Sudoku for absolute beginners
One rule, the scanning habit that applies it, and the two patterns that finish your first grid without a single guess.
Twenty pieces on how these puzzles actually come apart, written by the people who wrote the generators. Ten cover the method for a specific board; the other ten go further into technique, probability and the reasons some puzzles are harder than they look.
One guide for each of the ten puzzles
One rule, the scanning habit that applies it, and the two patterns that finish your first grid without a single guess.
How to read the edge of an open region, plus the 1-1 and 1-2-1 shapes drawn out cell by cell.
What the clue numbers mean, how overlap hands you free squares, and why marking blanks matters as much as filling.
Why click order never matters, why pressing twice is the same as never pressing, and how to chase the lights downward.
The positions a crate can never come back from, and why solving backwards from the marks is faster than pushing.
Solve it in layers, learn the three-tile rotation, and stop destroying the row you have just finished.
Why the answer is exactly two to the n minus one, and the one-line rule that plays it perfectly.
Scan by first letter, start with the long words and the rare ones, and stop re-reading the same corner.
Why tracking the whole deck fails, how to chunk a grid into corners, and the turn order that turns one lucky flip into two pairs.
Why the middle column is worth more than the rest of the board put together, and how a double threat ends a game early.
Technique, proofs and the puzzles themselves
Naked and hidden pairs, pointing sets, box-line reduction and the X-wing — each drawn out, and all the same idea underneath.
Working out which cell is safest, why the mine counter is a clue, and how to pick a guess that teaches you something.
How a single blank cuts a line into shorter ones, pinning a run against an edge, and knowing when a line is finished.
Why crate count measures nothing, how forced ordering creates depth, and why machines find this puzzle difficult too.
The inversion count that decides whether a board has an answer, and the prize that was offered for an impossible one.
Short histories of all ten: who made them, when, and which of the widely repeated origin stories are simply not true.
Counting Sudoku solutions, shuffling by legal moves, solving crate levels by machine, and why randomness needs care.
The complete key map for all ten boards, plus how the site handles screen readers, reduced motion, colour and zoom.
Branching, depth, reversibility and forced guessing — the four properties behind difficulty, and why labels are estimates.
What the usual retention machinery does, why none of it is here, and a practical way to handle being stuck.