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Binary (also known as "Takuzu", "Tohu wa Vohu") is played on a rectangular or square grid. The goal is to fill in the grid with digits "0" and "1" according to the following rules: Each box should contain a zero or a one.No more than two similar numbers next to or below each other are allowed.Each row and each column should contain an equal number of zeros and ones (or one more for odd sized grids).Each row is unique, and each column is unique.
Each puzzle consists of a 6x6 grid containing given clues in various places. The object is to fill all empty squares so that the numbers 1 to 6 appear exactly once in each row, column and 3x2 box.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x3 region with the numbers 1-9 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 9 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudokus, and implies that no cage can include more than 9 cells.)
Each of the numbers 1 to 9 must appear exactly once in each row, column, and block. In addition, adjacent cells must obey any "greater than" (>) or "less than" (
Each puzzle consists of a 16x16 grid containing given clues in various places. The object is to fill all empty squares so that the numbers 1 to 16 appear exactly once in each row, column, diagonal and 4x4 box.
Yajilin is played on a rectangular grid of squares. At the beginning, cells are either indicative (containing a number and an arrow pointing "up", "down", "left," or "right") or empty. Black cells, an additional cell type, may be discovered during the solving process. The goal is to draw a single continuous non-intersecting loop that passes through each cell that is neither black nor indicative. The loop must "enter" each cell from the centre of one of its four sides and "exit" from a different side; all turns are 90 degrees. For each indicative cell, its number indicates the count of the black cells that lie in that row or column in the direction of its arrow. Indicative cells can never be black, and do not count as a black cell for the purpose of satisfying other indicative cells, although the loop cannot pass through them. Every non-indicative cell is either black or contains a segment of the loop. Every indicative cell is accurate. For example, if an indicative cell has an arrow that points to the left and the number '3', there must be exactly 3 black cells to the left of that indicative cell in the same row. Black cells do not touch each other orthogonally (they do not share a side). There may be black cells that are not accounted for by the indicative cells.
Place numbers of the given range in the grid 6x6 such that every row and column contains each number exactly once. Inequality constraints must be satisfied. The open end of the sign denotes the greater number.
Suguru, also known as Tectonics or Number Blocks, is a Japanese puzzle invented by Naoki Inaba. The goal is to fill a given rectangular grid with numbers, so that every designated area contains a sequence of non-repeating, consecutive numbers, starting from 1 and going up. Also, adjacent (touching) cells should not contain the same number, even diagonally.
The rules of Jigsaw Sudoku are similar to standard Sudoku, since you must place each of the numbers 1 to 9 (or 1 to whatever the size of the puzzle is) into each of the rows and columns. However whereas standard Sudoku also has rectangular boxes that must each contain every number, in Jigsaw Sudoku these boxes are replaced by different bold-lined shapes that must each contain every number instead.
Each puzzle consists of a 16x16 grid containing given clues in various places. The object is to fill all empty squares so that the numbers 1 to 16 appear exactly once in each row, column, diagonal and 4x4 box.
Each cell should contain a zero or a one. No more than two similar numbers below or next to each other are allowed. Each row and each column is unique and contains as many zeros as ones.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x2 region with the numbers 1-6 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 6 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudoku, and implies that no cage can include more than 6 cells.)
Each puzzle consists of a 16x16 grid containing given clues in various places. The object is to fill all empty squares so that the numbers 1 to 16 appear exactly once in each row, column, diagonal and 4x4 box.
Each puzzle consists of a 9x9 grid containing given clues in various places. The object is to fill all empty squares so that the numbers 1 to 9 appear exactly once in each row, column, diagonal and 3x3 box.
Yajilin is played on a rectangular grid of squares. At the beginning, cells are either indicative (containing a number and an arrow pointing "up", "down", "left," or "right") or empty. Black cells, an additional cell type, may be discovered during the solving process. The goal is to draw a single continuous non-intersecting loop that passes through each cell that is neither black nor indicative. The loop must "enter" each cell from the centre of one of its four sides and "exit" from a different side; all turns are 90 degrees. For each indicative cell, its number indicates the count of the black cells that lie in that row or column in the direction of its arrow. Indicative cells can never be black, and do not count as a black cell for the purpose of satisfying other indicative cells, although the loop cannot pass through them. Every non-indicative cell is either black or contains a segment of the loop. Every indicative cell is accurate. For example, if an indicative cell has an arrow that points to the left and the number '3', there must be exactly 3 black cells to the left of that indicative cell in the same row. Black cells do not touch each other orthogonally (they do not share a side). There may be black cells that are not accounted for by the indicative cells.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x3 region with the numbers 1-9 once. The difference is how you arrive at those numbers.The objective is to fill the grid with numbers from 1 to 9 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once.The sum of all numbers in a cage must match the small number printed in its corner.No number appears more than once in a cage. (This is the standard rule for killer sudokus, and implies that no cage can include more than 9 cells.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x3 region with the numbers 1-9 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 9 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudokus, and implies that no cage can include more than 9 cells.)
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x2 region with the numbers 1-6 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 6 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudoku, and implies that no cage can include more than 6 cells.)
Each cell should contain a zero or a one. No more than two similar numbers below or next to each other are allowed. Each row and each column is unique and contains as many zeros as ones.
The rules of Jigsaw Sudoku are similar to standard Sudoku, since you must place each of the numbers 1 to 9 (or 1 to whatever the size of the puzzle is) into each of the rows and columns. However whereas standard Sudoku also has rectangular boxes that must each contain every number, in Jigsaw Sudoku these boxes are replaced by different bold-lined shapes that must each contain every number instead.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x3 region with the numbers 1-9 once. The difference is how you arrive at those numbers.The objective is to fill the grid with numbers from 1 to 9 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once.The sum of all numbers in a cage must match the small number printed in its corner.No number appears more than once in a cage. (This is the standard rule for killer sudokus, and implies that no cage can include more than 9 cells.
Each puzzle consists of a grid containing blocks surrounded by bold lines. The object is to fill all empty squares so that the numbers 1 to N (where N is the number of rows or columns in the grid) appear exactly once in each row and column and the numbers in each block produce the result shown in the top-left corner of the block according to the math operation appearing on the top of the grid. In CalcuDoku a number may be used more than once in the same block.
Yajilin is played on a rectangular grid of squares. At the beginning, cells are either indicative (containing a number and an arrow pointing "up", "down", "left," or "right") or empty. Black cells, an additional cell type, may be discovered during the solving process. The goal is to draw a single continuous non-intersecting loop that passes through each cell that is neither black nor indicative. The loop must "enter" each cell from the centre of one of its four sides and "exit" from a different side; all turns are 90 degrees. For each indicative cell, its number indicates the count of the black cells that lie in that row or column in the direction of its arrow. Indicative cells can never be black, and do not count as a black cell for the purpose of satisfying other indicative cells, although the loop cannot pass through them. Every non-indicative cell is either black or contains a segment of the loop. Every indicative cell is accurate. For example, if an indicative cell has an arrow that points to the left and the number '3', there must be exactly 3 black cells to the left of that indicative cell in the same row. Black cells do not touch each other orthogonally (they do not share a side). There may be black cells that are not accounted for by the indicative cells.
Binary (also known as "Takuzu", "Tohu wa Vohu") is played on a rectangular or square grid. The goal is to fill in the grid with digits "0" and "1" according to the following rules: Each box should contain a zero or a one.No more than two similar numbers next to or below each other are allowed.Each row and each column should contain an equal number of zeros and ones (or one more for odd sized grids).Each row is unique, and each column is unique.
Each puzzle consists of a grid containing blocks surrounded by bold lines. The object is to fill all empty squares so that the numbers 1 to N (where N is the number of rows or columns in the grid) appear exactly once in each row and column and the numbers in each block produce the result shown in the top-left corner of the block according to the math operation appearing on the top of the grid. In CalcuDoku a number may be used more than once in the same block.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x2 region with the numbers 1-6 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 6 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudoku, and implies that no cage can include more than 6 cells.)
Each puzzle consists of a grid containing blocks surrounded by bold lines. The object is to fill all empty squares so that the numbers 1 to N (where N is the number of rows or columns in the grid) appear exactly once in each row and column and the numbers in each block produce the result shown in the top-left corner of the block according to the math operation appearing on the top of the grid. In CalcuDoku a number may be used more than once in the same block.
Killer Sudoku is a mix of Sudoku and Kakuro. Your goal is the same as in regular sudoku: fill every row, column and 3x3 region with the numbers 1-9 once. The difference is how you arrive at those numbers. The objective is to fill the grid with numbers from 1 to 9 in a way that the following conditions are met: Each row, column, and nonet contains each number exactly once. The sum of all numbers in a cage must match the small number printed in its corner. No number appears more than once in a cage. (This is the standard rule for killer sudokus, and implies that no cage can include more than 9 cells.)
Yajilin is played on a rectangular grid of squares. At the beginning, cells are either indicative (containing a number and an arrow pointing "up", "down", "left," or "right") or empty. Black cells, an additional cell type, may be discovered during the solving process. The goal is to draw a single continuous non-intersecting loop that passes through each cell that is neither black nor indicative. The loop must "enter" each cell from the centre of one of its four sides and "exit" from a different side; all turns are 90 degrees. For each indicative cell, its number indicates the count of the black cells that lie in that row or column in the direction of its arrow. Indicative cells can never be black, and do not count as a black cell for the purpose of satisfying other indicative cells, although the loop cannot pass through them. Every non-indicative cell is either black or contains a segment of the loop. Every indicative cell is accurate. For example, if an indicative cell has an arrow that points to the left and the number '3', there must be exactly 3 black cells to the left of that indicative cell in the same row. Black cells do not touch each other orthogonally (they do not share a side). There may be black cells that are not accounted for by the indicative cells.
Binary (also known as "Takuzu", "Tohu wa Vohu") is played on a rectangular or square grid. The goal is to fill in the grid with digits "0" and "1" according to the following rules: Each box should contain a zero or a one.No more than two similar numbers next to or below each other are allowed.Each row and each column should contain an equal number of zeros and ones (or one more for odd sized grids).Each row is unique, and each column is unique.
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