Sixteen
Why do tiles wrap around in Sixteen?
Sixteen shifts complete rows or columns cyclically. Unlike Fifteen, it has no empty square. A tile leaving one end enters at the other end of that same line. Solve by arranging the numbers in reading order.
Worked example
Shifting the row 1, 2, 3, 4 right once produces 4, 1, 2, 3. The tile 4 is not removed from play.
What to check on your board
Apply the rule above to your current board, then verify the remaining puzzle constraints. The example explains a local deduction; it is not a solution to every randomly generated board.
Checking your next move
Trace the tile leaving one end of a shifted line to its new position at the other end. All tiles remain in play, so count the whole row or column after each shift. Watch its intersections with already arranged lines before choosing another shift.
Using this reference
For Sixteen, read the rule and the worked example together before opening the game. Separate what the rule explicitly requires from what only seems likely on the current board. A useful next move is one you can explain from the visible constraints, not merely a pattern that looks familiar.
If you get stuck, isolate a smaller part of the position and list what is still possible there. After a move, check the affected rows, regions or connections again. The reference explains the documented rules; progress, controls and save behavior belong to the linked game.
Read the developer’s manual ↗ · Open the developer’s browser version ↗
Manual inspected: · Simon Tatham & contributors · MIT