
Game intel
Pips
Pips is the New York Times' first original logic puzzle game. Players must arrange dominoes on a board to satisfy specific conditions. New puzzles become avail…
After spending a full morning grinding through the March 13, 2026 NYT Pips set, I hit the same wall on all three difficulties: I kept “seeing” placements that felt obvious, dropping dominoes in, and then getting completely boxed in 5-10 moves later. The breakthrough came when I stopped treating it like a casual matching game and started treating it like a strict logic puzzle where every placement had to be justified.
This guide walks through how I solved the Easy, Medium, and Hard March 13 puzzles without brute force or guessing. I won’t spoil the full finished grids, but I’ll point out the exact kinds of deductions that unlock each board, including that awkward early “11” domino in Easy and the overlapping low-sum regions that make Hard so punishing if you misplace a single piece.
If I had followed this structure from the start, I’d have cut my solving time from around 30-35 minutes for all three puzzles down to closer to 15-20. You can absolutely get there too, even if Pips is your first NYT logic puzzle.
Pips is a daily domino-placement logic puzzle. Each day you get a specific set of dominoes (0–0 through 6–6, often with some removed), and a grid divided into outlined “spaces” with numbers on them. Those numbers tell you what must be true inside that region. For March 13, you’ll see conditions like:
“Everything” means the total pips of all domino halves that land inside that region. Importantly, regions can overlap; a single half of a domino might sit inside multiple regions at once, satisfying several conditions simultaneously.
Core rules that matter today:
Undo or drag pieces off the board.If you’re stuck, it’s almost always because a region’s sum can only be formed by a very small number of domino combinations, and you’ve either blocked that combination or overlooked it.
With that in mind, here’s how each March 13 puzzle actually breaks open.
The Easy March 13 board lulled me into overconfidence. I dropped the big 11-pip domino in the first place that looked convenient and didn’t realize until much later that I’d made the rest of the board almost impossible. Don’t make that mistake.
Before placing anything, scan the board and mentally “slide” that 11-pip domino along the grid. Ask:
On my first run, I ignored overlapping regions and put the 11 where it only touched a single high-sum zone. On my successful run, I realized that its only viable placement was where it contributed to more than one larger sum simultaneously while completely avoiding the low “2” and “3” islands. That cut possible spots to a tiny handful, and from there the exact slot became obvious.
Next, zoom in on any region labeled 2 or 3 that uses just a couple of cells. These regions are your early-game gold mines.

Now combine that with the edge rule. If a “3” region shares a cell with the outside border and any domino placed there can only extend inward one way, you can often deduce exactly which pip is allowed there. On my clear, one such corner “3” forced a specific half of a low-value domino, which in turn forced where its other half extended.
Once you’ve locked in a couple of these edge-based low-sum placements plus the 11-pip domino, the rest of the Easy board turns into a chain reaction:
Undo immediately and try the alternative.By the time you’ve placed about half the dominoes with strict logic, Easy stops being a puzzle and becomes a clean-up operation: every remaining gap has a unique domino that fits both geometrically and numerically.
Medium on March 13 is where trial-and-error becomes seriously dangerous. I lost several attempts by happily filling symmetric shapes that “looked right,” only to discover that a tiny corner overlap made the entire layout impossible.
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Medium on March 13 is where trial-and-error becomes seriously dangerous. I lost several attempts by happily filling symmetric shapes that “looked right,” only to discover that a tiny corner overlap made the entire layout impossible.
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Here’s what made the difference: I spent my first minute doing no placements at all. Instead, I tapped around the grid and mentally grouped:
Any square that lies in overlapping low-sum regions has an extremely restricted pip value. For example, if one region must total 2 and another must total 3, and they share a single cell, that cell cannot be high; otherwise the remaining cells couldn’t stay within their sums. That realization allowed me to rule out high pips (5s and 6s) from several spots instantly.
Medium gives you enough domino variety that inventory tracking matters. Before I started placing pieces, I quickly noted:
Then, when I saw a cluster of tiny regions that clearly demanded a lot of 0s, 1s, and 2s, I could feel when I was “overspending” those pips. If you’re down to your last 1 and you haven’t satisfied all the 2s and 3s yet, something is wrong. On one failed attempt I realized too late that I had assigned my final 1 to a flexible region instead of to a corner “2” region that actually required it.
There will be a point, especially mid-board, where two placements both look plausible. What finally worked for me was controlled branching:

Undo to jump back to your branch point and try the other path.In the successful Medium solve, my first major branch turned out correct, but only because I rejected it twice on earlier runs when it led to contradictions. The key is to test branches aggressively instead of half-committing and trying to salvage bad layouts.
Hard on March 13 is where I finally dropped my “cozy NYT game” mindset and treated Pips like a serious logic puzzle. I spent almost as long solving Hard as I did solving Easy + Medium combined-until I started writing down implicit constraints in my head.
Rather than hunting for individual placements, I started by asking broad questions:
On this particular Hard, there’s a section where several low-sum regions share borders in such a way that only short, low-valued dominoes can weave through them. That immediately told me all my high-high dominoes had to live in the opposite half of the board.
Hard basically demands full conditional reasoning. Pick one critical overlap square-usually a cell that sits at the junction of two or three regions—and walk through:
On my winning solve, there was a three-region overlap where setting that cell to 2 made one region’s remaining cells need a negative total to reach their sum—a silent impossibility. That instantly killed that branch and proved the square could only be 0 or 1. When I ran the 1-branch, I eventually found that it consumed too many 1s globally, leaving an unsatisfiable 2-region elsewhere. That left 0 as the only consistent option without guessing.
Hard is also where global inventory matters the most. Every 0, 1, and 2 appears in limited quantities, and the board is absolutely packed with low-sum constraints. Every few placements, pause and mentally tally:
One of my failed attempts ended when I realized the last remaining unsatisfied region needed a 0, but I had quietly buried all of my 0s in flexible areas earlier. If you spot that kind of emerging scarcity sooner, you can back out before you’ve invested 20+ moves in a doomed layout.
Undo aggressively—I used to try to salvage bad branches instead of rewinding to the actual decision point.Once you get comfortable reading sums and overlaps this way, each new day of Pips stops feeling like three separate battles and starts feeling like one evolving skill check. The March 13 set is a great showcase for learning that mindset: Easy teaches edge and big-domino management, Medium drills overlaps, and Hard forces you to combine everything into pure deduction.
Stick with that approach and your future daily clears will get faster and cleaner—without needing to lean on full-grid spoilers.