In Ursa Bridges, your goal is to connect all the islands with bridges, so that each island has as many bridges as its number says. In the end, they all form a single network.
Drag from an island towards its neighbour: the first time places a bridge, the second makes it double, and the third removes both. You can also tap the water between the two islands.
On a computer, hovering over an island shows the connections it can still take, and right-clicking the water removes the bridges on that connection. A connection that would cross a bridge already in place won't take any bridges. When an island has all its bridges, it lights up blue.
Start with the islands that leave you the fewest choices: those with few neighbours and those with high numbers.
All that fit: when an island needs every bridge it still has room for, place them all. A 2 with only one neighbour gets a double bridge; a 4 in a corner, two each way; an 8, two to each of its four neighbours.
At least one: if an island would still be short of bridges even with the maximum on its other connections, the remaining connection has at least one. A 3 with two neighbours has at least one bridge on each side; so does a 5 with three neighbours.
No isolated groups: if some bridges would leave a group of islands complete and cut off from the rest, those bridges cannot be there. That is why two neighbouring 2s never have a double bridge between them.
The only way out: when a group of islands has only one possible connection to the rest of the network, that connection has at least one bridge.
The Hint button doesn't give away the solution all at once: it first shows you where to look, and only then which bridges are decided. It uses these techniques, starting with the simplest and moving on to the more advanced, so it also teaches you how to solve. It counts as help: a puzzle solved with a hint doesn't count towards your best time or the comparisons with other players.