Unused Puzzle Types
While gathering puzzle types and their synonyms to add to indexed
puzzles, I also encountered a number of puzzle types which are not
represented in the index:
Crossword-type puzzles:
- Boomerangs: 6-letter words are entered on curved paths bowing
to the left and the right. Except for the words at the ends,
each word shares two letters with each of three words entered
the other direction.
- Brick by Brick: A diagramless 15x15 crossword with an entry
reading all the way across the middle row, with normal cluing.
Additionally, the solution (excluding the middle entry, but
including black squares) is broken up into 3x2 blocks which are
provided in scrambled order.
- Bricks and Mortar, Brick by Brick (again), or Super Sixes: A
grid is given, divided by heavy bars into 2x4 sections. Numbered
clues provide 8-letter answers to be entered starting at
correspondingly numbered cells and proceeding in a direction for
you to figure out around the brick. Adjacent letters across a
heavy bar are identical. The Super Sixes version uses 6-letter
answers and 2x3 bricks.
- Color Wheels: A grid of triangles is given, with hexagonal
holes between lines where you enter words. Three different
colors of arrows mark where to enter words, one for words
reading across, one for words reading diagonally upward, and one
for words reading diagonally downward.
- Diamond Rings: This puzzle features diamond-shaped spaces with
a lattice of circles placed so as to occupy one or two opposite
vertices of each diamond. The circles are numbered, and the
answers to corresponding 5-letter clues are entered in a circle
and its 4 adjoining diagrams, with the letters in no particular
order.
- 5-Star Stumper: There are five pentagrams. Each is surrounded
by 10 pentagonal spaces for letters, five between the arms of
the star and 5 at the vertices. These are arranged in a loop so
that one pentagon is shared by each pair of nearest stars. Two
clues are give for words to enter around each star, with the
starting cell and direction for each pair of words indicated by
a number and arrow. In addition, the pentagons along the outer
edge of the figure are shaded. A second set of clues is given
for a sequence of words to be entered in this shaded path,
clockwise, but starting at a point for you to determine. The
unshaded cells in the interior spell a final message, row by
row.
- Hedgehogs and Worms: A grid is divided into 3x3 sections. The
center square of each section is numbered, and an arrow points
out of it into one of the 8 surrounding squares. Clues are given
for the 9-letter hedgehog words which start in their
correspondingly numbered squares, follow the arrow, and then
continue clockwise or counterclockwise as indicated by a + or -
after the clue. The sequence of worm words is clued in order,
and are entered all the way across the rows of the grid which do
not have the numbered squares, sometimes wrapping around from
the end of one row to the start of the next. Letters in numbered
squares provide a final answer.
- Helter Skelter: Words read in 8 directions which are given
implicitly in the grid, because each word starts at its number
and passes through the next number sequentially. The last word's
direction is not given.
- Lucky Sevens: A grid is given made of seven heavily outlined
7-shapes (three squares across and five down) nested under one
another. Labeled clues are given for the seven-letter words to
be entered in each seven-shape and for each row of varying
length, including the single letter at the bottom.
- Moving Staircases: A square grid (typically 7x7) has the main
top-left-to-bottom-right diagonal as black squares. Two sets of
clues are given, not in grid order: "Short" answers go straigfht
across a row, skipping the black square. "Long" answers climb up
when they get to the black square, using the start of one short
answer and the end of another.
- Pencil Pointers, also called Arrow Routes: This is a standard
crossword format in Scandinavian countries, imported for use in
English. The grid cells are oversized, and terse clues are
written into the gray (what would usually be black) cells. In
some cases a gray cell is divided to hold two very short clues.
Arrows next to the clues indicate where to enter the words.
There is no symmetry and there may be a few isolated unchecked
letters (including in the first row and column, with arrows
stretching from adjacent gray cells providing the clues for the
words starting there).
- Pent Words: Clues are given for (usually two) words to be
entered consecutively in each row. Clues are also given for
5-letter pentomino words, which are entered into nonoverlapping
pentominoes you have to determine in the grid. The pentomino
words are entered row by row in their pentominoes, even if this
means a word skips over a gap in a U-shaped pentomino.
- Quadruple Cross: The grid consists of some rows and columns of
squares, two rows/columns apart so that there are 2x2 holes in
the interior. The intersections are numbered, and clues for two
5-letter words are provided at each number, but you have to
figure out which one goes across and which goes down by matching
with answers at other intersections.
- Retrograde Battleships: Shade in the fleet in the grid, so
that no two ships touch, even diagonally, but instead of the
normal numeric Battleships clues, the grid is filled with
possible ship placements and you can only shade whole ships
among them.
- Section Eight: A round grid with 8 rings is divided into 8
sectors. The innermost ring has one letter in each sector, the
next ring out two, and so on to eight letters per sector in the
outermost ring. Clues are provided for one word per every eight
letters in each of the rings, though the answers may vary in
length. In the outermost ring you are given the starting spaces
for all the words and hence their lengths. Elsewhere you have to
determine the starting spaces and the direction the words go,
which can be different for each ring. In each sector, the
letters in each ring are a transdeletion of the letters in the
next outer ring in the same sector, though these letters are
usually parts of one to three words and not a whole clued word.
There is also a Section Six version of this puzzle which uses 6
of everything the Section Eight version has 8 of.
- Slot Machine: Clues are given for words entered across each
row. Clues are also given for words reading down each column,
but the column words may start anywhere in the column and wrap
around.
- Snake Charmer: Words are entered consecutively along a long
loop (which is presented in an S shape to resemble a snake). The
words go twice around the loop, entered consecutively but
overlapping words from the other pass. Answer locations are
numbered in order (so there are two interleaved sequences of
increasing numbers around the loop).
- Sunburst: A round grid has a single circle at the center and 4
rings around it with the same number of cells in each ring. Two
sets of clues are given, short words and long words. The long
words are entered in the grid and all end with the same single
letter at the center. The short words are transdeletions of the
long word. The outermost ring is numbered and the short words
are numbered to match; the long clues are not numbered.
- Touchword: Clues are given for answers to be entered
consecutively in each row. There are no actual crossings, but
each letter must match either the one above it or the one below
it or both, wrapping around from the bottom to the top of the
grid.
- Triangle Tangle: A zigzagging grid of right triangles is
given. The 4 letter answers alternately read straight down and
diagonally up and right, so that each "up" word is a reversal of
the last two letters of one down answer plus a reversal of the
first two letters of another. The puzzle type Back and Forth
(which is in the index) is similar but with three-letter halves
instead of 2.
- Zigzagnut: A grid of squares is given, divided by heavy
borders into paths which alternate steps across and down. These
regions are numbered and provided with a clue for each. There
are also clues for two words reading across each row which are
given in order but you are not told which row each pair of clues
goes with.
Other word puzzles:
- Alphablocks: The alphabet is printed in a column with spaces
on both sides. 52 trigrams are given in alphabetical order. Add
one trigram on each side of each letter to form 26 7-letter
words.
- Anagram Magic Square: 25 numbered clues are given. An
oversized 5x5 grid contains a word in each cell, but the clue
answers are transadditions of each given word. The cells are not
numbered; instead, you add the numbers to the cells as you
solve; these numbers will form a magic square when the puzzle is
complete, and the extra letters spell a final message in grid
order.
- Card Quote, also called Deck it Out: A blank 13x4 grid
representing a deck of cards is provided. 13 words are clued,
one for each rank, with blanks for the typically 6-letter
answers and suit symbols under 4 of the blanks for each answer
to be transferred into the deck in the manner of a double
crostic. The deck spells out a final message.
- Chess Words: A chessboard is given with letters on each square
and the pieces that normally start in rank 1 pictured below the
board. You are to form 8 8-letter words starting with the
letters on their starting spaces, moving as those pieces move
(so the knight makes a partial knight's tour, the king has to go
one space at a time, etc.)
- Code crosswords, also called Codewords: A cryptogram in the
form of a block-style crossword. Where the clue numbers would go
are instead cipher numbers in every square. The puzzle is
usually a pangram; every letter appears at least once.
- Coined Phrases: Somewhat like the lettered dice puzzle in the
index, but it uses five coins with naturally just two letters on
each one. Clues are provided for some words that can be formed
with the letters on the coins, using all the letters at least
once. Once you figure out which letters are on each coin, you
are to arrange them in some order so that another unclued word
can be formed, and if you flip all the coins over but leave them
in the same order, yet another unclued word is formed.
- Crack It On: Fill a letter into each region so the given words
are spelled out by the letters in each row and each column.
However, some of the regions are larger than a single cell and
count as being in each row and column they cross.
- Family Reunions: Find sets of 10 words with a common theme. A
transdeletion of each word is provided.
- Letter Pairs: Place letters in some cells of the grid so the
given words are spelled out horizontally and vertically. Words
do not intersect; each letter placed in the grid is used in
exactly one of the given words. A black dot is given on the
border between every pair of cells that contain the same letter
in the solution.
- Letters from Outside: A 5x5 block-style crossword grid is
given, to be filled with letters given outside the grid, one or
two for each row, column, and main diagonal, similar to Slide
Show.
- Overstuffed Sandwiches: Words are provided with one letter
missing, but each word has at least two letters which can
complete it. The space for the missing letter is divided in two
diagonally. Correctly filled, the letters above the diagonal
across all the words spell one additional word, and the letters
below the diagonal spell another, usually forming a phrase.
- Slide Show: A 5x4 grid is given with two letters already
entered. The other letters surround the grid, with two outside
letters to slide somewhere into each row and two into each
column to create a word rectangle.
- Syllabism, also called Syllable Saying: Clues are given for
longish (typically 8-12 letter) words. The answers are broken up
into syllables and all the syllables for all answers are
provided in a single alphabetized list.
- Word Rummy, also called 500 Rummy: A 13x4 grid is provided
already filled in with letters, with row and column labels to
represent a deck of cards. You are to form 7-letter words which
combine a set of 3 or 4 cards of the same rank (in any suit
order) and a run of 3 or 4 consecutive cards in the same suit
(used in order in the word). The set and run for a word may not
reuse the same card, though the cards are reused in other words.
The set and run letters may not be interleaved in the word, but
either the set or the run may come first. This puzzle doesn't
have any definite answer; you are just challenged to form all
the words you can.
Nikoli-style puzzles. There are a LOT of these. I've divided the
list into three parts. First, there are these classic types, ones
that have been around a long time, used in USPC, puzzle magazines,
Grandmaster Puzzles, or other sources where a lot of people have
seen them.
- Aqre: Shade some cells which form a single orthogonally
connected group. Regions with numbers must have that many shaded
cells. There cannot be four consecutive shaded cells in any row
or column.
- Araf, or Aidabeya: A grid contains various numbers. Divide it
into regions each containing two numbers so that the area of
each region is strictly between (not inclusive) those numbers.
In one variation not given a specific name, numbers can be
preceded by less-than or greater-than signs to indicate the area
must be on one side of one of the given numbers.
- Arrows: A grid is given with a number in each cell. Outside
the grid there is an empty cell at each end of each row and
column in which you must draw an orthogonal or diagonal arrow
pointing into the grid (so only 2 or 3 choices at each place).
Each number in the grid must be pointed to by exactly that many
arrows.
- Blokus: Inspired by the board game, shade in shapes in the
grid matching the ones given. These shapes cannot touch along an
edge. Intersections in the grid with a dot must have two of the
shapes meet at a corner there; shapes cannot meet at a corner
elsewhere.
- Castle Wall: Draw a single closed loop from orthogonal
connections of empty cells in the grid. Not all cells need be
used. Black cells must be outside the loop, while white cells
with heavy outlines must be inside it, and gray cells can be
inside or out. Numbers with arrows (on cells of either color)
specify the number of segments of the loop (connections between
cells, not the cells themselves) which lie along the direction
indicated by the arrow.
- Choco Banana: A grid is given with numbers in some cells.
Shade some cells so that the groups of connected shaded cells
are always rectangular or square, and so that the groups of
connected unshaded cells never are. Each number tells the area
of the group it is in, though the group may be shaded or
unshaded.
- Clouds, Rain Clouds, or Radar: A grid is given with numbers
for each row and column telling how many cells have clouds.
There may also be clues indicating the presence of cloud
sections or the absence of them. Clouds are rectangles (in some
versions with rounded corners where segments are given in the
grid, similar to Battleships clues) with width and height at
least 2, and they never touch, not even diagonally.
- Compass: A grid contains clues in some cells with an X shape
and numbers in some of the spaces between arms of the Xs. Divide
the grid into regions along ithe grid lines so that exactly one
clue is in each region. A number on the top side of an X tells
how many of the cells in the region are north of the clue
(regardless of their east-west position), and so on for the
other sides.
- Coral: Shade an orthogonally connected set of cells. No 2x2
region can be completely shaded, and all unshaded cells must be
in orthogonally connected groups touching the edge of the grid.
Clues give the sizes of groups of shaded cells in the row or
column in order, as in Paint by Numbers.
- Cross the Streams: A combination of Nonograms and Nurikabe.
Shade some cells in the grid. The numbers outside the grid are
standard Nonograms clues, but ? indicates a group of unknown
size, and * indicates an unknown number of groups of any sizes,
possibly none. All the shaded cells must be connected
orthogonally into a single group, and no 2x2 region can be
completely shaded.
- Digital Battleships, or Sum Battleships: Circle the fleet in
the grid, as in standard Battleships puzzles with no two ships
touching, even diagonally. But each cell in the grid has a
number, and the clues outside the grid tell the sum of the
numbers on ship segments in the grid.
- Double Choco: A provided grid has half its cells already
shaded gray. Divide the grid into regions, each of which can be
split into a gray polyomino and a white polyomino which are
congruent (but may be rotated or reflected). If a region
contains one or more of the given numbers, each such number
tells the area of either like-colored half of the region.
- Double Minesweeper: Like regular minesweeper, but empty cells
may contain 0, 1, or 2 mines.
- Eminent Domain, or Four Winds: A grid is given with numbers in
some cells. You must draw horizontal and/or vertical lines from
each number so that each empty cell is on exactly one line and
each number is connected by lines to that many other cells
(besides itself). Lines cannot span two numbers, nor can there
be lines not connected to a number. Hukuwall is a cryptic
version of this puzzle, where each number is consistently
replaced by the same letter. Four Winds with Parks is a version
where one cell in each row and column must remain empty. On a
hex grid this puzzle may be called Six Winds.
- Hamle: A grid is given with some numbered cells. Each cell
should move in one of the orthogonal directions the number of
spaces as its number. The paths can cross in this puzzle, but
when the moves are done, the moved cells should not be
orthogonally adjacent and the empty cells should all be
orthogonally connected.
- Hebi-Ichigo: Place numbers in some of the empty cells so they
form snakes 5 units long consisting of the numbers 1 to 5 in
order, orthogonally connected. Snakes can touch other snakes
only diagonally. Each snake's 1 cell is its head, and it is
looking in the direction opposite its 2 cell, up to the next
shaded cell or the edge of the grid. No other snake parts are
allowed to appear in this space. The clues written on shaded
cells indicate which numbered snake part is the first one
encountered in the direction indicated by the arrow, and before
another black cell. If the clue is a 0, if means there is no
snake in that space.
- Hidato: A numbered path puzzle like the Snake, but all cells
are used (no adjacency rule) and diagonal moves are permitted
(including crossing over your path diagonally). Compare with
Numbrix, which doesn't allow the diagonals. In Rook Hidato rook
moves are allowed, and U-turns prohibited, making it a bit of a
cross between Hiroimono and Hidato. Number Snake is another name
for this puzzle, with versions allowing and disallowing diagonal
connections.
- Hiroimono, or Goishi Hiroi: This is a classical Japanese
variation of peg solitaire. Stones are arranged at lattice
points. You have to figure out how to remove all the stones,
starting at any stone, and proceeding to other stones along
lattice lines, and never U-turning; you can go straight or turn
left or right to the nearest stone after picking up each stone.
- Hundred, or C Notes: A grid is given with a digit in every
cell. Place a second digit in some cells (before or after the
given digit) to form two-digit numbers so that the sum of each
row and column is 100.
- Icebarn: Draw a path of orthogonal connections between cells
that connects the given entrance and exit arrows. The path must
go through each arrow connecting two cells in the direction of
the arrow. Groups of shaded cells with heavy outlines are ice
patches. The path must go through each ice patch at least once.
The path cannot turn within an ice patch. The path can cross
itself only within an ice patch.
- Inverse LITSO: This is actually the inverse of LITS, not
LITSO, but the inversion allows O tetrominoes to appear. Shade
four cells in each given region to form a tetromino. Tetrominoes
of the same shape may not share an edge. All the unshaded
cells must be connected along their edges, and no 2x2 area may
be entirely unshaded.
- Japanese Sums: Shade some cells in the grid and place numbers
in the indicated range in all other cells. Numbers cannot repeat
in a row or column, but not all numbers will be used in every
row or column. The numbers outside the grid give the sums of
adjacent groups of numbers in that row or column, in order.
- Japanese Sums and Loop: Like Japanese Sums, but the cells
without numbers must be able to be connected in a single loop of
orthogonal connections between cells.
- Kanaore: Place one letter in each cell. Each word given below
the grid can be found in the grid, starting at the
correspondingly numbered cell and making the first step in the
direction given by the arrow next to the word, and making
subsequent steps in any orthogonal direction, witout reusing the
same cell in the same word. The same cell may be used in
different words.
- Kin-Kon-Kan: Place one diagonal mirror in a cell of each
region so that like letter-number pairs outside the grid are
connected by orthogonal light beams reflecting off these
mirrors, and the number indicates how many mirrors the beam
hits. Each mirror must be hit by at least one beam.
- Konarupu, or Corner Loop: Draw a single closed loop of
orthogonal connections among the given dots. The numbers in some
cells tell how many times the loop makes a 90-degree turn at the
cell's corners.
- Kropki: A Latin square puzzle in which a white dot appears
over each boundary between two consecutive numbers, and a black
dot if one number is double the other. All possible dots are
given, but the dot between 1 and 2 can be either color.
- Kurotto: A grid is provided with circles in some cells, and
numbers in some circles. Shade some empty cells (cells with
circles cannot be shaded). The black cells are divided into
orthogonally connected groups. Each number in a circle indicates
the total area of the black cell groups which share an edge with
it.
- Liar Diagonal Slitherlink: Draw a loop as in regular
Slitherlink, but once per row and once per column, the loop goes
diagonally across a cell. The numbers in those cells are "liars"
in that they do not indicate the correct number of the cell
edges that are part of the loop.
- Lighthouses: The numbers on black cells in the grid represent
lighthouses, which shine on all the squares in its row and
column, including through other ships or lighthouses. The number
on each lighthouse represents the number of ships it
illuminates. You are to locate all the single-cell ships, which
do not touch other ships or lighthouses, even diagonally.
- Lighthouse Battleships: A combination of Lighthouses with
Battleships. The ships are now a given Battleships fleet rather
than all occupying single cells, and the numbers are lighthouse
clues telling the number of illuminated segments.
- Minesweeper Battleships: Locate the given fleet of ships in
the grid, which cannot touch, even diagonally, as in standard
Battleships puzzles. Clue numbers in the grid are never part of
ships and indicate the number of ship segments in the 8 adjacent
cells.
- Mochikoro: A grid containing numbers in some cells. Like
Nurikabe, you are to shade in some of the empty cells to leave
each number in a separate "island" of cells the size of that
number, and also like Nurikabe, you can't shade all of a 2x2
region. But there can be unnumbered islands in this puzzle, and
instead of the black cells all having to be connected, in this
puzzle all the white islands have to be diagonally connected.
- Myopia: Draw a single nonintersecting loop along the cell
boundaries. Some cells have one or more arrows in them; these
arrows indicate the closest direction(s) to that cell that the
loop edge comes. If multiple directions are tied for closest,
there will be multiple arrows. Myopia can be combined with many
other loop and binary-determination puzzle types as a variant
type of clue.
- Nanro, or Number Road: A grid is provided, divided into
heavily outlined regions and with numbers in some cells. Add
numbers to other cells so that each region has at least one
number, the numbers within each region are all the same. The
value of the numbers in each region must equal the number of
numbers in the region. All the numbered cells must form a single
orthogonally connected region. When numbers are adjacent across
a region boundary they must be different numbers, and nowhere
are there numbers in all cells of a 2x2 region. In the Nanro
(Signpost) variant, the given numbers are small ones in the top
left corner of cells. These don't count as numbered cells, but
they force the regions they are in to use that number.
- Norinori: A grid is divided into heavily outlined regions.
Shade in some cells so that every region contains exactly two
shaded cells, and each shaded cell is orthogonally adjacent to
exactly one other (possibly from a different region).
- Number Cross: A grid is provided with numbers in every cell
and one number outside each row or column. Shade some of the
cells so the numbers outside the grid give the sum of the
unshaded numbers in their row or column.
- Numbrix: A numbered path puzzle like the Snake, but all cells
are used (no adjacency rule). Compare with Hidato, which allows
diagonal moves.
- Number Parades: A grid divided into regions is provided. Put
numbers into some reasons so that the numbers in each region are
consecutive starting from 1 when read in usual reading order row
by row top to bottom, left to right within each row. Each region
must have at least one cell left empty, but may have more. Empty
cells cannot share an edge. Identically numbered cells may not
share at edge. All the numbered cells in the puzzle must form a
single orthogonally connected group (though the numbers within
one region need not do so).
- Nuraf, or Araf Nurikabe: Shade some unnumbered cells so that
the unshaded cells form islands which can only touch diagonally,
and with no 2x2 region entirely shaded. Each island must contain
exactly two numbers, and the area of the island must lie
strictly between (not inclusive) those numbers.
- Nurimeizu, or Nurimaze: A grid is provided, divided into
heavily outlined regions, and wit circles and triangles in some
cells and one S and one G. Shade some entire regions so that
there is exactly one path of orthogonally connected cells from S
to G. This path must include all circles and no triangles.
Additionally, no 2x2 region can be all one color, and all the
white cells must be orthogonally connected into a single group..
Cells containing any symbol cannot be shaded.
- Oasis, or Oases: A grid is provided with circled numbers in
some cells. Shade some empty cells, no two adjacent, and leaving
all the unshaded cells connected orthogonally into a single
group, but no 2x2 region entire unshaded. Each number tells the
number of other numbers you can reach from that number on paths
through empty cells.
- Parade Sums: A grid is given that is divided into regions that
form paths, with an arrow indicating the start of each path.
Fill numbers into some cells of each path so they are
consecutive starting from 1, but skipping over empty cells. It
is possible for all cells of a region to be empty. Numbers
outside the grid give the sums for all numbers in a row or
column.
- Pentomino Areas: A grid is given which is divided into
regions. Place the given pentominoes in the grid so they don't
touch, even diagonally, so that the pentominoes do not cross
region boundaries and exactly one is in each region.
- Pentominoes: This vaguely-named puzzle asks you to place a set
of pentominoes into a grid, not touching even diagonally. There
may be marked cells where pentominoes cannot be placed. In one
version of this puzzle, one set of clue numbers tells how many
cells in each row and column are occupied by pentominoes;
another tells how many pentominoes include cells in each row or
column. Sometimes you only get the clues for the number of cells
occupied.
- Pentominous: Divide a grid into pentominoes so that no two
pentominoes of the same shape touch along an edge, even if they
are rotated or reflected. Some cells contain letters; these must
be part of the pentomino of that shape.
- Pentominous Borders: In this variation of Pentominous, some of
the borders are given. Each given border must separate two
different pentominoes.
- Pento-slitherlink: Like regular Slitherlink, but instead of
making a single loop, make multiple loops matching the set of
pentomino shapes given. These loops cannot touch even at a
corner.
- Pentopia, or Pentomino Myopia: Shade some empty cells in the
grid in the shape of some of the given pentominoes. Those
pentominoes cannot touch, not even diagonally. Pentomino shapes
cannot repeat, even if rotated or reflected. The arrows in some
grid cells show the orthogonal direction(s) where the closest
shaded cells are; if there is a tie, all such directions are
shown.
- Regional Yajilin: A grid is divided into regions, some of
which contain a small clue number in the upper left cell. Shade
some non-adjacent cells so that the remaining cells can form a
single loop, as in Yajilin, but the clues indicate how many
cells in the region are shaded (possibly the one with the clue
number),
- Ripple Effect, or Hakyuu: A grid is divided into polyominoes,
with a number in some cells. You must place numbers into all the
empty cells so each polyomino of size N has all numbers 1 to N,
and so that wherever the same number N appears twice in a row or
column, at least N other cells separate them.
- Rotator Mosaic: Divide the grid into rotationally symmetric
regions, as in Spiral Galaxies, but the dots do not have to be
at the center of symmetry. If they are not, there must be a
corresponding dot of the same color at the counterpart position.
- Round Trip (a different one from the one also called Grand
Tour): Draw a loop of orthogonal connections in the grid which
may cross itself (both portions going straight through the
intersection) but not otherwise overlapping. Numbers outside the
grid represent the number of cells crossed by the first straight
segment of the loop from that side running along the row or
column.
- Sashigane: A grid contains some circled numbers, some empty
circles, and some triangles. You must divide the grid into
L-shaped regions consisting of an elbow in one cell and two
straight arms extending from it at right angles. Each circle
must be the elbow of a region. If there is a number in the
circle, it indicates the total number of cells in the region.
Each triangle must be at the end of an arm and pointing at the
elbow.
- Slitherlink Out-Liars: A version of Slitherlink in which the
numbers inside the loop are correct and the numbers outside the
loop are wrong.
- Snake Pit: Divide the grid along grid lines into snaky
regions, which contain no 2x2 regions nor touch themselves
anywhere, even diagonally. Cells with circles must be at the end
of a snake, and cells with Xs cannot be at the end of a snake.
Numbers in the grid must be in snakes of that size. Two snakes
of the same size cannot touch each other orthogonally.
- Spokes: Numbers are given in a lattice, each in a spoke-hub
shape with sockets for spokes to connect in 8 directions. You
must draw orthogonal and diagonal lines between the spokes so
that each number is connected to that number of its 8 neighbors,
all hubs are connected into one network, and diagonal spokes do
not cross.
- Sukazu: Fill a digit into each cell. Within each row, column,
and heavily outlined region, the number of instances of each
number which appears equals that number.
- Sukoro: A grid is provided with numbers in some cells. Place
numbers in some of the empty cells so that all the numbered
cells form a single orthogonally connected group, two cells with
the same number are not orthogonally adjacent, and each number
tells the number of its 4 orthogonal neighbors which have
numbers.
- Tapa-Like Loop: Draw a single loop with orthogonal connections
between cells, not going through the cells with clues. Around
each cell with numbers, the numbers give the lengths of groups
of adjacent cells connected by the loop. If there is more than
one number, each represents a separate segment of the loop,
though the groups of cells they go through may be
adjacent.
- Tapa View, or Canal View: Shade some of the empty cells,
forming a single orthogonally connected group, and without
shading all of any 2x2 region. Each numbered cell tells the
total number of shaded cells it can see in the orthogonal
directions up to the next unshaded cell in each direction.
- Tatamibari: A grid has +, -, and | symbols in some cells. You
must divide the grid into rectangles along lattice lines so that
each rectangle contains one symbol. + symbols must be in
squares, and - and | symbols must be in rectangles that are long
in the direction of the line.
- Tren, or Parking Lot: Enclose each number in the grid in a 1x2
or 1x3 rectangle. Each rectangle represents a car which can only
move in the long direction, and the number tells how many empty
spaces (on one or both ends combined) are available in which it
can move.
- Yajisan-Kazusan: Some cells in a grid contain a clue
consisting of a number and an arrow. Shade some cells, possibly
including some of the ones with clues. The shading must follow
Japanese crossword rules: Two shaded squares cannot be
orthogonally adjacent and the unshaded cells must form a single
orthogonally connected group. The clues in unshaded cells must
correctly indicate the number of black cells in the direction of
the arrow. Clues in shaded cells can be ignored.
These are just the Sudoku variants:
- Battleship Sudoku: Locate the fleet in the grid, following
standard Battleships rules using shaded ship sections in the
grid and numbers outside the grid. Each segment of the ships in
the provided fleet has a number on it. Enter these on the ships
in the grid; they may be rotated any way. The numbers in thegrid
follow standard Sudoku rules.
- Even-Odd Sudoku: In some cells without givens, a circle
indicates an odd number while a square indicates an even one.
- Isodoku: The grid is drawn as an isometric drawing of a stack
of cubes. In place of the usual rows and columns are lines
starting at any outside edge and proceeding through opposite
edges of the rhombic cells. This generally forces the regions to
be irregular.
- Little Killer Sudoku: Numbers outside the grid with diagonal
arrows indicate the sums of numbers along that line. These sums
can include repeated digits.
- Minesweeper Sudoku, or Sudoku Mine: The numbers are
minesweeper-style clues, not Sudoku fill. Place three mines in
unoccupied cells each row, column, and 3x3 region to match the
given clues.
- Outside Sudoku: Up to three numbers are given at each end of
each row and column. Those numbers must appear within the first
three numbers from that side.
- Outside Sum Sudoku, or Frame Sudoku: Numbers outside the grid
give the sum of the first three entries from that side in the
row or column.
- Renban Sudoku: Groups of cells connected by lines act as
Renban regions; they must contain a set of consecutive digits,
which may be in any order.
- Rossini Sudoku: An arrow pointing into the grid along a row or
column indicates that the first three numbers in that direction
are ascending, and one pointing outward indicates the first
three numbers are descending. All possible arrows are given.
- Sandwich Sudoku: Numbers outside the grid give the sum of all
numbers between (not inclusive of) 1 and 9 in that row or
column.
- Skyscraper Sudoku: Numbers outside the grid give
Skyscrapers-style clues indicating how many of the numbers in
that row or column can be seen from that end, treating the
numbers in the grid as the heights of buildings.
- Sudo-Kurve: The regions may be split apart from one another.
Bent lines outside the grid connect rows and columns that should
be considered part of the same uniqueness group.
- Sudoku XV: All boundaries between cells containing two numbers
that sum to 10 are marked with an X, and those summing to 5 are
marked with a V.
- Sujiken: A triangular grid containing half a 9x9 Sudoku grid.
In addition to the usual restrictions, no number can be repeated
on a diagonal of any length.
- Sukaku, or Pencilmark Sudoku: Each cell contains small digits
showing all possibilities allowed in the cell.
- Star Sudoku: The grid consists of 6 triangular regions each
containing 9 triangular cells, with a 6-cell hexagonal hole in
the middle. Regions containing each digit once for this puzzle
include the large triangles, 9-cell strips crossing the hole,
and 9-cell regions on the edge which include 8 cells in a
straight line and one cell which is in an adjacent line by
itself.
- Strimko, or Chain Sudoku: Essentially a variant on Sudoku with
irregular regions; in Strimko, the cells are replaced with
circles and lines connect the circles that belong to the same
region, which may include diagonal connections.
- Thermo Sudoku: Thermometers given in the grid must contain a
strictly increasing sequence of numbers, starting at the bulb
(the end with the large circle).
- Tight Fit Sudoku: Some cells have a slash. Enter two numbers
in these cells so that the smaller number is above the larger.
Both numbers coutn as being in the row, column, and region, so
the range is larger than the grid size by the number of slashed
cells in each of these.
- Tile Sudoku: Some cells are in multiple rows and/or columns,
but still take a single digit. Many grid patterns are possible,
- Tridoku: A triangular grid made of 9 triangles each containing
9 triangular cells. Regions not containing repeated digits in
this puzzle include the large triangles, the 9 cells along each
edge, the 9 cells in the middle rows which have exactly 9 cells
(which are shaded for convenience), and 6-cell strips spanning
each pair of large triangles in each of three directions.
- Tripod Sudoku: Sudoku with irregular regions where the regions
are not given, but all points where three region lines meet are
indicated with dots. There are no points where four region lines
meet.
- Twin Corresponding Sudoku: Two Sudoku grids with givens are
provided. The solutions to the two sudokus are functionally
equivalent, like a cryptogram (if a 1 appears in a cell in one
grid and a 2 in the corresponding cell of the second grid, all
1s in the first grid will correspond with 2s in the second
grid).
- Vudoku: Shaded Vs connect groups of three adjacent cells in
the grid. One number of each V is the sum of the other two.
And these are all the other Nikoli-style types I know of which
haven't been used in Hunt. Some of these are variants I have seen
done only once:
- ABC-Box: Place an A, B, or C in each cell of the grid. The
clues for each row and column describe the groups of consecutive
cells with the same letter in that row or column. A number tells
the length of the group, while a letter tells what letter makes
up the group. A question mark indicates a group exists but tells
nothing more about it.
- Afternoon Skyscrapers: This is a Latin square puzzle where the
numbers represent the heights of skyscrapers in each cell, as in
regular Skyscrapers puzzles, but instead of the usual clues,
shadows are given at the bottom and left edges of some cells,
indicating that the skyscraper there is not illuminated from
that side due to a taller building. Not all possible shadows are
given.
- All or One: A grid is provided, divided into regions each
containing three cells, and some cells have numbers given. Fill
in 1, 2, or 3 in each empty cell so each region either contains
all different or all the same number, and wherever two cells are
divided by a region boundary, they have different numbers.
- Anraikumozaiku, or Unlike Mosaic: A grid is provided with some
shaded cells and circles in some other cells. Divide the
unshaded cells into rectangular regions so that each region
contains one circle. Regions of the same size cannot share an
edge.
- Airando, or Island, or Mobiriti, or Mobility: Shade some
unnumbered cells. The white cells, including the ones with clue
numbers, must remain a single orthogonally connected group
(island). Each number tells the number of empty cells that can
be reached by orthogonal moves, starting from the number, where
other numbers and shaded cells block access. In the version
called Mobiriti or Mobility, the numbers are circled.
- Arboretum: A grid is provided with some internal borders drawn
(and borders all around the outside) and some circles, some of
them containing numbers. Draw additional lines to divide the
grid into valid trees. Each tree must have exactly one circled
cell, and there must be exactly one path of orthogonal
connections without crossing the marked borders from every other
cell to the circled cell. A leaf is a non-circled cell with only
one undrawn border. A tree must have at least one leaf. All of a
tree's leaves are in different rows and different columns. If a
circled cell is numbered, its tree contains exactly that many
leaves.
- Area Division: A grid is provided in which every cell has a
letter or is shaded. Divide the lettered cells into regions so
that each region has exactly one of each letter used in the
puzzle.
- Arithmetical City: Squares are given in rows and columns with
some groups of squares in a row or column enclosed in ovals. You
are to place a digit from the given range into each square so no
digit repeats in a row or column. Read the digits in ovals as
multi-digit numbers left-to-right or top-to-bottom. Multi-digit
numbers are not allowed to start with 0. Some cells and/or ovals
are connected by arrows. A dotted arrow points from a smaller
number to a larger one; they may not be the same. A solid arrow
points from a number to a positive multiple of that number; they
may be the same, but neither may be 0.
- Arithmetic Separation: Two long multiplication calculations
are given with each digit replaced by a box. Some of the digits
may be given. A list of digits is given to fill into these
problems, containing all the digits to use. They are all in the
right order for each problem, but the two lists of digits are
interleaved. There may be multiple ways to fill each calculation
but only one way to fill both to make correct calculations.
- Arofuro, or Arrow Flow: Place an arrow pointing in one of the
four orthogonal directions in each empty cell. The same arrow
cannot be placed in two orthogonally adjacent cells. By
repeatedly following the arrows one cell at a time, starting at
any arrow, you must eventually reach one of the given numbers.
The number tells how many starting locations lead to it.
- Arrow Maze (a different puzzle from Yajilin), or Arrow Path: A
grid is given with numbers in some cells and an arrow
(orthogonal or diagonal) in every cell except the one whose
number equals the area of the grid. Number all the squares so
you can move sequentially from 1 to N, each move going in the
direction of the arrow in the cell it starts from.
- Arrow Web: A grid is given with outlined orthogonal or
diagonal arrows in every cell. Shade some of the arrows so that
every arrow in the grid points to exactly one shaded arrow.
- Battle Stars: A variant of Star Battle. There are no outlined
regions in this version, but there are black shaded cells that
may not contain stars.
- Binary Parquet: A grid divided into 2x2 sections is given
along with a set of 2x2 tiles to fill it, marked with black and
white squares. Fill the grid with the tiles once each, without
rotating or reflecting them. Clue numbers outside the grid
indicate the longest run of white cells and the longest run of
blck cells in each row and column.
- Binary Stars: Place stars in some cells so each row and column
contains exactly one star. Dots in the grid are at the midpoints
of two stars. Not all midpoints are gven. A dot can be the
midpoint of more than one pair of stars.
- Blackout Dominoes: Shade some empty cells in the grid; shaded
cells cannot touch along an edge, nor can they share an edge
with the edge of the diagram. Place a number in each remaining
empty cell so that the numbered cells can be divided into unique
dominoes matching the given domino set.
- Boomerangs: A hex grid is given, with dots in some cells.
divide the grid into boomerangs that consist of a center cell
and two legs of equal length coming off that center cell at a
120 degree angle. Each boomerang must contain exactly one of the
dots.
- Box of 2 or 3: A grid of dots is given, some black and some
white, and lines connect some of the nearest neighbor dots. You
are to draw nonoverlapping boxes around groups of 2 or 3
adjacent dots; the 3-dot boxes may be bent in an L shape. All
black dots must be in a box; the white dots may or may not be
included in a box. All the dots in a box must be connected by
lines within the box, directly or through another dot. Where
lines directly connect dots in different boxes, those boxes must
be of different sizes.
- Bricks: Fill in numbers from 1 to N, where N is the size of
the grid, so each row and column contains each number once. Each
2-cell brick contains an odd number and an even number.
- Buraitoraito, or Bright Light: Fill in stars in some empty
cells. The number in each black cell tells how many stars can be
seen in orthogonal directions from the black cell. Other black
cells block the view, but other stars do not.
- Character Battle: A variant of Star Battle. Place the given
characters into cells so each row, column, and heavily outlined
region contains exactly one of each character. Cells with the
same character cannot touch, even diagonally. Cells with
different characters may touch only diagonally.
- Countries: Divide the grid into regions. Each region must
contain exactly one of the lettered cells. The numbers outside
the region tell how many of the cells in that row and column are
part of the same region as the neighboring cell on the edge of
the grid, including that cell. (The cells a clue counts may not
all be contiguous.)
- Chiyotsui: Shade some cells to form orthogonally connected
areas. Each area lies in two regions and is mirror-symmetric
with respect to the boundary between those regions. Areas may
touch other areas only at a corner. It is possible parts of
multiple areas lie in the same region. The numbers tell how many
cells in their region are shaded; numbered cells may be shaded.
- Chocona, or Chocolate: A grid is given divided into heavily
outlined regions and with a number in some regions. Shade some
rectangular groups of cells (which may cross region boundaries)
so that the given number of cells in each region are shaded. The
rectangles can touch only diagonally.
- Column Dance: A grid is given with symbols in many of the
cells. Remove (shade) some columns so that the remaining columns
have exactly one symbol in each row.
- Consecutive Kakuro: Like regular Kakuro, but a white bar is
drawn over the borders between adjacent cells which contain
consecutive numbers. All possible bars are given.
- CrossRanges: A grid is given with some cells shaded, divided
by an X, and containing small clue numbers on some sides of the
X.Fill a number in the indicated range into each empty cell so
that no number is repeated in a row or column. The numbers in
the Xs are clues to the group of consecutive numbered cells
("word") that they face. A clue to a single-cell word is the
number that goes in the cell. A clue to a word with multiple
cells is thegreatest difference between any two digits in the
word.
- Curve Data: A grid is provided, in which some cells contain
clues as collections of orthogonal line segments. Connect all
the cells in the grid, using orthogonal lines between the
centers of cells, to connect each cell without a clue to exactly
one cell with a clue, such that the shape of the lines you draw
matches the shape of the clue. The lines must have the same
orientation as the clue, but the lengths of line segments can
vary, as long as they are not zero.
- Crystal Mine: Draw a nonintersecting path of orthogonal
connections from the entrance arrow to the exit arrow, traveling
through every cell marked with a crystal, but never traveling
through all four cells of any 2x2 area.
- Dark Knightlines: A variation on No Four in a Row and
Tic-Tac-Logic. This time there are four symbols. No two squares
separated by a chess knight's move can have the same symbol, and
no three in a row in any of the standard eight directions can
all have the same symbol.
- Deddoanguru, or Dead Angle: Divide the grid into orthogonally
connected regions each containing one black circle. Each black
circle represents an eye which can see in orthogonal directions
up to the next region boundary in each direction. The number on
each eye tells how many cells of its region the eye cannot see.
- Detour: Draw a path of orthogonal connections which visits
every cell once. The number in a region tells how many times the
path turns within that region.
- Different Neighbours (not to be confused with Neighbours):
Place a number from 1 to 4 in each empty region so that no two
regions with the same number touch, even diagonally.
- Dominion: Shade some dominoes in unlabeled cells; each shaded
cell is orthogonally adjacent to exactly one other shaded cell.
Each orthogonally connected group of unshaded cells is an
island. Cells with the same label belong to the same island and
every island must have a label.
- Domino Construction: An arrangement of dominoes is given, some
of them labeled with numbers in one or both halves. Label the
remaining ones so that the entire given set of dominoes is used
and wherever two cells from different dominoes are adjacent,
they contain the same number.
- Doppelblock, or Double Block: Shade two cells in each row and
column. Place numbers 1 to N-2 (where N is the grid size) in
each unshaded cell so that no number is repeated in a row or
column. The numbers outside the grid give the sum of the numbers
between the blocks in that row or column. In Irregular
Doppelblock, some cells may span more than one row or column; if
you shade them they count as shaded for all the rows and columns
they are in, and if not shaded, they count as a single cell in
each row and column.
- Dosun-Fuwari: A grid is provided, divided into heavily
outlined regions, and perhaps with black squares which belong to
no region. Place exactly one white circle and one black circle
in different cells of each region. White circles represent
balloons. They can only be placed at the top of the grid,
directly under a black cell, or directly under another balloon.
Black cells are iron balls. They can only be placed in the
bottom row of the grid, directly above a black cell, or directly
above another iron ball.
- Dotchi-Loop: Draw a single loop of orthogonal connections
which passes through all the white circles and none of the black
circles. In each heavily outlined region, the path easier goes
turns at every white circle or goes straight through every white
circle.
- Dotted Snake: A Snake puzzle, but every third cell along the
snake is to be labeled with a dot, The clues outside the grid
tell the number of dots in the row or column, rather than the
number of snake segments. Some cells are Xed out and cannot be
used by the snake.
- Double Back: Draw a loop of orthogonal segments through every
empty cell. It cannot pass through black cells. Each region must
be visited exactly twice.
- Douieru: Divide the grid into L-shaped regions. Every circle
in the grid is at the corner of an L, and every L has one of the
given circles. The black circles mean the legs of the L are of
different lengths. Double circles mean the legs are the same
length. White circles give no information about the lengths.
- Dutch Loop: Draw a loop that passes orthogonally through every
cell in the grid, without intersecting itself. The loop must go
straight through cells with white circles and turn in cells with
black circles.
- Easy as LITS: A grid is provided that is split into regions.
Shade one tetromino in each region, following all standard LITS
rules, but in addition, clues outside the grid indicate which
tetromino is the first one encountered when looking in from that
edge of the grid along that row or column.
- Ebony & Ivory: Place a black square or a white circle in
every cell. Numbers outside the grid give the longest run of
consecutive squares or the longest run of consecutive circles
(as indictaed for clues of each type) in the row or column.
- Eels: Shade in some cells, dividing the grid into black and
white groups called eels. Each eel is a snake-like path of
orthogonally connected cells of the same color that doesn't
touch itself anywhere, even diagonally. Some cells contain
numbers; they must be left white, and indicate the area of the
eel they belong to. Numbered cells may also have black and/or
white arrows on some of their edges; these indicate whether the
adjacent cell in that direction must be black or white.
- Endorain, or End Line: A grid is given, divided into regions,
with numbers in some cells. Draw separate horizontal and
vertical lines, with the ends of each line in different regions.
Each number tells how many lines end in its region. Every cell
must be on exactly one of the lines.
- Endpoints: A list of symbols are provided (including possibly
a blank one) indicating ways to connect the midpoints of edges
with lines. Draw a symbol in each cell, without rotation, so
that the symbols in each row are all different. Lines from the
symbols may connect at the edges of the cells. Dots in the grid
are the endpoints of these lines, where a line does not continue
in this way. Each dot touches exactly one line and all
unconnected ends of lines are marked by dots.
- EntryExit: Draw a loop using all the cells in the grid. It can
only enter and exit each marked region once.
- Eulero: A double Latin square puzzle. Fill in each cell with a
number and a letter so that each row and each column contains
each number once and each letter once, and each combination of
letter and number appears once over the entire puzzle.
- Fillomino Checkerboard: Like regular Fillomino, but with the
extra rule that it must be possible to color each polyomino
region either black or white so that same-colored regions do not
share an edge.
- Fillomino Rectangles: Fillomino crossed with Shikaku. Divide
the grid into rectangles along the grid lines. Rectangles may
contain zero, one, or more than one number, but their area must
match each number they contain. Rectangles of the same area may
not share an edge.
- Firumatto: A grid has numbers in some cells. Divide it into
rectangular regions one cell wide or tall, and one to four cells
in the other dimension. Regions may be empty, but each number
must be in a region of that size. Two regions of the same size
must not share an edge. Four regions cannot meet at a point.
- Fobidoshi, or Forbidden Four: The grid contains some circles
and some black cells. Place circles in some empty cells so all
circles form a single orthogonally connected group, but nowhere
are there four circles in consecutive squares of the same row or
column.
- Football Pass: A grid is given, decorated with some lines like
a soccer field. These lines are purely decorative, except for
the two square goalposts on each end. A number of players are
given in the grid as white or black circles. Draw two paths, one
starting at each circle numbered 1, and traveling in the eight
standard directions. Each path must visit all circles of the
same color as its starting circle once each, and may not visit
circles of the other color (though it may pass through the
corners of their cells). Paths can only turn at the circles of
their color. Each path must exit the grid between the square
goalposts at the opposite side of the field from which it
started; paths may not hit the goalposts.
- Foseruzu, or Four Cells: Divide the grid into regions of
exactly four cells. The number in each cell tells how many of
its edges are region boundaries (including the edge of the whole
puzzle). Variations with other sizes are possible.
- From 1 to X: Fill in a digit in each empty cell so that each
region contains the numbers 1 to X, where X is the area of the
region. Two cells with the same number cannot be orthogonally
adjacent. The numbers outside the grid give the sum of the
numbers in their row or column.
- Full Tapa: Shade in cells as in Tapa. Some cells contain
letters and may not be shaded. Add letters to the unshaded empty
cells so they spell words as in a criss-cross puzzle, using
exactly the given set of words. The words do not all need to be
connected. If a one-letter word is given, it cannot touch any
other letter.
- Furisuri, or Free Three: A grid with circles in some cells is
provided. Enclose each circle in a separate block of three
cells, which may be straight or bent. Some space is left unused.
Each block must be able to slide by one unit using the free
space.
- Futari: This is essentially double Hitori. A grid is given
with numbers in the cells. Shade some cells, but shaded cells
must not share an edge, and the unshaded cells must be connected
orthogonally. The unshaded cells in a row or column must not
contain any number more than twice.
- Fuzuli: Place letters into some of the empty cells so each of
the given letters appears once per row and column. No 2x2 area
can be completely filled with letters.
- Gaps: Shade some cells so exactly two cells in each row and
column are shaded. The numbers outside the grid tell how many
cells lie between the two shaded cells in that row or column.
- Gaidoaro, or Guide Arrow: Shade some empty cells, no two of
them adjacent, and leaving the unshaded cells as a single
orthogonally connected group. There should only be one path
(without backtracking) from each arrow to the single star and
the direction of each arrow tells where that path starts.
- Gappy: Two cells in each row and each column must be shaded.
Shaded cells do not touch, even diagonally. The clues indicate
the number of cells between the two shaded cells in that row or
column. Equivalent to a special case of Hamusando in which there
is enough ham to fill all the non-bread cells.
- Geradeweg: Draw a single loop of orthogonal connections
between cells which passes through all the circles. If the path
goes straight through a numbered circle, the number indicates
the length of that straight segment. If the path turns at a
numbered circle, the straight segments on each side of the turn
must be the same length, and this length matches the number.
- Golem Grad: Shade some snakes in the grid (paths connecting
two and including of the given circles). Snakes cannot cross,
and no 2x2 region can be entirely shaded. Orthogonally connected
unshaded regions are islands. Islands may contain at most one
number, and if there is one it tells the area of the island.
- Grades: Place digits 1 to 9 in some cells of the grid, no two
of them touching, even diagonally. The numbers at the top and
left tell how many numbers are in each row and column. The ones
at the bottom and right give the sums of those numbers.
- Grafffiti: This is a Paint by Numbers/Loop puzzle. All the
unshaded cells must form a closed loop. 0 may be given as a clue
for a row or column to indicate no cells are to be shaded; rows
and columns without clues may have any number of groups of
shaded cells of any sizes.
- Greater Wall: Shade a group of orthogonally connected cells in
the grid. The circles and symbols outside the grid represent
Paint by Numbers style clues for the shaded cells in that row or
column, with the less than, greater than, and equal signs
telling the relationship of each pair of adjacent numbers in a
row or column. Rows and columns without these clues may have any
number of groups of shaded cells of any sizes.
- Gyokuseki, or Gems and Stones: Black one black circle in each
row and column, and white circles so that each number outside
the grid tells how many circles can be seen in that row or
column up to and including the black circle.
- Hakoiri: Place circles, triangles, and squares in some empty
cells so all the cells with shapes are in one orthogonally
connected group, like shapes are never adjacent, even
diagonally, and each region contains one of each shape.
- Hamusando, or Ham Sandwich: Place two squares (bread) and the
specified number of circles (ham) into each row and column of
the grid. The numbers outside the grid tell how many of the
circles are between the squares in that row or column.
- Hanare: A grid is given divided into regions, some of them
with a number in them. Place a number in some cell of each empty
region, always equal to the area of that region. Wherever two
numbers are in the same row or column with no other intervening
numbers, the number of blank cells between them must equal the
difference between the two numbers.
- Heki: Divide the grid into regions of exactly 6 cells. Each
number tells how many of the orthogonally adjacent cells are in
the same region with it.
- Hexiom: A hex grid is given, along with a set of numbered dots
that may repeat numbers. Some dots may be already placed in the
grid, and some cells may be marked with an X to indicate thatyou
cannot place a dot there. Place dots in the grid so that each
dot indicates the number of adjacent dots.
- Hideout Fences: A grid is given with numbers in every cell.
Draw a single closed loop along grid lines so that the numbers
outside the grid give the sum of the number directly behind each
segment of the loop that crosses the row or column, as seen from
that end.
- Honey Islands: A hex grid is given with some shaded cells.
Shade additional cells so there are six groups of connected
unshaded cells, each containing six cells.
- Hydra: A multi-headed Snake puzzle. The snake can branch, but
cannot contain all cells in any 2x2 region and it cannot loop.
Every cell not in the hydra must be orthogonally connected
through other such cells to the edge of the grid. All the cells
in the hydra that are connect to only one other cell in the
hydra are given. One of these, marked with a 1, is the tail. The
others are heads, and the clue numbers in them tell the length
of the path from that head to the tail, along cells in the
hydra.
- Hotaru Beam: A grid is given with circles at lattice points.
Each circle has an adjacent dot on one of the lattice lines. You
must draw a path along the lattice lines from each dot to an
edge of one of the circles without a dot. The paths may turn but
not touch or intersect. Some circles have a number; the path you
draw from that circle's dot must turn that many times.
- Ichimaga: Connect all circles into a single network by drawing
lines along the grid lines. The line between any two circles may
turn at most once. Each circle must be connected to the number
of other circles indicated by its number. Lines cannot cross
other lines.
- Increasing Distances: Some circles are provided in a square
lattice, with dots indicating the absence of circles. Place the
numbers 1 to N one per circle, once each, so that the Euclidean
distance between 1 and 2 is smaller than the distance between 2
and 3, which is smaller than the distance between 3 and 4, and
so on. (The distances may be irrational square roots.)
- Infection: Fill some cells with a number from 1 to 4. Some
numbers are given. All the numbers must be connected
orthogonally in a single group, and each number must indicate
the number of orthogonally adjacent numbers. Orthogonally
adjacent cells cannot contain the same number.
- Irasuto, or Illustration: Shade some empty cells so that each
number in a white cell tells how many empty white cells can be
seen in orthogonal directions from that cell, and each number in
a black cell tells how many empty black cells can be seen.
Numbered cells and cells of the other color block the view.
- Irupu, or I-Loop: A grid is given with circles in some cells.
Place 1x3 blocks horizontally or vertically so that there is one
covering each circle, they all form an orthogonally connected
group, and each block touches two others orthogonally. (These
rules require the blocks to form a loop.)
- Island Nations: A grid is given divided into regions. Shade
exactly one polyomino in each region so that polyominoes do not
touch along an edge. A number in a region indicates the
polyomino in that region must contain exactly that many cells.
Regions that touch along an edge must contain polyominoes of
different areas.
- Japanese Arrows: A grid is given with an arrow in every cell
(usually in orthogonal directions and numbers in some cells.
Place numbers in the cells without numbers so that each number
indicates the number of different numbers in the boxes in the
direction of the arrow (not including the number in the box with
the arrow).
- Jemini: Divide the grid into regions, each containing exactly
one given letter. Regions of the same shape and orientation must
have the same letter in the same position. All instances of the
same letter are in regions of the same shape and orientation.
- Jigsaw Logic: Place the given shapes in the grid so that each
letter appears once in each row and column. Shapes may be
rotated, butnot reflected; rotating a shape does not rotate its
letters. Letters on shapes must match the letters given in the
grid.
- Kabingurodo, or Curving Road: A grid is provided with some
cells having circles. Shade some empty cells, no two
orthogonally adjacent, leaving all unshaded cells (including the
circles) in one orthogonally connected group, so that each path
from a circle to any other circle requires at least two turns.
- Kaero, or Ouchihekaero: Move some of the given letters along
paths of orthogonal segments, so that all the letters that end
up in the same region are the same letter. paths of moving
letters cannot cross other letters or paths.
- Kanjo: Draw a set of looping paths which go through all grid
cells, including the ones with numbers, and using all the given
fragments. Each loop contains all instances of one number, and
different numbers are on different loops. Loops can cross
themselves or each other by passing through in perpendicular
directions. Loops cannot cross in cells with numbers.
- Kapama, or Sunglasses: Shade some empty cells of the grid to
form pairs of mirror image shapes. These shapes cannot touch
their mirror images or other shapes except at corners. Each
mirror image pair must be connected by one of the given diagonal
lines, which must lie perpendicular to the line of symmetry. The
numbers outside the grid tell the number of shaded cells in each
row or column. In theSunglasses variant, the connecting lines
may be in other shapes besides a diagonal line through a single
cell, but they must still be bisected by the line of symmetry.
- Kapetto, or Set Carpets: Divide the grid into rectangular
blocks each containing one number, which is the area of the
block. Some cells may belong to no block. (Essentially the same
as Shikaku except for some cells being part of no block).
- Knossos: Divide the grid into regions along the cell
boundaries so that each region contains one given number, which
is the total length of the region's boundary.
- Koburin: Shade some empty cells so that each numbered cell is
orthogonally adjacent to that many shaded cells, and so that a
loop made of orthogonal segments can be drawn through all
unshaded, unnumbered cells. Shaded cells cannot be orthogonally
adjacent to other shaded cells. Some shaded cells may not be
adjacent to numbers.
- Kohi Gyunyu, or Coffee Milk: A grid contains white, gray, and
black circles. Connect the circles with horizontal and vertical
lines which do not intersect except at circles. Each group of
circles connected by lines must contain one gray circle and
equal amounts of white and black circles. Lines may not directly
connect white and black circles.
- Kojun: Fill numbers into the empty cells so each region
contains the numbers 1 to N, where N is the size of the region.
Orthogonally adjacent numbers must be different. Wherever two
numbers are vertically adjacent and in the same region, the
upper one must be greater than the lower.
- Korekutokonekuto, or Correct Connection: Black and white
circles are given at lattice points, some white circles
containing numbers. Connect white circles with horizontal and
vertical lines, without crossing other lines or black circles,
so that all white circles are in a single connected network, the
number of connections to each numbered circle matches the
number.
- Kuroclone: Shade some cells, forming two orthogonally
connected groups in each region which are of the same size and
shape (but they may be rotated or reflected). Shaded cells are
never orthogonally adjacent to shaded cells in other regions.
The arrow-and-number clues indicate that the next cell in the
direction of the arrow is part of a group of the indicated size.
Cells containing clues are never shaded.
- Kuroshiro, or Black and White Loop: A grid is given with black
or white circles in many cells. Draw a loop using orthogonal
connections through all cells. When two consecutive circles
along the loop are the same color, the loop must not turn
between them. When the circles are of different colors, the loop
must turn exactly once between them.
- Kuroshuto: Shade some empty cells, no two of them adjacent,
and leaving all the white cells (including ones with clue
numbers) orthogonally connected. Each cell with a clue numbers
requires exactly one other cell orthogonally that distance away
is shaded.
- Lakes: Shade some unnumbered squares so that each number is in
a separate region of orthogonally connected unshaded cells equal
in size to the number. (This is basically Nurikabe with none of
the usual restrictions on the shaded cells; they don't have to
be connected and may contain 2x2s.)
- Light and Shadow: A grid is given, with some shaded cells and
numbers given in both white and shaded cells. Shade additional
cells so that each orthogonally connected region of the same
color has exactly one number and that number equals the area of
the region.
- Line Segment: Draw line segments through groups of 3 or 4
orthogonal or diagonal cells, so that every cell has exactly one
segment. Diagonal segments may cross other diagonals at lattice
points, but otherwise the segments may not cross. The cells with
H, V, or D in the grid must be crossed respectively by
horizontal, vertical, or diagonal segments.
- Linesweeper: Draw a single closed loop by connecting
orthogonally adjacent empty cells. The numbers in some cells are
Minesweeper-style clues, telling how many of the 8 neighboring
cells are part of the loop.
- LITSO: Not to be confused with the more familiar LITS puzzle,
this puzzle provides a grid (typically irregular and with holes)
to be divided into 4-cell regions so that tetrominoes of the
same shape (including rotations and reflections) never touch
along an edge. Matching shapes are allowed to touch diagonally.
- Loop (Portals): This is a basic loop puzzle (each cell must be
used by the loop and the loop is made of orthogonal connections
between cells). Some cells contain active portals (with numbers,
each number appearing twice) or inactive portals (circle with no
number). The loop must go straight through inactive portals.
When the loop enters an active portal, it teleports to the
like-numbers portal (so these cells will only be connected to
one orthogonal cell).
- L-Words: A variation on Sashigane. Divide the grid into
L-shaped sections as in Sashigane. Each circled cell must be the
bend in an L. Given line segments but lie between two Ls. A list
of words is also given. Enter one letter in each cell so that
the words can be read along the paths of the Ls. Words may start
at either end of an L. Cells with the same letter cannot touch
along an edge.
- Magic Snail: A grid is given with a heavy outline cutting it
into a single spiral, and some numbers in cells. Place numbers
in some of the other cells so that each row and column contains
each number from 1 to N (N is given) once each, and the letters
along the spiral path, starting from the outside, are 1 to N in
order repeatedly.
- Makaro: A grid is provided which is divided into regions with
heavy bars, with numbers in some cells, and some blacked-in
squares, some of which have an arrow pointing in one of the
orthogonal directions. Fill in numbers in all empty cells so
that each region of size N contains the numbers 1 to N once
each. Among the (up to) four neighbors of a cell with an arrow,
the one pointed to by the arrow must be larger than any other.
Identical numbers cannot be orthogonally adjacent.
- Masakuchi: A variant of Makaro in which the cells with arrows
also contain a number. The number gives the difference between
the largest and second-largest neighboring numbers.
- Mathrax: A Latin square puzzle. Circles containing clues
appear at some intersections. If the clue is E, all four cells
meeting there must be even; if O, all odd; and if a number and
an operation, each pair of cells on a diagonal from the clue,
when the given operation is applied, produces the given number.
- Maxi Loop: A grid is given divided into regions, each region
having a small clue number in one cell. Draw a single closed
loop through all the cells in the grid once each. The loop may
enter and exit the heavily bordered regions multiple times, but
the clue number in reach region tells the number of cells in the
longest such path segment in the region.
- Maximal Lengths: Draw a loop of orthogonal connections through
all the white cells of the grid. The loop does not pass through
any black cells that may appear. The clue numbers outside the
grid tell the length of the longest segment (measured from cell
center to cell center) in that row or column. 0 indicates the
loop does not travel along that row or column.
- Meadows: Divide the grid along grid lines into square regions,
so each region contains one circle. Equivalent to Tatamibari
with only + clues.
- Meandering Numbers, Count Number, Worm Farm, or Worms (but see
Wamuzu, which is also called Worms): Fill in digits in each cell
so that each region contains the numbers 1 to N in order in an
orthogonally connected path. Two cells with the same number
cannot tough, even diagonally.
- Meandering Words: Same as Meandering Numbers, but insteda of 1
to N, there is a list of words provided to be spelled out by
letters placed in the cells.
- Mid-Loop: Draw a loop of orthogonal lines between cell centers
which passes through all the given dots (which may appear in
cell centers or on the lines between cells) and never turns at a
dot. Each dot must be at the midpoint of the straight segment of
the loop containing it.
- Minesweeper (Pills): Like regular Minesweeper, but the mines
occupy pairs of adjacent cells. The mines do not overlap. The
clue numbers tell the number of adjacent mines, not the number
of cells occupied by mines.
- Mintonette: In an irregular grid with circles in some cells,
some of them numbered, draw paths of orthogonal segments through
every cell. Each path starts and ends in cells with circles, and
crosses no other circles or paths. If either circle at an end of
a path contains a number, the path must make that many turns.
- Mirukuti, or Milk Tea: Connect groups of three circles (two
white and one black) with T-shaped lines, so that the two white
circles are connected by the straight part of the T and the
black one is on the perpendicular segment. Lines cannot
intersect except to form the Ts.
- Miti: Draw roads along the cell boundaries, so that all the
cells of the grid form a closed loop with no sections wider than
a single cell. At each given dot, exactly three roads must meet,
and at every other intersection only one or two road segments
can be used.
- Modes: Fill each cell with one of the given symbols so that
each symbol is used the same number of times in the diagram. The
clues outside the diagram give the mode for the cells pointed to
by the arrow, that is, they specify the symbol(s) which are most
common in those cells, giving all of them if there is a tie.
- Mobunanba, or Move Number: Mark a block of three cells
(straight or bent) enclosing each given number. Some cells will
be unused. The number tells in how many of the four orthogonal
directions that block can be moved into unused cells.
- Multiview Skyscrapers: A Skyscrapers variant where each number
tells the total number of buildings that can be seen along the
row or column plus those along the 45-degree diagonals going
into the grid.
- Nanbaboru, or Number Ball: A grid is given with numbers in
some cells, circles in others, and Xs in still others, along
with a given range of numbers. Place numbers in some of the
empty cells, and all of the circles, and none of the Xs, so that
each number appears once in each row and column.
- Nawabari, or Territory: Divide the grid into rectangular
regions so that exactly one given number is in each region. The
number tells how many of the four sides of that cell are on the
boundary of the region, including the edge of the grid.
- Neibadomino, or Neighbour Domino: Mark dominoes (1x2 regions)
in the grid. Some cells may be unused, but all the given numbers
indicate how many other dominoes share an edge with that domino.
Dominoes with the same number of neighbors cannot share an edge.
Dominoes may use 0, 1, or 2 of the given numbers. Dominoes
cannot cover all of any 2x2 region. (But there can be empty 2x2
regions and the dominoes do not all have to connect
orthogonally.)
- Neighbors: A grid is given with some cells shaded gray and
some containing numbers 1, 2, or 3. You are to add numbers to
the remaining cells so that each number appears the same number
of times in each row and column (i.e. every number three times
per row if the rows have 9 cells). Each white cell must touch at
least one other number along an edge containing the same number,
and each gray cell must not touch any other cells along an edge
with the same number. Sky-neighbors is a variant of this with
extra cells along each edge of the grid, with the same rules for
filling them, but in addition, each number outside the grid acts
as a Skyscrapers clue for the row or column of the inner 9x9
that it is next to.
- Neighbours: A grid (possibly of irregular shape) is to be
divided into regions. Each region must contain exactly one clue
number or question mark. If it contains a number, the number
indicates how many other regions share one or more units of
boundary with the region.
- Nondango: A grid is given divided into regions, with circles
in some cells. Shade one circle in each region, so that circles
of the same color never appear in a three consecutive cells of
any row, column, or diagonal.
- No Four in a Row: A grid is to be filled in with an X or O in
every cell (some of them given initially) so that there are not
four consecutive identical symbols in a row, column, or
45-degree diagonal.
- No Set in a Row: Place a triangle, circle, or square in each
empty cell so that no three consecutive cells in any row,
column, or diagonal contain three different symbols or three
symbols all the same.
- Number Chain: A grid is provided containing numbers from 1 to
some maximum N. Draw a path of orthogonal connections from the
top left to the bottom right cell which uses each number once
(in any order).
- Number Connection: A grid is provided containing the numbers 1
to N once each in some of the cells. Draw an orthogonally
connected path through some of the cells that doesn't cross
itself and visits all the numbered cells in order.
- Nuribou: Shade some empty cells in rectangles one cell wide or
tall. which can touch only at corners and only if the sizes of
the black strips are different. The orthogonally connected
groups of white cells must each contain one number which gives
its size, like in Nurikabe.
- Nurimisaki: Shade some empty cells. No 2x2 region can be all
the same color. The white cells form a set of interconnected
paths. Cells with circles are at the end of a path (only one
white orthogonal neighbor) and other white cells must NOT be at
the ends of paths. If a circle has a number, it means you can
see that many cells from it (including the cell itself, and all
in one line since the circled cell has only one white neighbor.)
- Offspring: Place a number from 1 to 9 in each empty cell.
(Some numbers are already given.) Cells containing the same
number cannot touch, even at a corner. Each cell with a number
larger than 1 must touch (along an edge or corner) at least one
cell containing every smaller number.
- One to X: Place a number into each cell so that eachoutlined
region of X squares contains the numbers 1 to X each once. Cells
containing the same number cannot share an edge. Numbers outside
the grid tell the sum of the numbers in that row or column.
- Orbits: Place a number from 0 to N-1 in each box. Some
ellipses appear in the diagram, each completely enclosing one
box and running through (behind) others. The number in the box
inside the ellipse must equal the sum of the ones the ellipse
passes through.
- Overlapping Squares: Draw some squares along the grid lines.
Squares cannot share edges or corners, but they can intersect as
long as both squares go straight through each intersection. Each
number in the grid gives the sum of the edge lengths of all
squares containing that cell.
- Paint by Three(s): Like Paint by Numbers, but the numeric
clues are just given as empty boxes. Each gray-shaded box
outside the borders of the grid must be filled with a number
divisible by 3 and each white box must be filled with a number
not divisible by 3.
- Password Path: A grid of letters is given, along with a
password. Makea path from the top left to the lower right that
can move in the eight principal directions, but does not
intersect itself, that only spells the password repeatedly.
- Pata: This is Tapa with the sense of clues reversed. Each
number indicates the size of an unshaded group of cells among
the up to 8 neighbors.
- Patchwork, or Tatami (not to be confused with Tatamibari): A
grid is divided into regions of the same size. Each region
should be filled with the numbers 1 to N, where N is the size of
the region. Adjacent cells must not contain the same digit, and
each row and column must contain each digit the same number of
times.
- Peintoeria, or Paint Area: A grid is divided into heavily
outlined regions and many of the cells have numbers from 0 to 4.
Shade all the cells in some of the regions (including cells with
numbers) so that out of the 4 cells orthogonally adjacent to
each numbered cell, the number indicates how many are shaded, no
2x2 region is all the same color, and all shaded cells are in a
single orthogonally connected group.
- Pencils: A grid (with dashed lines) has numbers in some cells
and pencil tips in others. Draw pencils in the grid consisting
of a 1xN rectangle with a pencil tip against a short end. In
addition, draw a line of orthogonal segments of the same length
as the pencil ending at each tip. Each number must be in the
rectangle of a pencil of that length, each given tip must be
attached to a pencil, and each empty cell must be part of
exactly one pencil or line.
- Pentomino Division: The same puzzle as Area Division, except
with 5 different letters or symbols, and you cannot repeat a
pentomino shape.
- Pentomino Relations: Place one of the given pentominoes into
each 3x3 box. They can be rotated but not reflected. There are
less than, greater than, and equal symbols between the rows and
columns of the 3x3 boxes, which indicate the relationships
between the number of occupied cells. This puzzle uses a shape
made up of the four corners and the center (a quincunx) which is
technically not a pentomino but is treated as one for this
puzzle.
- Pillboxes: Place the given pillboxes into the grid. Pillboxes
have a 2x2 shape, they do not overlap, and each is identified by
a different number. The numbers outside the grid indicate the
sum of the numbers in the pillboxes that occupy any cells in
that row or column.
- Pills: A grid is given with varying numbers of dots in each
cell. Also given are a set of outlines for pills (these look
similar to the ships from Battleships but are only outlines and
each is accompanied by a number). Place the pills in the grid so
that they do not overlap and each contains the number of dots on
its label. The numbers outside the grid tell how many dots in
the row or column are inside pills.
- Pipelink: A grid is given with straight, bent, or crossover
pipe segments in some cells. Fill in every empty cell with one
of these pipe types so all the pipes form a single loop.
- Place by Product: Shade in the given shapes in the grid,
possibly with rotations and reflections, without any of the
shapes touching, even at a corner. Numbers outside the grid give
the product of all unshaded cell groups in the row or column.
- Pointing at the Crowd: A grid is given with arrows in some
cells. Place dots in some empty cells so that each arrow is
pointing in a direction that has strictly more dots than any
other direction.
- Post-Its: The grid is divided into regions that represent the
visible parts of multiple opaque overlapping 2x2 squares. Number
them 1 to N in order from the top to the bottom of the stack.
- Prime Path: Find a path that goes through each digit once. The
path travels only orthogonally, and reading the digits along the
path in pairs should result in two-digit prime numbers (a list
of two-digit prime numbers is given with this puzzle in
competition). No prime is used more than once, and adjacent
primes along the path do not have any digits in common.
- Prime Place: An irregular grid of squares is given with gray
lines running the entire length of some diagonals. Place numbers
in the range 1 to N (where N is given for each puzzle) so that
the sums of numbers on diagonals with lines is prime, and the
sum of numbers on diagonals without lines is not prime. Even
one-cell diagonals are included in the line/no-line constraint.
- Products: Place the numbers from 1 to N in the grid, where N
is twice the number of rows. Each row and each column must
contain exactly two of the numbers. The numbers outside the grid
tell the product of the numbers in each row, column, and the
main diagonals. (The diagonals may have any amount of each
number.)
- Pyramid Climbers: A triangular arrangement of squares is
provided with a letter in each square. Each of the squares in
the bottom row represents a climber; climbers climb up by moving
to one o fthe two squares above their current cell, repeatedly
(they do not move sideways). Each cell is reachd by one climber.
Each climber's path does not repeat any letters.
- Rabbits and Trees, or Raitonanba: Place one white circle
(representing a rabbit) and one black circle (representing a
tree) in empty cells in every row and every column of a grid, so
that each clue number tells how many rabbits can be seen in
orthogonal directions from that cell. Rabbits behind trees
cannot be seen
- Railway: Same as the Railroad Crossing puzzle (in the index)
but the path forms a closed loop.
- Raneko: Divide the white cells into regions which each contain
one circle. If the circle has a number, it tells the size of its
region. The black cells are not part of any region; a black cell
with a number tells how many regions share an edge with it.
- Range: Some cells in the grid have an X shape (cross) in them.
Fill in a number in each uncrossed cell so that the numbers 1 to
N appear in each row and column, where N is the number of
uncrossed cells in the row or column. Some crossed cells contain
numeric clues on one or more sides of the X. These clues relate
to the numbers on that side of the cell in a vertical or
horixzontal line until the next crossed cell in that direction
or the edge of the grid. If there is only one cell, the cell
contains the clue number. Otherwise, the clue gives the
difference between the largest and smallest numbers in those
cells.
- Rassi Silai: Within each marked region, form a path of
orthogonal connections through all the cells. The cells that
contain endpoints of these paths must not touch, even at a
corner.
- Rectslider: A grid is given with some black cells, some of
them numbered. Slide some of them horizontally or vertically so
that the black cells all form rectangles of two or more cells
which do not touch orthogonally. The paths of sliding black
cells cannot cross. Black cells with numbers must move the
distance indicated by the number.
- Recto: Divide the grid into rectangles along the grid lines so
one numbered clue is in each cell, as in Shikaku. However, the
numbered clues give the sum of the height and width of the
rectangle, rather than its area.
- Renkatsu: Divide the grid into orthogonally connected regions
so that each region contains numbers from 1 to N once each,
where N is the size of that region.
- Rekuto: Divide the grid into rectangular regions each
containing one given number, which equals the sum of the width
and height of its region.
- Renban: Fill a number into every empty cell so that the
numbers in each heavily outlined region form a set of
consecutive numbers, which may appear in any order, and each row
and column of the puzzle contains every number from 1 to N once,
where N is the size of the grid.
- Rimotoejji, or Remote Edge: Connect all dots with a single
loop of orthogonal segments. All the arrows and Xs must be
inside the loop. Each arrow points in the direction of the
longest straight path of cells inside the loop starting at that
cell. Each X has two or more directions tied for the longest
such path.
- Ring-Ring: Draw multiple loops that connect the centers of
cells orthogonally. Each loop must be square or rectangular in
shape. Every cell must be part of at least one loop. Loops may
intersect, but only in cells without circles and only if neither
loop turns at the intersection. At each black circle the loop
must turn, and go straight in the neighboring cells. At each
white circle, the loop must go straight, and turn in at least
one neighboring cell. (The circles thus work as in Masyu.)
- Ripple Arrows: A grid is given with some black cells
containing arrows pointing in some of the eight standard
directions. Place numbers from the given list in some white
cells so each row and column contains each number once, so that
each arrow points at a number whose value is also the distance
from the arrow to the number.
- Roma: A grid is provided, divided into regions with heavy
bars, with a circle in one cell and arrows pointing in
orthogonal directions in some others. Place an arrow into every
empty cell so each region does not contain two arrows pointing
in the same direction, and if you follow a path moving in the
direction of the arrows starting from anywhere, it ends at the
circle.
- Rukkuea: Shade some square regions of cells, possibly
including the given numbers. These square regions can touch only
diagonally. In any row or column containing parts of two shaded
regions of the same size, there must be a shaded region of
another size between them. Each number tells how many of five
cells (the cell itself and its four orthogonal neighbors) are
shaded.
- Santoitchi: Shade some of the empty grid cells, no two of them
orthogonally adjacent. Divide the remaining cells into regions
of size three, which may be straight or bent, and each
containing one of the given numbers, which indicates the number
of black cells the region shares an edge with..
- Sashikabe: Sashigane combined with Nurikabe. All the islands
must be L-shaped and one cell wide, as in Sashigane. Circles
must be at the bends of islands and arrows at the ends, pointing
at the bend. If a number is in a circle, its island must contain
exactly that many cells. As in Nurikabe, islands can only touch
diagonally, all black (non-island) cells must be connected
orthogonally in a single group, and no 2x2 region of all black
cells may appear. Islands don't have to contain clues.
- Sashikaku: Divide the grid into rectangular regions with one
number in each. The number tells the difference between the
width and height of the region.
- Satogaeri, or Coming Home: A grid is provided divided into
regions with heavy bars, with circles in some cells and numbers
in some circles. You must move some circles vertically or
horizontally (not both) so that each region contains only one
circle. If the circle has a number, it must move exactly that
many spaces; circles with 0 cannot move and empty circles may
move or stay where they are. The paths of moving circles
(including their start and end spaces) may not intersect.
- Scrin, or Screen: Draw rectangular regions in the grid which
touch only at corners, and only so that they form a single
closed loop. Each circle must be in one of the regions and if
the circle has a number, it specifies the area of the region.
- Seethrough, Doors, or Open Office: Each cell in the grid
represents a room in an office, initially with gaps in every
wall between rooms which represent doors. You are to close some
doors so that each number indicates the number of other rooms
(not including the cell itself) you can see from that room,
looking in orthogonal directions through open doors. Compare
with Corral.
- Shape Placement: A shape is given made of line segments in
cells and/or along boundaries. Some segments are also given in
the grid. Draw additional segments so each given segment is part
of a copy of the given shape, possibly rotated multiples of 90
degrees and/or reflected. Shapes can touch at a point but not
overlap.
- Shikaku Liars: In this variant on Shikaku, the clues in the
grid are all 1 more or 1 less than the area of the rectangle
they must go into.
- Shimaguni: In each region, shade a single orthogonally
connected group of cells. If the region has a number, that many
cells must be shaded. Regions sharing one or more units of edge
must have different numbers of black cells. Black cells in
different regions cannot be adjacent.
- Shingoki: Draw a closed loop of orthogonal segments which
passes through all given circles. The loop must turn at black
circles and go straight at white circles. Gray circles have no
restriction on turning. If a circle has a number, it tells the
sum of the lengths of the straight segments on both sides of the
circle, including distance beyond one or more circles if the
loop goes straight through them.
- Shirokuro: Connect each white circle to a black circle using a
horizontal or vertical line. Each circle may have only one line
and the lines cannot cross other lines or circles.
- Sign In: + and - signs appear between some pairs of
orthogonally adjacent cells. Fill in numbers from 1 to N, where
N is the size of the grid, so each row and column contains each
number once, and a - indicates the number above or to the left
is one less than the number below or to the right, and a +
indicates the number below or to the right is one less than the
number above or to the left. All possible instances of these
clues are given. Compare with Futoshiki and Kropki.
- Skyscrapers Domino Construction: A Domino Construction puzzle,
but in addition, numbers given outside the dominoes are clues as
in standard Skyscrapers telling how many buildings can be seen
from that end of that row or column.
- Skyscraper Sums: Like regular Skyscrapers, but the clues give
the sum of the heights of buildings that can be seen from that
direction.
- Skyscrapers with Diagonals: Clues at the corners outside the
grids tell how many buildings can be seen looking along that
diagonal. Diagonals may repeat sizes; buildings hide other
buildings of equal height.
- Slalom: Draw one of the two possible diagonals in every cell
in the grid. There may not be a closed loop of diagonals.
Numbers at some vertices tell how many diagonals meet there.
- Slash Pack: An irregularly shaped grid contains numbers from 1
to N in some cells. Draw diagonal lines through some cells,
never intersecting within a cell, to divide the grid into
regions containing each number exactly once.
- Slitherlink (Corners): Draw a loop as in Slitherlink, but the
numbers in the cells indicate how many of the four corners of
the cell are part of the loop.
- Slovak Sums: Place the digits from 1 to N in some cells in the
grid so each appears once per row and column. (Some cells will
remain empty.) Cells with clues indicate the sum of the
orthogonally adjacent numbers and (by the number of dots) how
many such numbers are adjacent.
- Sombor: Divide the grid into regions of size 3 or 4, and
number the cells in each region from 1 to 3 or 4, in
top-to-bottom order, left-to-right within each row. Regions of
size 4 cannot share an edge or corner. The given numbers must
match the ordering in their regions.
- Spans, also called Walls (but distinct from another type also
called Walls): Similar to Eminent Domain, but some cells may
have walls that don't connect to a clue number, and some walls
may connect two clue numbers in the same row or column and count
toward both.
- S-Policy: A hex grid is given with some cells shaded. Divide
the unshaded cells into tetrahexes so that the given tetrahex
shapes each appear once, possibly rotated but NOT reflected.
- Square Jam: Divide the grid into squares along the grid lines,
so that each cell is in exactly one square (that is, groups of
adjacent squares never form larger squares). Four squares may
not touch at the same vertex. Each given number in the grid must
be inside a square with that edge length.
- Squares and Rectangles: Divide the grid along grid lines into
rectangles, each containing exactly one quadrilateral symbol.
Regions containing a black square symbol must be square. Regions
containing a white rectangle symbol must have different height
and width. Any two rectangles that touch along an edge must have
different areas.
- SquarO: A grid is given with circles at all lattice points
(including on the edges) and numbers in the cells. Fill in some
circles so each number tells how many of the 4 dots at its
corners are filled.
- Star Gaps: A cross between Star Battle and Gaps. Place two
stars in each row and column. Stars may not touch, even
diagonally, as in Star Battle. But there are no regions in this
puzzle; instead, clues outside the grid tell how many blank
squares appear between the stars in that row or column.
- Starry Night: Place one star, one sun (white circle), and one
moon (black circle) in each row and column. The clues outside
the grid relate to where the star is in the row or column. If
the clue is a sun or moon, it means that symbol is closer to the
star. If the star is outside the grid, it is the same distance
from the sun and moon.
- Starry Road: A grid is given divided into regions. Place stars
in some cells; no two stars may touch, even diagonally. Draw a
single closed loop through all the cells without stars. The loop
may only pass through each region once.
- Stars and Arrows: Place stars in empty cells so each arrow
points at exactly one star and each star is pointed at by
exactly one arrow, and the numbers outside the grid tell the
number of stars in each row and column.
- Stitches: Add some stitches to the grid (nonoverlapping
orthogonal lines connecting two adjacent cells in different
regions) so each region is connected to each of its neighboring
regions exactly once each. Numbers outside the grid tell how
many cells in the row or column have stitch-ends in them.
- Stostone: Shade some cells, forming an orthogonally connected
group within each region and without orthogonal connections to
shaded cells in other regions. At least one cell must be shaded
in each region; if the region has a number, that many cells must
be shaded. Treating each group of shaded cells as a stone, if
the stones fall down, they will exactly cover the bottom half of
the grid.
- Straights, or Str8ts: Fill each empty white cell with a digit
from 1 to 9, so that no digit repeats in a row or column. Some
cells in the grid are shaded and these break the rows and
columns into crossword entries. Each crossword entry must be a
"straight," a group of consecutive digits, which may be out of
order, such as 5-7-6 or 4-1-3-2. Some black cells may contain
numbers, which block that number from the row and column but are
not part of any straight. Compare with Sutoreto.
- Suguru, or Number Blocks, or Capsules: Place a number in each
empty cell so that each heavily outlined region contains all the
numbers from 1 to N, where N is the size of the region. Two
cells with the same number cannot touch, even diagonally. A
version of this puzzle called Capsules where all the regions
were of size 5 and some numbers were initially given appeared in
a World Puzzle Grand Prix.
- Sukima: A grid is provided with some shaded cells and circles
in other cells. Mark a region of area 3 (may be straight or
bent) covering each circle and not using any shaded cell. Other
cells besides the shaded ones will also remain unused. No 2x2
region can be completely covered with marked regions.
- Sukrokuro: Combines some elements of kakuro, sudoku, and
kropki. Fill in digits 1 to 9 in empty cells so that numbers
given for each crossword entry match the sum of its digits, and
so that each row and column contains the digits 1 to 9 once
each. Additionally, wherever a white dot appears between two
cells, their numbers must be consecutive, and where such dots do
not appear, the numbers must not be consecutive.
- Summon: Place a digit in the indicated range into some cells
so each outlined region contains each digit once (there is no
restriction on rows and columns having these digits). The digits
in consecutive cells in each row or column are taken as
multi-digit numbers and the clues outside the grid give the sums
of these numbers.
- Starlight, or Sun and Moon (not to be confused with
Moon-or-Sun, nor with another Sun and Moon puzzle type that
already appears in the index, related to paths turning or not),
also called Munraito: Some planets are given in some cells of
the grid which may be illuminated on some quadrants. Place one
star and one cloud into each row and column of the grid. Stars
illuminate horizontally and vertically to the first star or
cloud in each direction, illuminating the two quadrants facing
it. The illumination on the given planets must match that
provided by the stars.
- Suraromu: Make a loop through some of the white squares in the
grid, exactly one square from each gate (indicated with a dashed
line), and the circled number, which represents the start of the
loop and, for convenience, tells you the total number of gates
in the puzzle. Some gates are numbered, by printing a white
number on the black cell(s) at one or both ends of the gate. The
numbers indicate the position in the sequence of gates traversed
which that gate must occupy.
- Sutoreto: The given black squares divide the rows and columns
into crossword entries. Fill in a digit in each empty cell so
that the numbers in each crossword entry form a set of
consecutive digits which may be out of order, such as 5-7-6 or
4-1-3-2. Compare with Straights.
- Tairupeinto, Tile Paint, or Crazy Pavement: A grid is
provided, divided into heavily outlined regions. Shade some of
those regions entirely so the numbers outside thegrid give the
number of shaded cells in each row and column.
- Tapa (LITS rules): Shade in cells using the given clues as in
standard Tapa, but additionally, the shaded cells can be divided
into tetrominoes (L, I, T, and S; no O since a 2x2 cannot be
fully shaded) such that two tetrominoes of the same shape never
touch along an edge.
- Tapa (Transparent): Like regular Tapa, but cells with clues
can be shaded. Clues indicate the sizes of orthogonally
connected groups within the 3x3 region centered at the clue
cell, so a clue cell at the center of a plus shape, which would
normally be a 1,1,1,1 clue without the center being shaded, is
instead a 5 clue. The rules about the shaded cells being
connected and not occupying all of a 2x2 region still apply.
- Tapa (Twilight): Like regular Tapa, but cells with clues can
be shaded. Clues in unshaded cells work as in normal Tapa. Clues
in shaded cells indicate the lengths of groups of adjacent unshaded
cells in the ring of 8 neighboring cells.
- Tasquare: Shade some of the empty cells so that all shaded
cells are part of square regions. All unshaded cells (including
the ones with clues) form a single orthogonally connected
region. Number clues indicate the total sizes of black regions
touching the clue along an edge. Question mark clues indicate
that the area of neighboring black regions is not given, but
cannot be zero.
- Tasukuea: Shade some cells forming square regions. The cells
with clues cannot be shaded. Clue numbers indicate the total
size of the shaded squares which share an edge with it. Question
mark clues must be next to at least one shaded cell. All
unshaded cells (including cells with clues) must form a single
orthogonally connected group.
- Tenner Grid, From 1 to 10, Zehnergitter, or Grid Ten: A grid
10 cells wide is given, with digits in some cells. Fill the
unshaded cells with digits so each digit from 0 to 9 appears
once in each row, the numbers in each column sum to the number
given at the bottom, and the same digit doesn't appear in
adjacent cells (even diagonally).
- Tetoron: Divide the grid into regions of exactly four cells,
with exactly two symbols in each region and those two symbols
must be different. Regions of the same shape (including
rotations and reflections of that shape) must contain the same
two symbols.
- Tetroid: A grid is given with some shaded cells. Divide the
unshaded cells into tetrominoes (L, I, T, S, O). Two tetrominoes
of the same type cannot share an edge.
- Tetromino Search: Shade some cells in the grid forming
tetrominoes. The tetrominoes cannot touch, even at a corner, and
cannot used Xed-out cells. The numbers outside the grid tell how
many cells in each row and column are part of tetrominoes. There
is no restriction on how many times each tetromino shape may be
used.
- Tetrominous: Pentominous with tetrominoes. Divide the entire
grid into tetrominoes, like shapes not touching along an edge,
and with each letter given in the grid in a tetromino of that
shape.
- Tetroscope: Place some pentominoes in the grid so that they do
not touch each other, even diagonally. Each tetromino can appear
at most once in the grid, including its rotations but not
reflections; reflected tetrominoes are considered different in
this puzzle. Where a number appears in the grid at the
intersection of grid lines, that number of cells out of the ones
surrounding it must be part of a tetromino.
- Terra X, Terra XV, Terra XX: A grid is given divided into
regions, with a number in some regions. Place a digit 0 to 9
into each empty region, so that at each place where four regions
meet at a point (marked with a dot) the numbers in the four
regions sum to 10 for Terra X, 15 for Terra XV, and 20 for Terra
XX.
- Tic-Tac-Logic: A grid is given with Os and Xs in some cells.
Place Os and Xs in the remaining cells so each row can column
has the equal numbers of Xs and Os, rows can columns do not have
three of the same shape consecutively (there may be three of the
same shape diagonally), and each row must have a different
pattern of Xs and Os, and each column must have a different
pattern of Xs and Os. (Rows may have the same pattern as
columns.)
- Tiger in the Woods: Draw a path in the grid, starting and
ending points to be determined, that visits every white cell. It
may not pass through black cells. It may move only in orthogonal
direction, and if the next cell after a move is white, it must
continue in the same direction (so it can only turn when it
reaches a black cell or the edge of the grid, as in tilt mazes).
The path may cross itself, but only at right angles (so you may
not backtrack).
- Toichika: Place arrows pointing in orthogonal directions in
some empty cells so each region contains one arrow, all arrows
are in pairs that point at each other with no other arrow
between them. and two regions with paired arrows do not share an
edge.
- Top Heavy: Place numbers into some cells so that each row and
column contains each number in the indicatede range once. Other
cells remain empty. Cells marked with an X remain empty. If two
cells with numbers touch vertically, the one on the top must be
greater than the one on the bottom.
- Tower Defense: This puzzle has nothign to do with the video
game genre of the same name. It's a Latin square puzzle; place
one of the numbers from 1 to N in each cell so each row and
column contains each number once. uncircled cells attack up to 4
other cells that are the distance given by its number away from
it in an orthogonal direction. Circled cells do not attack, but
must be attacked by at least the number of cells given by the
number in the circle.
- Trace Numbers: Draw a set of paths which collectively visit
every cell. Each path starts at a cell numbered 1, and proceeds
through the other numbers consecutively, ending in one of the
cells with the largest number.
- Trid: A triangular arrangement of circles is given, with the
circles connected by lines to make trunctaed triangular cells
between the circles. Some circles may already have numbers; you
are to place numbers from 1 to N (where N is the length of the
longest line) in the empty circles. The numbers along each line
must all be different. Any numbers in the triangles indicate the
sum of the three numbers in adjacent circles.
- Trigons: A grid of triangles is given with a circle on each
edge. Fill in numbers in the given range into the circles so
that the sum of the three numbers around each triangle
containing a number equals the number in the triangle.
Additionally, each possible triple of numbers must appear
exactly once as the edges of a triangle.
- Trilogy: Fill in a square, circle, or triangle in each empty
cell so that no group of three consecutive symbols in a row,
column, or diagonal is all the same or all different.
- Trinairo: Fill each empty cell with A, B, or C. Each row and
column must have the same number of As, Bs, and Cs. Shaded cells
are different from all their orthogonal neighbors.
- Trinudo: Divide the grid into regions of size 1, 2, or 3. Each
given number must be in a region of the indicated size; a region
can have no number or more than one. Regions of the same size
cannot touch along an edge.
- Triplets, or One or All: A grid is provided divided into
regions of area 3, with symbols (circles, squares, or triangles)
in some cells. Place these symbols in every empty cell so that
each region contains either all the same symbol or all
different, and when symbols are adjacent over a region boundary
the symbols are different.
- Triplet Sums: A Latin square puzzle. Fill in a number from 1
to N in each cell so each number appears once in each row and
column. Numbers outside the grid give the sums of three
consecutive digits in the row or column, and these triplets
appear in the order of the clues when multiple clues are given
for the same row or column. If the same clue appears twice in a
row or column, two different groups satisfy the clue.
- Turf: Shade some cells to divide the grid into shaded and
unshaded, orthogonally connected regions. Each region must
contain a number equal to the size of the region. The region may
contain cells with other numbers; these numbers must equal the
number of white cells adjacent to cell, including diagonals and
the cell itself.
- Twopa: Two copies of an identical Tapa puzzle are given. This
puzzle has at least two solutions, maybe more. Find two
solutions for the puzzle such that the arrangement of shaded
cells around each clue cell is different in the two solutions.
- Uncounted Skyscrapers: A Skyscrapers variant in which one
building in each row and column, and one with each number, is
uncounted. Uncounted buildings count as 0 rather than 1 toward
the value of any clues from directions that can see the
building, but they still hide smaller buildings.
- Underground: Draw orthogonal connections between some of the
cells, forming these cells into a single connected network. A
cell may not be connected to only one other cell, but it is
possible some cells are not connected at all. Each connected
cell therefore either has two connections at right angles, two
connections in a straight line, three connections, or four
connections. Outside the grid, there are stacked, labeled sets
of clues indicating the number of each type of connection for
some rows and columns. Each cell where any connections are given
at the start is shown with all its connections.
- Usotatami: Divide the grid into regions one cell wide or tall
and of any size in the other direction, so that each region
contains exactly one given number, and that number is NOT equal
to the size of the region. Four regions cannot meet at a point.
- Usowan: Shade in some empty cells, never two orthogonally
adjacent ones, so that the unshaded cells (including ones with
clues) form a single orthogonally connected region. The clue
numbers say how many of the (up to four) orthogonally adjacent
cells are shaded, but in each region there is one clue that is
wrong.
- Vama: Shade some cells in the grid so two cells in each row,
column, and region are shaded. All shaded cells muts be
orthogonally or diagonally connected into a single group.
- Voxas: Divide the grid into 1x2 (short) and 1x3 (long)
regions. Some region boundaries are already drawn, and some of
these are marked with a dot. A white dot containing an equal
symbol must touch two regions with the same width and with the
same height. A black dot with an X must touch one vertical and
one horizontal region, and one short and one long region. A gray
dot indicates neither the rule for white dots nor the rule for
black dots applies.
- Walls: See also Spans, another puzzle sometimes called Walls
and also similar to Eminent Domain, but differently. Draw walls
along some cell boundaries, but not dividing the grid into
separate regions. Each numbered clue tells how many cells can be
seen from that cell looking in the orthogonal directions and
without going through any walls, including the cell itself.
- Wamuzu, or Worms (but see also Meandering Numbers which is
also called by this name): Connect circles in pairs with paths
of orthogonal connections which make a right-angled turn at
every step. Every cell must be part of one of the paths.
- Water Fun: Shade some cells of the grid so that the clues
outside the grid tell the number of shaded cells in their row or
column. Wherever a cell is shaded, all other cells in the same
region at the same or lower height must also be shaded (so each
region has a "water level").
- Yagit, or Goat and Wolf: A grid is provided with goats and
wilves in some cells, represented by two different symbols, and
dots at some lattice points. Add some fences along grid lines,
from one spot on the edge to another. Fences may turn only at
the given dots. Fences may cross each other anywhere other than
the dots. Each region set off by these fences must contain
wolves or goats, but not both; regions may not be empty.
- Yajikabe, or Yajinurikabelin: Yajilin combined with Nurikabe.
Clues in the grid with arrows cannot be shaded and tell the
number of shaded cells in that direction, to the edge of the
grid. All shaded cells for an orthogonally connected group and
there cannot be a 2x2 region entirely shaded. There is no
restriction on the number of clues in an island in Yajikabe;
Yajinurikabelin's instructions say each island contains at most
one number.
- Yajilin-Shapes: Shade in some cells and draw a single closed
loop through the others, as in standard Yajilin. However,
instead of the shaded cells not touching, the shaded cells must
form the given shapes, possibly rotated or reflected. Shapes may
not touch, even at a corner. Not all shapes may be used, but
each is used at most once. Numeric clues work as in Yajilin,
telling how many shaded cells the arrow points to; they may be
part of the same or different shapes.
- Yajisan-Sokoban: Move some of the given gray squares in paths
which do not cross other paths or gray squares; they may cross
over the numbers. Each number tells how many gray squares end up
in the direction of its arrow. However, if a gray square ends on
top of a number, it negates that clue and the number may or may
not be correct. Numbers which have been crossed over but not
stopped on by squares remain valid.
- Yin-Yang Slitherlink: Draw a loop using the clues as in
standard Slitherlink. In addition, the cells inside and outside
the loop obey the rules for Yin-Yang: each is an orthogonally
connected set and no 2x2 area is entirely inside or entirely
outside the loop.
- Yokibunkatsu: Divide the grid into regions of five cells, each
containing exactly one star, such that they could be folded into
open boxes, with the star on the bottom and an open top. Some
boundary segments may be already given. There may also be empty
regions with no star, which are unrestricted.
- Yonmasu: A grid contains some shaded cells and some circles.
Divide the unshaded cells into regions containing exactly four
cells each including one circle.
- Yunikumaka: Divide the unshaded cells into regions of exactly
four cells, containing exactly one dot in its interior. Region
boundaries may pass through dots and those dots are ignored and
not considered part of any region.
Other puzzle types. This list intentionally omits some puzzle
types that appear in WPC events that are not especially
Nikoli-like. These include:
- Coins, Darts, and some other simple math puzzles: Coins is
"place one of the given numbers in each cell of a grid so the
numbers in each row and column sum to the clues given outside
the grid," typically with coin-like numbers such as 1, 2, 5, 10,
20, 25, 50. Darts is "which N of these numbers sum to X"?
- Counting puzzles: Many variants of "Count the number of X in
this diagram" (which technically does appear in the Mystery Hunt
index with a single example from 2010) and other puzzles that
involve counting the number of ways to do something.
- Find the differences, find the pairs, and similar
observational puzzles: Again, technically find the
differences is in the index.
- Word Search with holes, Criss Cross with extra words, etc.
These are trivial variations on puzzles in the index in ways to
make them harder for competition and/or to give an easy answer
key.
- Complete the sequence and other knowledge-based puzzles that
are generally not considered fair for world competition by
modern standards. Again, these may appear in Mystery Hunt and
some such puzzles have keywords in the index.
- Encrypted versions of standard puzzles. These are covered by
Alphametics in the index.
- Hexagonal versions of standard puzzle types, unless they are
interesting in their own right.
- Isometric versions of standard puzzle types (cells are rhombi
representing squares on faces of a cube, and rows and columns
bend around the faces).
- Some one-off variants, ones that are unlikely to be reused, or
which are very simple variations of the standard types. These
can be interesting in their own right, but would be covered by
the standard keyword if included in the index.