It's best to start with the edges. Point at the corner can be bridged in only two directions, so the maximum number of connections is 2*2=4. That's obvious.
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Two 3s that 4 connects to have 2/3 bridges done. They have 1 bridge left and there's only one direction available.
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1 won't bridge to 4, because it would cross the vertical bridge between 3 and 4. It'll connect to 2.
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Game ID: 7x7m2:1c4a2g2a2j1i1d3c4a2
Sometimes things not seem so obvious at first sight (not mine ;)) and you have to use exclusion method.
Connecting 2 to 1 would result in „island” - other points are left alone. Also 3 runs out of available links. So that's definitely a wrong move we need to exclude.
Same here.
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This is done for both 4 and 2: if not all of two remainding bridges link to „opponent”, at least one must link to something else.
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Game ID: 7x7m2:4b6b4k1e2c4c4a3g3a2a4a3
What now? Look at the 3 in right-down corner. Note that only one bridge can be made to the 3 above. So the other two must be linked somewhere else...
I call it „countdown method”. Can you count how many points here this method can be used on?
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Game ID: 7x7m2:2a4b3d2b1e2d4b43i1c3a5c4
Often it's easier to do this first. We know for sure that all three directions will be used. When you get used, you'll start to do it automatically.
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Game ID: 15x15m2:a3b3g5a3p4j6e3b6b2m3b3c1h1t3f1m2b2f4a5c3f3i3a4e2b4b6c7a4a3a2p1b2b1c3k5a3
Now using these rules you can solve this! It's just takes more time.
Feel bored? Try to...
Game ID: 7x7m2:a3b1e3b2a4c1g31g3a4a2a3e4
There are number of points spread out at the grid, each with a number inside. Your job is to connect them horizontally or vertically with single or double bridge, so that the number of bridges to a point match the number written inside. Bridges cannot cross and all points need to be connected together (i.e. no separate „islands”).
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