Socket strategy: the cable is the puzzle, not the sockets
Socket looks like a packing puzzle and it is not. Measured on plug shapes alone, a typical board has around 192 valid arrangements. Add the cables and that drops to about four. If you are shuffling plugs around looking for a fit, you are solving the wrong half of it.
The cable decides everything, not the sockets
It is tempting to treat Socket as a packing puzzle: fit the plugs into the holes, done. Packing is the easy half. A board judged on bodies alone has a median of 192 valid arrangements, because plugs that tile a column can be swapped around freely. Add the cables and that collapses to a median of four. The cable is the puzzle. The sockets are just where it ends.
So read the leads first. Every device sits somewhere along the wall with a fixed amount of slack, and that decides which rows its plug can even attempt before you have thought about bodies at all.
Pick a plug up and the board tells you
You do not have to guess at reach. Lift a plug and the strip shows you the sockets it can get to. Use that before you commit: the answer to "where can this go" is free, and the answer to "where must this go" usually follows from two or three plugs whose reach barely overlaps anything.
A fat plug costs more than one socket
A plug occupies one socket but its body covers however many its moulding is wide. A brick takes its own socket and denies the ones above and below, and because the strip is two gangs wide it can steal the socket beside it too. That second axis is what makes the two-column strip meaningfully harder than a single row rather than just twice as long.
Which gives you the ordering rule: place the widest plugs first. They have the fewest legal homes, and every narrow plug you seat early is one you will probably have to pull out again.
Taut and red means wrong, not unfinished
You cannot overlap two plugs, because that is physically impossible and the game will not pretend otherwise. You can plug something in too far from its device, and then the cable pulls tight and goes red. That is deliberate. Overlap is a move the board refuses; overstretch is a move it accepts and marks as wrong, so you can try a layout, see which single lead will not make it, and work backwards from there.
Flip the ones that can flip
Some plugs are not symmetrical. The wide ones are squared at the pin end and tapered at the other, so which way round they sit changes which neighbours they cover. If a plug fits everywhere except by one socket, try it the other way up before you rearrange the board around it.
When you are stuck
Find the plug with the shortest lead and the fattest body. It has the fewest places it can possibly go, often only one. Seat that, then look for the next most constrained. Socket rewards working from the tightest constraint outward, the same way you would actually do it behind a desk.
Quick checklist
- Read the cables before the sockets. Reach eliminates far more than shape does.
- Lift a plug to see where it can reach. That information is free.
- Seat the widest plugs first: they have the fewest legal homes.
- Remember a fat body blocks sideways as well as up and down.
- A red, taut cable is a wrong answer, not an unfinished one.
- Try flipping an asymmetric plug before you rebuild the board around it.
- Start from the most constrained plug and work outward.
Get everything plugged in at once.
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