These sites supply free Sudokus. There's an option that will, on request, generate Candie Markup (pencil marks) in the empty Cells, and the print function will print the Candie Markup laid out in a 3 x 3 matrix in every empty Cell.
www.brainbashers.com/sudoku.asp
Select date & difficulty and click Go.
Click Auto Pencil Marks and wait a few seconds.
Scroll down and click Print.
www.sudokuwiki.org/Daily_Sudoku
Click on Load in Solver below the Grid; you get a new window.
Click Take Step (only once) to generate candies in
the empty Cells.
Click Print2; you get a new window.
Click Print in the upper right corner; you get a dialog box.
Click OK.
Many sites, particularly forums, make Sudoku Grids available in code form:
394 26. 8.1
.6. 13. ..9
..7 9.. 6.3
736 492 185
941 583 762
582 716 394
... 6.. 237
62. 37. .18
.73 82. 9.6
The digits are the original Clues, and the dots are the empty Cells.
A few sites have grid-from-code assistants; many of these will not accept code in the above format (with embedded spaces and newlines), but all of them will take code in linear form like this:
39426.8.1.6.13...9..79..6.3736492185941583762582716394...6..23762.37..18.7382.9.6
or this (with zeroes for the empty Cells):
394260801060130009007900603736492185941583762582716394000600237620370018073820906
www.brainbashers.com/sudoku.asp
Scroll down to Sudoku Assistant Import.
Copy a code string (from some web page or from some text file) and paste it
into the text-entry box.
Click Go.
www.sudokuwiki.org/sudoku.htm
Click Import a Sudoku.
Copy a code string (from some web page or from some text file) and paste it
into the text-entry line.
Click OK.
www.sudopedia.org/wiki/Terminology
Big list — about 250 terms.
www.sudocue.net/glossary.php
The other big list — about 150 terms.
www.sudocue.net/guide.php
Ruud van der Werf's excellent guide to Sudoku concepts and tactics.
==> Note: many of the links below refer to some section of this
specific sudocue page (which is very long), and it's hard on
sudocue's server to keep responding to requests to refresh the same page,
so you should download the whole page once and for all
(with File / Save Page As) so that you can view it offline,
rather than clicking on the many sudocue links in this list. <==
www.sudopedia.org/wiki/Solving_Technique
Sudopedia's encyclopedic guide, with contributions from many people.
www.sudokuassistant.co.uk/solving/solving-sudoku-cross-hatch.htm
Row/Column-on-Block Shadowing.
www.sudokuassistant.co.uk/solving/solving-sudoku-cross-hatch2.htm
Block/Row-on-Column Shadowing. This can sometimes produce a result that
the Tactic in the preceding link will not.
www.brainbashers.com/sudokuintersections.asp
Row/Column-on-Block Shadowing.
www.sudocue.net/guide.php#squeezing
"Squeezing" is Row-on-Block Shadowing, which by itself is limited, because
the effect of Columns on the Block is not taken into account.
www.sudocue.net/guide.php#HiddenSingle
Row/Column-on-Block Shadowing.
www.sudocue.net/guide.php#hatching
Block/Column-on-Row Shadowing;
Row/Column-on-Block Shadowing.
www.brainbashers.com/sudokuforcedmoves.asp
Only Digit (that a given Cell will accept).
All the remaining links on this page are for the Bookkeeping Strategy, with its great variety of Tactics based on Candie Markup.
www.brainbashers.com/sudokupinnedsquares.asp
Hidden Locked Single.
The term "Locked Set" is widely used for this concept (because it is consistent with the more recently developed concept of an "Almost Locked Set"). But a number of sites still use the older term "Naked Set", as you will see when you check out these sites.
www.brainbashers.com/sudokulockedsets.asp
Locked Pair in two Houses; Locked Trio.
www.palmsudoku.com/pages/techniques-6.php
Locked Pair; Locked Trio; Locked Quartet.
www.sudopedia.org/wiki/Naked_Subset
Links to three examples:
— Locked Pair in two Houses;
— Locked Trio;
— Locked Quartet.
www.sudocue.net/guide.php#NakedPair
www.sudocue.net/guide.php#NakedTriple
www.sudocue.net/guide.php#NakedQuad
— Locked Pair in two Houses;
— Locked Trio; Locked Trio in two Houses;
— Locked Quartet.
Many sites omit the word "Locked". (Cf. remark in preceding section.)
www.sudopedia.org/wiki/Hidden_Subset
Links to Hidden Locked Pair, Hidden Locked Trio,
Hidden Locked Quartet.
www.palmsudoku.com/pages/techniques-7.php
Hidden Locked Pair, Trio, Quartet.
www.sudokuwiki.org/Hidden_Candidates
Hidden Locked Pair, Trio, Quartet.
www.sudocue.net/guide.php#HiddenPair
www.sudocue.net/guide.php#HiddenTriple
www.sudocue.net/guide.php#HiddenQuad
Hidden Locked Pair, Trio, Quartet.
www.brainbashers.com/sudokuhiddensets.asp
Hidden Locked Pair.
www.brainbashers.com/sudokuintersectionremoval.asp
Block-on-Column Claim;
Block-on-Row Claim;
Column-on-Block Claim.
www.palmsudoku.com/pages/techniques-3.php
Block-on-Column Claim.
www.sudopedia.org/wiki/Locked_Candidates
"Pointing" = Block-on-Row Claim.
"Box-line reduction" = Row-on-Block Claim.
Ignore the Killer Sudoku remarks: that's a different game.
www.sudocue.net/guide.php#LockedCandidates1
His "Locked Candidates (type 1)" = Block-on-Column Claim.
www.sudocue.net/guide.php#LockedCandidates2
His "Locked Candidates (type 2)" = Column-on-Block Claim.
On all these sites, you will find the expression "x-wing", meaning 2-Fish.
www.palmsudoku.com/pages/techniques-8.php
Detailed explanation; several examples.
Row-Based 2-Fish.
Column-Based 2-Fish.
www.sudocue.net/guide.php#XWing
Row-Based 2-Fish;
Column-Based 2-Fish.
www.brainbashers.com/sudokuxwing.asp
Row-Based 2-Fish;
Column-Based 2-Fish.
www.sudoku9981.com/sudoku-solving/X-Wing.asp
Row-Based 2-Fish; the X's all represent the same candie;
the Cells marked with a red "*" are the Kill Area for other X-candies
which may occur,
except that in the very last Grid, the Cells marked with a red "*"
don't represent the entire Kill Area, they just represent each Cell where
his example happens to hold an X-candie that will be killed
(because it falls within the two Columns that constitute the
Kill Area).
You will find this Tactic referred to as a "sashimi x-wing".
www.sudopedia.org/wiki/Sashimi_X-Wing
Only the first example is a (pure) Sashimi; it is Column-Based;
the X's all represent the same candie; the Cells marked with a red "*"
turn out to be the Kill Area for other X-candies which may occur.
(The second example is a Splatterfoot — a "finned sashimi x-wing".)
All of these sites will refer to this Tactic as a "finned x-wing" or a "finned sashimi x-wing".
sudoku9981.com/sudoku-solving/Finned-Fish.asp
His Splatterfoot is Row-Based; the X's and the F all represent
the same candie; the Cells marked "*" turn out to be the Kill Area
for other
www.sudocue.net/guide.php#FinnedFish
His Splatterfoot is Column-Based; the green and blue Cells
all contain
www.sudokuwiki.org/Finned_X_Wing
"Unit" = Block.
(The explanation at the beginning would have been easier to follow if the
seven light-gray 8s had been left off the Grid.)
There are two example Grids: both examples are Row-Based
Splatterfoots. (The colour convention is reversed between the two
examples.)
A "swordfish" is a 3-Fish.
A "jellyfish" is a 4-Fish.
www.palmsudoku.com/pages/techniques-9.php
Row-Based 3-Fish.
www.sudoku9981.com/sudoku-solving/Swordfish.asp
Row-Based 3-Fish;
Column-Based 3-Fish.
www.brainbashers.com/sudokuswordfish.asp
Row-Based 3-Fish.
www.sudocue.net/guide.php#Swordfish
Row-Based 3-Fish;
Column-Based 3-Fish.
www.sudocue.net/guide.php#Jellyfish
Row-Based 4-Fish.
www.sudopedia.org/wiki/Jellyfish
"Line" = Row or Column.
Row-Based 4-Fish;
Column-Based 4-Fish.
www.sudopedia.org/wiki/Franken_Swordfish
Franken-3-fish.
"Defining set" = Base. "Secondary set" = Frame. "Conjugate pair" = Twins.
"Line" = Row or Column. "Box" = Block. "Peer" = Buddy.
The X's all represent the same candie. The Cells marked "*" are
the Kill Area for other X-candies which may occur.
www.sudopedia.org/wiki/Mutant_Fish
Mutant 3-fish.
"Defining set" = Base. "Secondary set" = Frame. "Conjugates" = Lookalikes
(equal candies). "Conjugate pair" = Twins. "Box" = Block.
The X's all represent the same candie. The Cells marked "*"
are the Kill Area for other X-candies which may occur.
There are also links to more mutant swordfish (3-Fish) and
to a mutant jellyfish (4-Fish).
www.sudopedia.org/wiki/Kraken_Fish
Kraken Fish.
"Peer" = Buddy. "Conjugates" = Lookalikes (equal candies).
Kraken fish do not have a terribly predictable pattern.
A kraken fish deals with Cells all of which contain some
specific candie (X). R9C8 is a candidate elimination cell (CEC); it
contains an X-candie. There is a Target Area (the two Cells marked with
a red "*"). If the X in the CEC is true, it kills any X's in the
Target Area. If the X in the CEC is false, that turns the main pattern
into an ordinary Column-Based 2-Fish, which also kills the X's in the
Target Area. (Kraken Fish patterns are rather hard to recognize in a
real-world Grid.)
sudoku9981.com/sudoku-solving/X-Cycle.asp
Fishy cycle.
"Constraint set" = Base or Frame. "Line" = Row or Column. "Box" = Block.
"Alternating" means that the successive X's in this cycle are Twin-linked,
then not Twin-linked, then Twin-linked,...
The remarks on strong & weak links will not help much.
Look at the Grids and read the conclusions about which candies
can be eliminated. In the Grids, X = the occurrence of a specific
Row Twin or Block Twin. X is always the same digit.
www.sudoku.com/boards/viewtopic.php?t=833
A "turbot fish" isn't particularly a Fish (the notion of Frame would be a
little elusive, and a turbot fish doesn't generally have what might be
described as a Kill Area).
Ignore the first figure. Look only at the figures containing the markers
His logic is perfectly clear. Alternatively, each of these examples could
be reformulated as a Wrong Chain where the Chain makes a lot of use of
Hidden-Locked-Single Crownings (Surviving-Twin Crownings in these particular
examples).
Both of the techniques listed below are conceptually enlightening and worth having a look at for that reason alone. But you may find that the labour involved limits their appeal.
www.sudocue.net/guide.php#FishingLines
Ruud van der Werf's "fishing with lines" is an alternate technique for
finding, at one fell swoop, all the existing N-Fish for one specific candie.
It's quite ingenious, but it takes a lot of work, given the fact that
there are nine digits to be checked, each one separately
via this procedure.
www.sudopedia.org/wiki/Fish_and_Subsets
Read only the very first section, "Trawling for Fish Using Locked Sets";
that completely explains the technique. Again, this has to be carried
out separately for each digit 1 to 9, but it may be easier to
do than the procedure explained in the preceding link.
www.sudocue.net/guide.php#UR
He refers to this as a "unique rectangle", but it is in fact a
Deadly Rectangle. He specifically recognizes that when he says that
this should be called a "non-unique rectangle". He points out that
it's a Deadly Pattern.
www.sudopedia.org/wiki/Deadly_pattern
This gives some succinct remarks on Deadly Patterns. Of particular interest
is the section entitled "Catalogue of Deadly Patterns on < 10 Cells".
Look at the 4-Cell pattern: it's a Deadly Rectangle. Having seen that,
you should be able to make sense out of the 6-Cell patterns.
www.sudoku.com/boards/viewtopic.php?t=2277&start=30
This is the original BUG discussion on a forum at www.sudoku.com.
There were a number of people involved in this work, but you will sometimes
see this page of historical interest referred to as "nick67".
www.brainbashers.com/sudokuuniquerectangles.asp
1-corner and 2-side-corner Unique Rectangles in context.
The final example is a minimal-result UR.
www.sudopedia.org/wiki/Uniqueness_Test
1-corner, 2-side-corner, 2-far-corner and 3-corner Unique Rectangles
in context. Some of these are minimal-result URs.
(The Eureka notation does not add anything useful to the discussion.)
www.sudokuwiki.org/Unique_Rectangles
1-corner and 2-side-corner Unique Rectangles in context.
His type 4 and 4B examples are minimal-result URs.
www.sudocue.net/guide.php#UniqueCorner
Unique Rectangle, 1-corner.
www.sudocue.net/guide.php#UniqueSide
www.sudocue.net/guide.php#UniqueSubset
www.sudocue.net/guide.php#UniquePair
Three different examples of a 2-side-corner Unique Rectangle
in context. The third (final) example is a minimal-result UR.
www.sudopedia.org/wiki/Bivalue_Universal_Grave
The first example on this page deals with a BUG+1.
www.brainbashers.com/sudokubugremoval.asp
BUG+1 example.
www.sudocue.net/guide.php#BUG
The second Grid shown here contains a BUG+1.
www.sudopedia.org/wiki/Bivalue_Universal_Grave
The second example on this page deals with a BUG+2.
A Consensus argument is made: both the 7 Hero and the 8 Hero
would kill the 2 in the blue-bordered Cell, so that 2 must be false (because
one of the Heroes must be true).
www.sudoku9981.com/sudoku-solving/XY-Chain.asp
Gotcha Chain in 5 to kill the 5 in the blue-bordered Cell.
www.sadmansoftware.com/sudoku/forcingchain.htm
Gotcha Chain in 2 to kill the 2 in the purple Cell.
www.sudokuwiki.org/XY_Chains
1st Grid: Gotcha Chain in 5. Notice that this Chain has a
three-Cell Kill Area (the three pink Cells).
2nd Grid: Gotcha Chain in 6. Again, this Chain has a
three-Cell Kill Area.
www.sudoku.com/boards/viewtopic.php?p=6625
Gotcha Chain in 7 to kill the 7 in the dark Cell.
www.sudokuwiki.org/Singles_Chains
[Andrew Stuart is currently rewriting this page.]
The last three items are links to sites that discuss
A discontinuous nice loop is not a loop at all. It's a Wrong Chain whose Driving Force consists only of Kills in Pair Cells and Surviving-Twin Crownings (no ALSes, no Almost Claims). When a Kill in a Pair Cell occurs, the lingo used is that this is the result of a "weak link". When a Surviving-Twin Crowning occurs, that is said to be the result of a "strong link".
Continuous nice loops look somewhat similar, but in fact they are substantially different. Productive ones are rare, and I don't discuss these. You can read about them at these three sites.
www.paulspages.co.uk/sudokuxp/howtosolve/niceloops.htm
This is the most extensive exposé of nice loops I've seen.
It's not easy stuff.
"Conjugate pair" = Twins. "Square" = Cell. "Bivalue square" =
Pair Cell. "Is related to" = sees.
www.sudopedia.org/wiki/Nice_Loop
A shorter discussion of nice loops.
"Node" = Cell. "Peer" = Buddy. "Bivalue cell" = Pair Cell.
www.sudoku.com/boards/viewtopic.php?t=2143
Title: "Nice Loops for Advanced Players — b/b Plot".
The solid lines with yellow labels on the b/b plot give the same
information as Twin Tagging.
"Conjugate" = Twin. "Unit" = House. "Bivalue node" =
Pair Cell. "Bilocation nodes" = two Cells containing Twins of a
specific candie.
sudokuone.com/sweb/extra/gn/a_gn.htm
Golden Nugget.
sudokuone.com/sweb/extra/easter/a_em.htm
Easter Monster.
www.stolaf.edu/people/hansonr/sudoku/easter_monster.htm
Easter Monster again.
magictour.free.fr/top1465
This is a well-known code list of someone's notion of the
top 1465 hard Sudokus. Each line of this file consists of
81 digits-or-periods (a period = an empty Cell). The lines are not
explicitly numbered, but #77 is still regarded as one of the
hardest known Sudokus. (To help you find it, #77 starts with the
digits 7.....4...2..7..8...3..8..9) Copy that line and paste it
into the text-entry area at a sudoku-grid-from-code site.
www.sudoku.com/boards/viewtopic.php?t=3221
Vidar's Monster #3.
www.sudoku.com/boards/viewtopic.php?t=4212
Title = "The Hardest Sudokus" (2006).
This is the best site I can point you to for information on the powerful Tactics required for solving wildly difficult Sudokus:
The people at SudokuOne have developed a system called A General
Logic for Sudoku, which is a coherent theory that unifies the reasoning
behind all Tactics. It includes a concrete graphic method
for indicating and applying (even very complex) Tactics on the Grid.
The site has links to explanations of the method.
In addition, SudokuOne
offers a free downloadable program called Xsudo which is designed
to help the user learn the logic by working with real Sudoku Grids. Any
Grid can be input. If you want, you can activate a gradual solver that
gives diagrammatic and verbal feedback on the successive moves.
Xsudo is capable of solving Diabolical Sudokus. Whether a human
solver could really learn to use the most complex Tactics available
in A General Logic is possibly a matter of argument. But the
system is extremely impressive.
Long-winded remarks before the list of links —
The components of a Wrong Chain or a Gotcha Chain are just Pair Cells for the most part, but an Almost Locked Set (ALS) can occur as a component, and this addition greatly extends the power of Chains.
Beyond that, people have developed a technique based on the use of several Almost Locked Sets which are linked together by candies referred to as restricted common digits. In principle, if you can find ALSes on the Grid that are correctly linked by restricted common digits, then you can achieve a Kill without actually having to trapse through a Chain.
But in fact, if you look at examples of the ALS technique and you just forget about the ALSes, you'll find that if you make use of the Cells indicated in the example, you can construct a Gotcha Chain or Wrong Chain to achieve the desired Kill. For most of the examples you'll find on the web, the equivalent Chain will consist of only Pair Cells plus possibly an embedded ALS. It is possible to run across a rather difficult example where the Chain emulation will require that the Chain contain an embedded Almost Claim (and you will recall that this is not an easy construct to see).
A characteristic of the ALS technique is that it is aimless (not directed): you look for the ALS pattern without regard to what it might kill, and you then look to see whether it actually has a victim. A corollary of that fact is that if you were trying to achieve the same thing with Chains that people accomplish with the ALS technique, you would in fact try to construct any two-headed Gotcha Chain on the Grid, without a specific target in mind. Or you would try to construct a Wrong Chain from some utterly arbitrary candie. But in fact none of this is easy, since you would normally use the ALS technique, or else an aimless Gotcha Chain or a random-victim Wrong Chain, only on an extremely difficult Grid where you have run out of good Tactics and would settle for killing any single candie whatsoever.
The ALS-technique terminology is problematic (from my point of view).
In the treatment of Chains on this site, I have referred to the two Cells
I don't cover the ALS technique on this site, and I have no plans to do so. If I applied every Tactic I know and still had an unsolved Grid, I would probably declare it diabolical and go have a beer. If I were feeling masochistic, I might do as I indicated above and scour the Grid trying to construct an aimless Gotcha Chain (one that kills something somewhere), or I might try to construct a Wrong Chain from some arbitrary candie if assuming it true created a new Locked Set that would give me some moves to start a Chain with. I might even look for a Chain with an embedded Almost Claim. For awhile. But that's my limit.
Nevertheless, you may want to have a look at these links to material on the ALS technique to decide for yourself what you think. (Optionally, for any example you look at, you could see if you can construct a Gotcha Chain or a Wrong Chain to achieve the same Kill.) These sites are the ones I've found so far that do the best job of explaining the almost locked sets technique:
www.sudocue.net/guide.php#ALS
Definitions of terms.
A simple example.
www.sudokuwiki.org/Almost_Locked_Sets
Definitions of terms.
4 examples, the last 3 on difficult Grids.
www.sudoku.org.uk/SudokuThread.asp?fid=4&sid=10326
12 examples.
"Bivalue cell" = Pair Cell. "Conjugate pair" = Twins.
On his paths, the 2nd of 2 black-bordered Cells is a Surviving-Twin Crowning.
www.sudopedia.org/wiki/Almost_Locked_Set
The ALS-XY-Wing example is interesting: a Chain emulation of this
will require that you use at least one embedded Almost Claim.
This page was last updated on 2011 January 7.
The home page for this site is alcor.concordia.ca/~stk/sudoku/
