NYT Pips HelperTuesday, August 25, 2026
Hints, answers & a solver for the New York Times Pips puzzle

Strategy & Tips

Five habits that turn the Hard board from “impossible” into a ten-minute solve — and the numbers behind why they work.

1. Start with the most constrained region

An “all equal” region or a small target sum usually has only one or two legal dominoes. Nail those down first — they cascade into forced moves everywhere else. Never start in a blank, rule-free region; it tells you nothing.

This is not a matter of taste. Measured properly, an all-equal region of three cells accepts7 value combinations; a rule-free region of the same size accepts343. Starting where the choices are fewest eliminates roughly fifty times more of the search space per tile.

2. Count your pip supply

Before placing anything, total the pips your tray offers against what the sum-regions demand. If the board needs a lot of high numbers, your doubles (5–5, 6–6) are precious — do not waste them in a low region.

The reverse works too. A “< 4” region on three cells can only take values that total three or less, which on a double-six set means almost every tile in your tray is illegal there. Finding what cannot go somewhere is usually faster than finding what can.

3. Use “not equal” to eliminate

A “≠” region is a gift: it removes whole classes of dominoes at once. Any double is immediately illegal inside it, so on the Hard board an early ≠ often forces your 6–6 into one specific corner — exactly the pivot the puzzle is built around.

Hard-board shortcut: find the single cell shared by two regions. Solving that overlap first collapses most of the remaining choices. Our dailyHard hint always points to it.

4. Backtrack early, not late

The moment a placement breaks a rule, undo it — do not build three tiles on a shaky foundation. Good Pips solving is fast trial-and-error with quick rejection, which is exactly how our Solver works: it checks the affected region after every single half-tile and abandons the branch immediately.

5. Practise the patterns

The Hard board reuses a handful of shapes: the overlap pivot, the forced double, the low-sum corner. Play a few unlimited boards and you will start recognising them on sight.

The numbers behind rule 1

Here is how many pip combinations a three-cell region can legally hold, by rule type. Fewer combinations means the region gives way sooner — and this is the exact ranking our hint generator uses when it decides which region to point you at first.

Region ruleLegal combinationsSolve it…
All equal (=)7first
Sum equals 6 (= 6)28first
Sum equals 10 (= 10)36first
Less than 6 (< 6)56second
Greater than 8 (> 8)190second
No repeats (≠)210last
No rule343last

Counts are for a three-cell region on a standard double-six set, computed by the same function our solver uses.

Forced-move first

Always ask “what can only go here?” before guessing.

Budget your pips

High tiles are scarce — spend them where the sums demand.

Undo fast

Reject a bad tile immediately, not three moves later.

These patterns come from solving 354Pips boards and watching which regions break first. Every one of them is in theanswer archive if you want to check the working.
Try today’s Hard hintBack to the rules