---
title: "Rope untangle rules"
package: "@phaser-ae/rope-untangle"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The rules of rope-untangling puzzles: move plugs between sockets until no rope crosses another, or every rope reaches its colour, with generated levels that are always solvable."
url: https://phaser.io/packs/rope-untangle
site: Phaser - https://phaser.io
---

# Rope untangle rules

The rules of rope-untangling puzzles, topology first. Ropes run between plugs in sockets; the player moves plugs to
free sockets until nothing crosses, or until every rope is home. The rules decide at once, generated levels are always
solvable, and physical ropes add the feel without ever holding a move up.

## What it does

A level is a board of sockets in any layout and a set of ropes, each with two ends: a plug in a socket, or a fixed
anchor, for ropes that hang from a bar. Where two ropes' paths cross, the one moved last lies on top. A move takes one
end of a rope to a free socket, after which that rope lies over everything it crosses. The level is won when nothing
crosses, when every rope's plugs sit on sockets of its colour, or both, as the level chooses.

Rule options change the game. With `lock`, a rope that has another lying over it cannot move, which makes the
over-and-under order matter. With `clear`, a rope that crosses nothing (and is home, when colours count) leaves the
board and frees its sockets. A move limit makes a level losable. Stars come from a par: three for matching it, two
within half again, one otherwise.

You can write levels by hand, or let `generate` make them by scrambling a solved board, so every level is solvable and
comes with its solution and par. The difficulty is set by the fewest moves the best solution may take and by the number
of crossings. `search` finds winning moves from any position, which is what `hint()` uses, and every game has undo,
redo and saves. For feel, `createUntangleFeel` gives physical ropes from `physics-rope` whose ends follow the plugs and
the player's hand, so the ropes swing and settle while the rules have already decided.

## Features

- **Crossings with an order** — worked out from the ropes' paths, with the rope moved last on top.
- **Three win conditions** — untangled, every rope on its colour, or both.
- **Rule options** — `lock` ropes lying under others, `clear` freed ropes from the board, and a `moves` limit.
- **Any layout** — grids, rings, hanging rows with one anchor per rope along the top, or sockets placed by hand.
- **Generated levels** — scrambled from a solved board, always solvable, with a solution and a par, from a seed.
- **Hints** — a best-first search for a move towards the win from wherever the player is.
- **Undo, redo and saves** — `undo()`, `redo()`, `restart()`, `snapshot()` and `restore()`.
- **Stars** — from the level's par.
- **Physical ropes for feel** — ropes that follow the plugs and the hand, lying flat with no gravity or hanging with
  it, and fading out as a cleared rope leaves.
- **A view to draw** — sockets with their colour and plug, ropes bottom first with whether each is tangled, locked or
  home, and the crossings.

## Good for

- **Peg-board untangling puzzles** in the style of Twisted Tangle, seen from above.
- **Knot puzzles** in the style of Tangle Master, where locked ropes make the order of moves matter.
- **Hanging-rope colour sorts** — ropes hanging from a bar that must reach the sockets of their colour.
- **Endless or daily puzzles** — seeded generation with a known solution and par for every level.
- **Casual puzzle ladders** — difficulty that rises with the minimum moves and the crossings.

## Make it yours

`generate` takes a `seed`, the board's `width` and `height` (600 by 800), a `layout`, the number of `ropes` (5), at
least how many `crossings`, how many `scramble` moves, the `minimum` moves for the best solution, the `rules`, the
`colours`, and the `search` budget (4,000 states). A level written by hand sets its sockets, ropes, starting order,
rules and par. `feel` takes `gravity`, `slack`, `radius` and `damping`.

Two different uses: a peg board seen from above, generated on a four-by-five grid with six ropes and a minimum of four
moves, played with the `untangled` win and ropes that lie flat with no gravity; and a hanging-rope colour sort, with
ropes anchored along a bar, the `targets` win, `lock` and `clear` on, and the feel's gravity at about 900 so the ropes
hang.

## A quick look

A generated level, a plug dragged and dropped, and the physical ropes drawn bottom first:

```ts
const level = game.ropeUntangle.generate({ seed: 4, layout: { kind: 'grid', cols: 4, rows: 5 }, ropes: 6, minimum: 4 });
const play = game.ropeUntangle.create(level);
const ropes = game.ropeUntangle.feel(play);                       // physical ropes, for feel
ropes.hold('r2', 1, pointer);                                     // the plug follows the hand
const result = play.move({ rope: 'r2', end: 1, to: 's11' });      // { ok: true } or { ok: false, reason }
ropes.release();
game.step('untangle', dt => ropes.step(dt));
for (const r of ropes.view()) drawRope(r.points, r.colour, r.layer);   // bottom first
```

## Works with

- `physics-rope` — the rope world behind the physical ropes.
- `cut-rope` — for rope puzzles about cutting rather than untangling.
- `pull-pin`, `screw-sort` and `screw-relocate` — other casual physics puzzles.

## Good to know

- For the rules, a rope's path is the straight line between its ends: ropes cross when those lines cross, not where the
  physical ropes happen to lie.
- The search is best first, not exhaustive, so `par` is the shortest solution it found rather than necessarily the
  shortest there is, and a large board with locking can need more than the default budget for a hint.
- The physical ropes do not collide with each other or the pegs, and lie in the rules' over-and-under order only as
  drawn.
- It is 2D in the board's own units and draws nothing; a 3D presenter can stand the same board up.

---

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