: the first dry tile next to a wet one is where the work is.
Difficulty, scoring and the leaderboard
| Level | Grid | Tiles |
|---|---|---|
| Easy | 5 × 5 | 25 |
| Medium | 7 × 7 | 49 |
| Hard | 10 × 10 | 100 |
The grids never wrap round from one edge to the other. Pipe Connect is ranked by time, fastest first; fewer turns break ties. Undo takes back the last turn, and only a member's first solve of the day counts.
Play it now
Every game is free in your browser, with nothing to download; the daily puzzles change at midnight and the archive keeps the last 60 days. See all the logic games.
Questions and answers
When is the puzzle solved?
When water from the tank reaches every tile and no pipe opens onto nothing, at the edge of the grid or against the closed side of another tile.
Does every grid have one solution?
Yes. Each grid is checked by a solver when it is made, and only grids with exactly one way to connect them are used.
What does a locked tile do?
It ignores taps until you unlock it with another long press or right click. It is a reminder for you and changes nothing in your score.
Which way does a tile turn?
A quarter turn clockwise with every tap. Four taps bring it back to where it started.
How is it ranked?
By time, fastest first; fewer turns break ties. Only a member’s first solve of the day is ranked.
Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 16, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.