How to Play Train Tracks
You only need a pencil, an eraser, and a little patience. Here are the rules, a worked example, and the tricks that crack even the expert grids.
The rules
- Draw one route from S to F. The track runs through shared cell edges, one cell at a time.
- Match the numbers. The numbers above the grid count the track cells in each column; the numbers on the right count them in each row.
- Use every printed piece. Pieces already drawn in the grid are part of the route, exactly as shown.
- No branches, no crossings, no loops. The track never splits, never crosses itself, and never visits a cell twice.
S and F count toward the numbers too. A bend uses one cell. The route does not have to visit every cell.
A worked example


Start with what is certain. A row or column marked 0 has no track, so cross out all its cells. Then follow the printed pieces: each one points into a neighbouring cell that must also hold track. Keep counting - as soon as a row or column reaches its number, every other cell in it is empty.
Tricks that solve the hard ones
- Two pencil marks. Use an X for "no track here" and a dot for "track here, shape unknown". Empty cells are clues too.
- Every track cell has two neighbours on the route - except S and F, which have one. A cell with only two open neighbours must use both.
- Full lines. If a row's number equals the number of cells it still has open, all of them are track.
- No dead ends. Any cell that would trap the track in a corner or cut the route in two can be crossed out.
- Count again. Every new mark changes two totals: its row and its column. Re-check both.
Ready to try? Download a free puzzle and its solution.
Free Printable Puzzles