Classic Sudoku

1 4 3 5 2 4 9 5 7 2 4 3 6 7 9 5 8 3 7 4 1 3 5 7 8 8 2 3 9 6

A Classic Sudoku board: 30 givens, and every remaining cell reachable by logic alone.

Classic Sudoku is the original puzzle and the perfect starting point for newcomers — yet it stays endlessly challenging for experts. The board is a 9×9 grid divided into nine 3×3 boxes. A handful of cells are pre-filled (the givens); your job is to logically deduce every remaining cell. A correct puzzle always has exactly one solution and never requires guessing.

The rules

  • Every row must contain the digits 1–9 exactly once.
  • Every column must contain the digits 1–9 exactly once.
  • Every 3×3 box must contain the digits 1–9 exactly once.
5 3 7 6 1 9 5 9 8 6 8 6 3 4 8 3 1 7 2 6 6 2 8 4 1 9 5 8 7 9

A typical Classic 9×9 — grey cells are the givens you start with

How to play, step by step

  1. Pick a cell by tapping it. Its row, column and box highlight so you can see what's already used.
  2. Enter a number from the on-screen pad (1–9) or your keyboard. A wrong number turns the cell red and counts as an error.
  3. Use Notes ( ) to pencil in small candidate digits when a cell could still take several numbers — then erase them as you rule options out.
  4. Work the dense areas first — rows, columns and boxes that already have the most numbers are where deductions come easiest.
  5. Hint ( ) reveals one correct cell if you get truly stuck, at a small score cost.

Solving techniques

These are the core logical tools for Classic Sudoku — and the foundation for every other variant.

1. Naked Single

The simplest technique: if a cell has only one possible candidate — because the other eight digits already appear in its row, column or box — that digit must go there. Placing it often frees up neighbouring cells, so re-scan after every move.

Full guide: how to use the Naked Single technique

3 7 1 8 5 2 6 9 4

The row already has 1 2 3 4 6 7 8 9 — only 5 is missing, so the amber cell is a Naked Single.

2. Hidden Single

Look at it from the digit's side: if a number can legally go in only one cell of a row, column or box (every other cell is blocked), it must go there — even if that cell still shows other candidates. Scanning each digit across the board (“cross-hatching”) is the fastest way to find them.

Full guide: how to use the Hidden Single technique

3 col has 7 5 row has 7 1 col has 7 8 7 4

Digit 7 fits only the amber cell in this box — all others are blocked by their row or column.

3. Naked Pair

An elimination technique. If two cells in the same unit share exactly the same two candidates {X, Y} and nothing else, then X and Y are claimed by those two cells — remove X and Y from every other cell in that unit. This often triggers fresh singles.

Full guide: how to use the Naked Pair technique

437 6 1 83759 259

Indigo: the pair {3,7}. After removing 3 and 7 elsewhere, the green cells collapse to {5,9}.

4. X-Wing

An advanced single-digit pattern. When a digit appears in exactly two cells of two different rows, and those cells share the same two columns (forming a rectangle / “X”), the digit can be eliminated from the rest of those two columns. The same works with rows and columns swapped.

Full guide: how to use the X-Wing technique

✗5 ✗5 5 5 ✗5 ✗5 ✗5 ✗5 5 5 ✗5 ✗5

Digit 5 forms an X-Wing (amber corners); it can be removed from the rest of both columns (red ✗5).

5. Forcing Chains

The expert's last resort when patterns run out. Pick a cell with two candidates and follow the consequences of each: “if this cell is A, then… ; if it is B, then…”. If both chains force the same digit into some other cell, that conclusion is certain regardless of which branch is true. Powerful, but slower — exhaust the simpler techniques first.

Full guide: how to use the Forcing Chains technique


Strategy summary

Always work from simplest to hardest: Naked Singles → Hidden Singles → Naked Pairs → X-Wing → Forcing Chains. After every placement or elimination, re-scan for new singles — most of the board falls in cascades.


Best techniques for Classic Sudoku

These are the solving techniques that pay off most in Classic Sudoku — each links to a full, illustrated guide.

Key Crosshatching The very first thing you do on any Classic grid — no pencil marks needed. Key Naked Single The bread-and-butter of Classic solving — every grid is built to be reachable through cascading singles. Key Hidden Single in Sudoku Cross-hatching for hidden singles is the fastest way to open a Classic grid. Key Naked Pair The first real elimination technique every Classic solver needs. Key Hidden Pair in Sudoku The mirror image of the naked pair, and just as essential once you keep full pencil marks. Key Naked Triple The natural next step after the naked pair — same idea, one cell wider. Key Pointing Pairs in Sudoku (Locked Candidates) One of the two workhorse intersection techniques on any Classic grid. Key Box/Line Reduction in Sudoku (Claiming) The other half of the intersection pair — learn it right after pointing pairs. Key Snyder Notation A tidier alternative to full pencil marks on any Classic grid. Key Full House The very simplest move — grab these free placements the moment they appear. Key Hidden Triple in Sudoku The triple version of the hidden pair; worth the hunt on harder grids. Useful Naked Quad The widest naked subset — rarer, but the logic is identical to the pair. Useful Hidden Quad in Sudoku The hardest subset to see, but occasionally the only move on a tough grid. Key Skyscraper Sudoku Technique Explained A friendly single-digit pattern — often easier to spot than an X-Wing. Useful Two-String Kite A neat single-digit elimination for harder Classic grids. Key Avoidable Rectangle A clean uniqueness shortcut on Classic grids, which are guaranteed one solution. Key X-Wing Sudoku Technique Explained The classic single-digit pattern; harder Classic puzzles routinely need it. Key XY-Wing Sudoku Technique (Y-Wing) Explained A staple of harder Classic grids once basic patterns run dry. Key Swordfish Sudoku Technique Explained The next fish after the X-Wing; hard Classic puzzles occasionally need it. Useful Empty Rectangle A solid intermediate single-digit tool once fish and wings are familiar. Useful Finned X-Wing Finned fish appear far more often than clean ones on hard grids. Useful XYZ-Wing Sudoku Technique Explained A step up from the XY-Wing for harder Classic grids. Useful W-Wing Sudoku Technique Explained A neat elimination once bi-value cells are on the board. Useful Remote Pairs A gentle introduction to chain logic on harder grids. Useful Simple Colouring A powerful single-digit tool for hard Classic grids. Key Turbot Fish A staple single-digit chain on hard Classic grids, unifying skyscrapers, kites and empty rectangles. Key X-Cycles The natural next step after Turbot Fish, catching single-digit patterns colouring misses. Key 3D Medusa A powerful colouring method that resolves many hard Classic grids in one sweep. Key Hidden Unique Rectangle Extends unique-rectangle logic to catch patterns the naked version misses on Classic grids. Key Grouped X-Cycles Group nodes close loops that a plain X-Cycle leaves open, on hard Classic grids. Key Multi-Colouring Extends simple colouring to catch single-digit eliminations across two clusters. Key Unique Loop Generalises the unique rectangle to longer loops on guaranteed-unique Classic grids. Useful Gurth's Theorem A neat shortcut on the minority of Classic puzzles built with rotational or diagonal symmetry. Useful Sashimi Fish A common shape on hard Classic grids where a clean fish never quite forms. Key BUG-Lite A handy uniqueness shortcut on guaranteed-unique Classic grids, beyond the full BUG. Useful Jellyfish The last basic fish; needed only on the very hardest Classic grids. Useful Finned Swordfish Extends finned logic to the order-3 fish on tough grids. Useful BUG+1 A slick endgame finish on a proper single-solution grid. Useful Sue de Coq A powerful, if advanced, elimination on the hardest Classic grids. Key Unique Rectangle The uniqueness argument holds on any proper single-solution Classic grid. Useful WXYZ-Wing Sudoku Technique (Bent Quad) An expert wing for the toughest Classic grids. Useful X-Chain A flexible single-digit chain for the hardest grids. Useful XY-Chain The XY-Wing stretched into a full chain — strong on tough grids. Useful Forcing Chains The expert's last resort on the very hardest Classic grids, once patterns are exhausted. Useful Aligned Pair Exclusion A precise late-stage tool on hard Classic grids, though it takes care to apply. Useful Finned Jellyfish Completes the finned-fish family for the hardest Classic grids, where finned fish outnumber clean ones. Useful Franken Fish A powerful extension of the fish family for very hard Classic grids. Useful Mutant Fish The broadest fish pattern, reserved for the toughest Classic grids. Useful Squirmbag Rounds out the fish family, though a smaller fish nearly always gives the same eliminations. Useful ALS-XZ A versatile advanced tool that resolves grids beyond the reach of chains and fish. Useful Death Blossom A strong ALS pattern for the hardest Classic grids once simpler ALS moves run out. Key Alternating Inference Chains (AIC) The unifying chain technique — X-chains, XY-chains and coloring are all AICs in disguise. Useful ALS-XY-Wing Reaches eliminations beyond the ALS-XZ rule on the hardest Classic grids. Useful Kraken Fish Squeezes an elimination from a near-fish on the hardest Classic grids. Useful Unavoidable Sets The theory behind every uniqueness technique on guaranteed-unique Classic grids. Key Grouped Chains Group nodes complete chains that a cell-by-cell AIC leaves hanging on hard Classic grids.

Difficulties & scoring

This type can be played on all five difficulties. The score multiplier for Classic Sudoku is ×1. The "normal time" below is tuned for this type.

DifficultyBase scoreMax (×1)Normal timeHints
easy 150 300 5 min 5
medium 300 600 10 min 4
hard 600 1200 15 min 3
expert 1000 2000 20 min 2
evil 1500 3000 30 min 1

How the score is calculated

Your score builds up from 0 as you place correct numbers, up to the full base when the board is finished. Then two bonuses are added:

base × your progress × (1 + combo bonus + time bonus) × 1
  • Progress: the live score climbs from 0 to the base as the grid fills with correct numbers.
  • Combo bonus (up to +50%): keep a clean run for the full bonus. Each error or hint is a combo break that shrinks the bonus — but it never takes Sparks away below the base.
  • Time bonus (up to +50%): beat the normal time and you earn extra, proportional to how much faster you were. Finishing slower than normal costs nothing — there is no time penalty.
  • The total is multiplied by ×1 and never drops below 0.

Coins

The coins you earn reflect your score — the more Sparks, the more coins (about 1 coin for every 45 Sparks, minimum 1). Spend coins in the Shop on hints and Jokers.

Tip: a clean, hint-free solve under the normal time scores the highest. The Daily Challenge is always Classic and fully scored.

Classic Sudoku — FAQ

What is Classic Sudoku?
Classic Sudoku is a 9×9 grid divided into nine 3×3 boxes. The goal is to fill every cell with a digit from 1 to 9.
What are the rules of Classic Sudoku?
Each row, each column and each 3×3 box must contain the digits 1 to 9 exactly once, with no repeats. Some cells are filled in at the start as clues.
How do I start solving a Sudoku?
Look for rows, columns or boxes that are almost full and find the only digit that can fit a cell. Then use pencil marks to track the remaining candidates for harder cells.
Is Classic Sudoku good for beginners?
Yes. Start on Easy or Medium, which can be solved with simple logic and never require guessing — every SudokuStreak puzzle has exactly one solution.
Do I ever need to guess?
No. Every puzzle has a single unique solution that can be reached by pure logic, so guessing is never required.

More questions? See the full FAQ.