Sudoku School
Learn techniques to solve any Sudoku puzzle
Guides
How to Play
How to play on SudokuStreak: pick a game type and difficulty, enter digits with the mouse or keyboard, use notes and hints, and see how Sparks, coins, streaks and jokers work.
How to Use Pencil Marks in Sudoku
Pencil marks — the small candidate numbers you note in a cell — are the foundation every advanced technique builds on. Learn how and when to use them, the tidy way.
How Many Clues Does a Sudoku Need?
What is the fewest given numbers a Sudoku can have and still be solvable? The answer is a proven 17 — here is the story, the maths, and what it means for difficulty.
Sudoku Techniques by Difficulty
Every Sudoku solving technique, ordered from beginner to expert, with a one-line summary and a link to each full guide. The map to the whole Sudoku School.
Sudoku Glossary
Candidate, unit, naked, hidden, cage, given — the language of Sudoku in one place, each term defined plainly and linked to the technique that uses it.
Sudoku Tips for Beginners
Twelve practical Sudoku tips for new players: where to scan first, when to use pencil marks, why you should never guess, and how to get unstuck — with examples.
How to Get Better at Sudoku
Stuck at the same Sudoku level? Climb the technique ladder deliberately: what to learn at each difficulty, how to practise it, and a concrete 30-day plan.
Is Sudoku Good for Your Brain? What Research Actually Says
Sudoku trains working memory, deduction and focus — and a 19,000-person study links regular number puzzles with sharper minds. The honest picture, caveats included.
Game Types
Each guide covers the rules, the solving techniques you need, and an interactive step-by-step tutorial.
Classic Sudoku
Rules, solving techniques & tutorial
Killer Sudoku
Cages, sums & combinations
X-Sudoku
Diagonals must hold 1–9
Center Dot Sudoku
Box centres form a tenth region
German Whispers Sudoku
Neighbours on the line differ by 5+
Dutch Whispers Sudoku
Neighbours on the line differ by 4+
Nabner Sudoku
No repeats, no consecutive digits
Samurai Sudoku
Five overlapping grids
Play by Difficulty
Guides to each difficulty level — what to expect and the techniques it takes.
Solving Techniques
Every technique in depth, with worked examples you can follow on a real grid. Start at the top — each one builds on the last.
- 1 Crosshatching Scan a digit's existing rows and columns through a box to find the single cell in the box where it can still go. →
- 2 Naked Single A cell where only one candidate remains — the digit must go there. →
- 3 Hidden Single in Sudoku A digit that can legally go in only one cell of a unit, even if that cell shows other candidates. →
- 4 Naked Pair Two cells in a unit holding the same two candidates claim those digits, removing them elsewhere in the unit. →
- 5 Hidden Pair in Sudoku Two digits confined to the same two cells of a unit — every other candidate can be cleared from those two cells. →
- 6 Naked Triple Three cells in a unit sharing only three candidates between them claim those digits, removing them elsewhere in the unit. →
- 7 Pointing Pairs in Sudoku (Locked Candidates) A candidate confined to one row or column within a box is removed from the rest of that line outside the box. →
- 8 Box/Line Reduction in Sudoku (Claiming) A candidate confined to one box within a row or column is removed from the rest of that box. →
- 9 Snyder Notation Mark a candidate only in the boxes where it can go in exactly two cells — a compact notation that makes hidden singles and pairs jump out. →
- 10 The Rule of 45 in Killer Sudoku Every unit totals 45, so comparing a unit's cage sums against 45 reveals the value of a cell that pokes in or out. →
- 11 Killer Combinations The set of digit combinations that can fill a cage of a given size and sum — the lookup every Killer solver leans on. →
- 12 Full House A unit with only one empty cell — the single missing digit must go there. →
- 13 Innies and Outies Sum whole cages against the 45-per-unit total; the single cell that pokes in (innie) or out (outie) is fixed by the difference. →
- 14 Hidden Triple in Sudoku Three digits that can go in only the same three cells of a unit — every other candidate can be cleared from those cells. →
- 15 Naked Quad Four cells in a unit using only four candidates between them claim those digits, removing them elsewhere in the unit. →
- 16 Hidden Quad in Sudoku Four digits that can go in only the same four cells of a unit — clear every other candidate from those four cells. →
- 17 Skyscraper Sudoku Technique Explained Two rows where a digit sits in only two cells, sharing one column; the digit is cleared from cells that see both far ends. →
- 18 Two-String Kite A strong link in a row and one in a column, sharing a box, eliminate the digit from the cell that sees both free ends. →
- 19 Cage Splitting Split a boundary-crossing cage into partial sums via the 45-per-unit rule, pinning down the cells on each side. →
- 20 Cage/Unit Overlap Where a cage overlaps a unit, a candidate confined to the overlap is removed from the rest of the cage or the rest of the unit — a candidate, not a sum, technique. →
- 21 Law of Leftovers In Jigsaw Sudoku, cells of a region sticking out of a set of rows/columns hold the same digits as the cells of other regions sticking in. →
- 22 Avoidable Rectangle Three corners of a rectangle are already solved; the fourth must avoid completing a deadly pattern, eliminating one candidate. →
- 23 X-Wing Sudoku Technique Explained One digit confined to the same two columns across two rows (or vice versa) — eliminate it from the rest of those lines. →
- 24 XY-Wing Sudoku Technique (Y-Wing) Explained A pivot cell with two candidates links two pincer cells; the digit they share is removed from any cell both pincers see. →
- 25 Swordfish Sudoku Technique Explained One digit confined to the same three columns across three rows (or vice versa) — eliminate it from the rest of those columns. →
- 26 Empty Rectangle A box whose candidates for a digit lie in a single row and column, plus a conjugate pair, force an elimination at their intersection. →
- 27 Finned X-Wing An almost-X-Wing with one extra candidate (a fin); the digit is eliminated only from cover cells that also see the fin. →
- 28 XYZ-Wing Sudoku Technique Explained A pivot with three candidates and two bi-value pincers remove the shared digit from any cell that sees all three wing cells. →
- 29 W-Wing Sudoku Technique Explained Two cells with the same two candidates, joined by a strong link on one of them, eliminate the other digit from cells that see both. →
- 30 Remote Pairs A chain of cells all holding the same two candidates; cells seeing both ends of the chain lose both digits. →
- 31 Simple Colouring Colour a digit's conjugate-pair chain in two alternating colours; a colour that appears twice in a unit is false, and cells seeing both colours lose the digit. →
- 32 Turbot Fish A four-cell chain on a single digit — two strong links joined by a weak one — that eliminates the digit where both ends can see. →
- 33 X-Cycles A loop of alternating strong and weak links on one digit; continuous loops eliminate around the ring, a broken loop forces the digit at the discontinuity. →
- 34 3D Medusa Two-colour clustering across bi-value cells and bi-location units for all digits together; any colour clash forces the opposite colour true. →
- 35 Hidden Unique Rectangle A unique-rectangle variant that uses a strong link on the extra digit to force an elimination and dodge the deadly pattern. →
- 36 Grouped X-Cycles A single-digit loop in which a node can be a group of candidates sharing a box-line, extending the reach of an ordinary X-Cycle. →
- 37 Multi-Colouring When two colour clusters on one digit interact, a colour in one cluster can be proven false, eliminating candidates simple colouring cannot reach. →
- 38 Unique Loop Two digits circling an even loop of cells across two boxes per step would give two solutions; one cell must break the pattern. →
- 39 Gurth's Theorem If a uniquely-solvable puzzle's givens are symmetric under a rotation with a digit relabeling, the solution inherits that symmetry — often fixing the centre cell to 5. →
- 40 Sashimi Fish A finned fish whose fin is essential because a base unit would otherwise be empty; eliminations still land only on cover cells that see the fin. →
- 41 BUG-Lite A subset of cells forms a bivalue pattern whose digits could swap into a second solution; one cell must break it, forcing an elimination. →
- 42 Jellyfish One digit confined to the same four columns across four rows (or vice versa) — eliminate it from the rest of those columns. →
- 43 Finned Swordfish An almost-Swordfish with one extra candidate; the digit is eliminated only from cover cells that also see the fin. →
- 44 BUG+1 When all cells but one are bi-value, the extra candidate in that one cell must be the solution, or the puzzle would have two answers. →
- 45 Sue de Coq Cells at a box-and-line intersection, plus almost-locked sets in the box and line, force eliminations in both. →
- 46 The Phistomefel Ring In any solved Sudoku, the 16 cells around the centre box contain exactly the same multiset of digits as the four 2×2 corners of the grid. →
- 47 Unique Rectangle Because a valid puzzle has only one solution, a four-cell rectangle sharing two candidates is forbidden — which forces an elimination. →
- 48 WXYZ-Wing Sudoku Technique (Bent Quad) Four cells using four candidates, bent across a box and line, remove a digit seen by every cell that could hold it. →
- 49 X-Chain A chain of alternating strong and weak links for one digit; cells seeing both ends of an even chain can't hold it. →
- 50 XY-Chain A chain of bi-value cells whose ends both force the same digit; cells seeing both ends can't hold it. →
- 51 Forcing Chains Follow both values of a bi-value cell; if both branches force the same digit somewhere, that conclusion is certain. →
- 52 Aligned Pair Exclusion Two cells that see each other cannot take any digit pair that a commonly-seen almost-locked set forbids, shrinking their candidates. →
- 53 Finned Jellyfish An almost-Jellyfish with one extra candidate; the digit is eliminated only from cover cells that also see the fin. →
- 54 Franken Fish A fish in which at least one base or cover unit is a box, mixing a box with rows or columns to reach new eliminations. →
- 55 Mutant Fish The most general fish: base and cover sets each mix rows, columns and boxes in any combination. →
- 56 Squirmbag A five-by-five fish; valid but almost always replaceable by a smaller dual fish, so it is a curiosity more than a workhorse. →
- 57 ALS-XZ Two almost locked sets sharing a restricted common digit X force a second common digit Z out of any cell that sees all its copies in both sets. →
- 58 Death Blossom A stem cell whose every candidate links to an almost locked set; a digit common to all the petals can be eliminated from cells seeing it in each. →
- 59 Alternating Inference Chains (AIC) A chain of candidates joined by alternating strong and weak inferences; its two endpoints yield an elimination or a placement. →
- 60 ALS-XY-Wing Three almost locked sets — a pivot joined to two others by restricted commons — force a digit shared by the outer two out of cells seeing it in both. →
- 61 Kraken Fish A fish with an uncovered candidate is completed by chaining from that candidate; if every branch and the fish reach the same elimination, it holds. →
- 62 Unavoidable Sets A minimal set of cells whose digits admit two valid arrangements; a unique puzzle must give a clue in every unavoidable set, which underpins deadly-pattern logic. →
- 63 Grouped Chains An Alternating Inference Chain in which a node can be a group of candidates sharing a box-line, extending the reach of an ordinary chain. →
More Sudoku Variants
Rules and how-to guides for the wider world of Sudoku variants — the ones we don't generate here yet.
Sudoku vs Other Puzzles
How Sudoku compares to Kakuro, Futoshiki and other logic puzzles — and which skills carry across.