Original illustration: a night city street with a police light bar and a microphone

Dragnet

A daily Battleship-solitaire logic puzzle.

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Dragnet

Today's patrol map is on its way.

Today's map

Time 0:00

Row 1 count Row 2 count Row 3 count Row 4 count Row 5 count Row 6 count Row 7 count Row 8 count Column 1 count Column 2 count Column 3 count Column 4 count Column 5 count Column 6 count Column 7 count Column 8 count

  • 0/1 command truck
  • 0/1 van
  • 0/1 cruiser
  • 0/1 bikes

Tap a cell to cycle open, fleet, street; or pick a brush and drag. Keys: arrows move, Space car, Backspace street, Delete opens, Enter checks, U undo.

Tap a cell to cycle it between open, fleet and street.

Close the dragnet to file your time.

Next sweep at midnight UTC.

How everyone did today appears here once 20 players have finished.

0Played

0Closed

0Win %

0Streak

0Best streak

0No hint

Best times: none yet.

Today's card shows the map with its counts and given tiles only, your time band, streak and the days to launch; a card for an earlier day shows that day's fleet. Never today's fleet.

Find the hidden fleet of squad cars on an imagined patrol map from the row and column counts: straight vehicles that never touch, a few given tiles, one answer. 8×8 on weekdays, the 10×10 city-wide sweep at the weekend, a 6×6 warm-up, brushes and drag-paint, a fleet tracker, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle about an imagined patrol, never real policing.

How to play

A fleet of squad cars is hidden on the patrol grid. Mark the fleet cells so that every row and column holds exactly its count, every vehicle is a straight line, no two vehicles touch (not even at a corner), and the fleet is exactly the fleet listed in the tracker. Tap a cell to cycle it, or pick a brush and drag; a count turns green when met and red when over or out of reach, a cell turns red when it breaks a rule, and the checks only ever look at the rules, never at the answer. Undo and Clear all are there when a run goes wrong. Every map is checked when the site is built by a solver that parks the fleet vehicle by vehicle under the same rules you use (count saturation, no touching, the given tiles, the fleet lengths), then tries each remaining placement only when nothing follows, so each has exactly one answer and opens with at least one cell the rules force; the 6×6 warm-ups fall to the rules alone, with no guessing at all.

Tip one: a count of 0 makes the whole line open street, and a line that already holds its count is street everywhere else. Fill those first; they cut the map down fast, and a line whose open cells are exactly what it still needs is all fleet. Tip two: around any finished vehicle every touching cell is street. The eight cells around a single, the cells beside and beyond an end cap, the cells either side of a middle: all street. A given end cap points the way: the vehicle continues on its open side and nothing sits behind it. Then let the fleet do the work: when the biggest vehicle still missing fits in only one place, that is where it is.

Everyone gets the same map on the same UTC day: 8×8 on weekdays, the 10×10 city-wide sweep at the weekend, and newcomers can switch on the 6×6 warm-up, which still counts. One hint a day marks one cell the rules force, says which rule, and marks the result as assisted. When the last count turns green the fleet lights up column by column, the beacon wakes and dispatch signs off with your time; Give up shows the fleet and ends the day without a close. The archive lets you play any earlier day's map and practice maps come from a spare pool; both are marked and never count. Dragnet is a fan puzzle about an imagined patrol: nothing here is a real force, a real city, an insignia or an asset from GTA 6, the tiles are abstract shapes and never a logo, nothing comes from a leak, nothing is presented as official, and nothing is advice. For more deduction try the Patrol Grid, the Stakeout and the Vault Code.

Questions

What are the rules?

A fleet of squad cars is hidden on the patrol grid: bikes of one cell, cruisers of two, vans of three and a command truck of four. Every vehicle is a straight line, across or down, and no two vehicles touch, not even at a corner. The number beside a row or under a column says how many fleet cells it holds. A few cells are given from the start: open street, or a vehicle part (an end, a middle or a single). Find the whole fleet. Every map here has exactly one answer.

How do I mark a cell?

Tap a cell to cycle it: open, fleet, street, open. Or pick a brush (Car or Street fill) and every tap paints that; drag across cells to paint a run; tap the brush again to go back to cycling. Fleet cells take their shape as you go: an end cap, a middle, a single. On a keyboard the arrows move the cursor, Space marks a fleet cell (again to open it), Backspace marks street (again to open it), Delete opens, Enter checks, U undoes. Undo takes back the last change and Clear all empties the map (the given tiles stay). No soft keyboard ever opens.

What do the highlights mean?

A count turns green once its line holds exactly that many fleet cells, and red when the line holds too many or the open cells left could never reach it. A cell turns red when it touches another vehicle at a corner, bends, runs longer than the biggest vehicle, or is a given tile that no longer fits; the fleet tracker turns red for a length with too many finished vehicles. The checks only ever look at the rules, never at the answer. One hint a day marks one cell the named rules force, says which rule, and marks the result as assisted. Give up shows the fleet and ends the day without a close.

What is the warm-up?

A 6×6 map for newcomers (a van, two cruisers, three bikes), switched on with the Warm-up toggle (remembered on this device). Every warm-up falls to the named rules alone, with no guessing. It counts as the day's solve; the 8×8 weekday and 10×10 weekend maps are what the best times are about.

Is this real policing?

No. Dragnet is a fan logic puzzle about an imagined patrol on an imagined grid. Nothing here is a real force, a real city, an insignia or an asset from the game; the vehicle tiles are abstract top-down shapes, nothing comes from a leak, nothing is presented as official, and nothing here is advice about anything in the real world. For how roleplay servers actually run police roleplay, see the roles and rules guides on this site.

Getaway

Fleet found? Now plot the getaway

A daily Numbrix-style number-path puzzle: 7×7 on weekdays, the 9×9 long night at the weekend, a 5×5 warm-up. A number pad, drag to extend, pencil marks, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle, never a real place.

Plot today's run

Lineup

Fleet found? Now sort the lineup

A daily Hitori logic puzzle: 8×8 on weekdays, the 10×10 full precinct at the weekend, a 6×6 warm-up. Brushes, drag-paint, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle, never real policing.

Clear today's lineup