Sudoku techniques, one at a time
A free Sudoku course: every technique the Skudo hint engine knows, from the three rules to 3D Medusa, each with worked examples and solver-checked practice puzzles.
37 of 37 articles published. The rest arrive batch by batch; nothing here links to a page that does not exist yet.
Foundations
- Sudoku Rules — the 3 constraintsThe three rules, how to read and name the grid, pencil marks, and your first logical move.
- Scanning, Cross-hatching & Last DigitFind digits by eye — cross-hatch a box, fill the last digit, and sweep on, no pencil marks needed.
- Killer Sudoku & the Rule of 45The rules of Killer Sudoku, the first easy cage deductions, and the rule of 45 that turns a box's cages into a digit.
Singles
- Naked SingleOne cell, one surviving candidate — the safest placement on the grid.
- Hidden SingleA digit with only one place left in a row, column or box — even if that cell lists other candidates.
Subsets & Locked Candidates
- Locked Candidates — Pointing & ClaimingThe first elimination move: where a box meets a line, pointing and claiming clear a digit until the next single appears.
- Naked PairTwo cells locked to the same two digits clear those digits from every unit they share.
- Hidden PairTwo digits with only the same two cells left in a unit clear every other candidate from those cells.
- Naked TripleThree cells that pool to exactly three digits clear those digits from the rest of their unit.
- Hidden TripleThree digits with only three cells to go to in a unit clear every other candidate from those cells.
- Naked QuadFour cells that pool to exactly four digits clear those digits from the rest of their unit.
- Hidden QuadFour digits with only four cells to go to in a unit clear every other candidate from those cells.
Fish & Wings
- SkyscraperTwo two-place columns that share a base row: one roof holds the digit, so cells seeing both roofs lose it.
- 2-String KiteA two-place row and a two-place column meeting in one box: the cell where their far ends cross loses the digit.
- Turbot FishTwo strong links on one digit, joined end to end: cells that see both free ends lose the digit.
- X-WingTwo rows lock one digit into the corners of a rectangle — every other cell of its two columns loses it.
- Empty RectangleA box whose digit sits on one row and one column, plus a strong link from that column: one cell loses the digit.
- Finned X-WingOne stray place does not kill an X-Wing — it shrinks what you may clear to the fin's box.
- SwordfishThree rows lock one digit into three columns — every other cell of those columns loses it.
- Finned SwordfishThree lines that would be a Swordfish but for a fin: the cover cells in the fin's box still lose the digit.
- JellyfishFour rows lock one digit into four columns, clearing the rest of them — the rarest fish, and when it is worth the hunt.
- XY-WingThree two-candidate cells force a digit into one of two pincers — cells seeing both lose it.
- XYZ-WingA three-candidate pivot and two pincers trap Z in three cells — only cells that see all three lose it.
- W-WingTwo cells with the same pair, joined by a strong link on one digit — cells that see both lose the other digit.
Chains, Colouring & Uniqueness
- Simple ColoringChain one digit's strong links and colour them in turn — one colour is true, so a cell seeing both loses the digit.
- 3D MedusaSimple Coloring in 3D: bivalue cells carry the colours from digit to digit, and a colour that contradicts itself is false.
- Remote PairsA chain of {a,b} cells, each seeing the next: a cell that sees an odd and an even one loses both digits.
- XY-ChainA run of bivalue cells pins one digit to one end of the chain or the other — every cell that sees both ends loses it.
- Unique RectangleThree corners share a pair inside two boxes — the fourth loses it, or the puzzle would have two solutions.
- BUG+1Every empty cell has two candidates except one: that cell holds the digit its row, column and box list three times.
Killer Sudoku
- Cage CombinationsList a cage's combinations, cross them with the grid, and clear every candidate no surviving combination can use.
- Forced Cells in CagesCross a cage's combinations with its candidates until one cell has a single digit left — then place it.
- Innies & OutiesA row, column or box totals 45: take away the cages inside it, and the cells left over must make the rest.
- Rule of 45 across Multiple RegionsTwo whole rows hold 90: add up every cage touching them, and the cells sticking out make up the difference.
- Killer PairThe cage sum forces two of its cells in one house onto the same two digits: the rest of the house loses them.
- Cage SplitA cage crossing a house still counts toward its 45 when the part inside has a fixed sum.
- Innie–Outie DifferenceOne cage sticks out by a cell, another sticks in by a cell: the rule of 45 fixes outie minus innie.