Neon Tally
A daily classic Kakurasu logic puzzle.
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Neon Tally
Tonight's grid is on its way.
Today's grid
Time 0:00
- Lit: counts its number
- Marked off: stays dark
- 11 Tally and the running sum
- ! Red: over or out of reach
Tap a sign to light, mark off, clear; drag to paint. Keys: arrows move, Space lights, X marks off, Backspace clears, Enter checks, U undo.
Tap a sign to light it; tap again to mark it off.
Light the grid to file your time.
Next tally at midnight UTC.
How everyone did today appears here once 20 players have finished.
0Played
0Lit
0Win %
0Streak
0Best streak
0No hint
Best times: none yet.
Today's card shows the grid with its numbers and tallies only, your time band, streak and the days to launch; a card for an earlier day shows that day's lit signs. Never today's pattern.
Switch on rooftop neon signs across an imagined night grid so that every avenue and every street adds up to its tally: a lit sign is worth its street number along an avenue and its avenue number down a street. 6×6 on weekdays, the 8×8 strip at midnight at the weekend, a 4×4 warm-up, tap or drag to light and mark, live tally checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle about an imagined night grid, never a real map.
How to play
The grid is an imagined night strip seen from above: avenues across, streets down, a rooftop neon sign on every corner. Light some signs so that every avenue and every street adds up to its tally, where a lit sign is worth its street number along an avenue (the numbers along the top) and its avenue number down a street (the numbers down the left). Tap a sign to light it, tap again to mark it off, drag to paint a run. Every tally shows its running sum and turns red when it is overshot or can no longer be reached, green when it is met, and the checks only ever look at the rules, never at the answer. Undo and Clear all are there when a line goes wrong. Every board is checked when the site is built by a solver that runs the same rules you use (on each line, the ways its open values can still reach the tally: a sign in every way lights, a sign in no way stays dark, a met line darkens the rest, a line needing all it has left lights the rest; at the weekend one crossing step, where a sign's one setting would leave an avenue or street unable to reach its tally) and then tries the rest, so each has exactly one answer and never needs trial and error; the 4×4 warm-ups and the weekday boards fall to single-line logic alone.
Everyone gets the same board on the same UTC day: 6×6 on weekdays, the 8×8 strip at midnight at the weekend, and newcomers can switch on the 4×4 warm-up, which still counts. One hint a day settles one sign the rules force, says which rule, and marks the result as assisted. When every tally turns green the signs flick on avenue by avenue and the night desk signs off with your time; Give up shows the pattern and ends the day without a tally. The archive lets you play any earlier day's board and practice boards come from a spare pool; both are marked and never count. Neon Tally is a fan puzzle about an imagined night grid: nothing here is a street, a block, a business or an asset from GTA 6, the grid is abstract and never a map, nothing comes from a leak, and nothing is presented as official. For more deduction try the Scenic Route, the Lot Lines and the Harbor Lights.
Questions
What are the rules?
Classic Kakurasu on an imagined night grid seen from above. Rows are avenues, columns are streets, every cell a rooftop neon sign. Switch some signs on: a lit sign on an avenue is worth its street number (1 to N along the top), and on a street its avenue number (1 to N down the left). The tally at the end of each avenue and street is the sum of its lit values. Light the signs so that every avenue and street adds up to its tally. Every board here has exactly one answer.
How do I enter a sign?
Tap a sign to light it, tap again to mark it off (a small dot, meaning you have decided it stays dark), tap a third time to clear it; drag across signs to paint the same state over all of them. The Mark off switch makes a tap go straight to the dot, handy on a phone. Dragging never scrolls or zooms the page. On a keyboard the arrows move, Space lights, X marks off, Backspace clears, Enter checks, U undoes, Escape drops the focus. Undo takes back the last change; Clear all empties the grid.
What do the highlights mean?
Every tally shows its running lit sum under it. It turns red when the lit signs already add to more than the tally, or when the remaining open signs could no longer reach it, and green when the lit sum is exactly the tally. The checks only ever look at the rules, never at the answer. One hint a day settles one sign a named rule forces, says the rule in words ("avenue 3 needs 11 and every way to reach it uses street 6: light it"; "street 2's tally is already met, so the rest stay dark"), and marks the result as assisted. Give up shows the pattern and ends the day without a tally.
What is the warm-up?
A 4×4 grid for newcomers, switched on with the Warm-up toggle (remembered on this device). Every warm-up falls to single-line logic alone, with no guessing. It counts as the day's solve; the 6×6 weekday and 8×8 weekend boards are what the best times are about.
Is this a real map or a real street?
No. Neon Tally is a fan logic puzzle about an imagined night grid in an imagined Leonida. Nothing here is a street, a block, a business or an asset from the game, the grid is abstract and never a map, nothing comes from a leak, and nothing is presented as official. For the real places the trailers show, see the map and the regions on this site.