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Only one cell can light it

A dark room with exactly one cell that could ever light it is a free torch.

The rule of thumb: A dark room with a single cell that could light it gives that cell its torch. Scan every dark room.

Every dark room needs a torch somewhere in its row or column that can reach it. Pillars chop those lines into short stretches, and sometimes a stretch narrows to a single candidate. That cell holds a torch: if it didn’t, the room would stay dark forever.

Make it a habit: after every torch you place, scan the dark rooms and count their candidates. The ones down to a single candidate are free torches, and each one you place narrows the rooms still dark. These practice boards can’t be finished without the scan — every other rule together stalls with rooms left dark.

Where to look: Dark rooms in short stretches: beside pillars, along edges, in corners. Count candidates, not torches.

Worked example

A real position from a board that needs Only one cell can light it. Purple: what the reasoning rests on. Dashed: the cells in question. Green: what it proves.

The room at row 4, column 7 (purple) is dark, and the dashed cell is the only one that could ever light it.
row 4, column 7 is still dark, and row 7, column 7 is the only cell that can light it.

Practice it ↓

Practice

Three boards that can’t be finished without Only one cell can light it.

Only one cell can light it · practice 1 of 30/0 rooms lit

Finish the step before to unlock this practice.

Tap a room to cycle: empty → X (mark) → torch → empty. Marking first is how the deductions work.

All steps · "0" means mark them all → · Play Crownlight →