Variant Sudoku

Sudoku glossary

71 words solvers use, in plain language, each linked to the lessons where it matters.

2-string kite

A digit with only two spots in a row and only two in a column, where one end of each shares a box. Those two ends can't both hold the digit, so one of the far ends does. Remove the digit from cells that see both far ends.

Classic sudoku

45 rule

The digits 1 to 9 add up to 45, so every row, column and box sums to 45. Compare that with the cage totals inside a house to find the sum of the cells left over.

Killer cagesLittle killer

AIC

Alternating inference chain: strong and weak links alternating across different digits and cells. The most general chain the hint engine uses. One end of the chain must be true, which rules out anything that clashes with both ends.

Classic sudoku

Anti-king

Two cells a chess king's move apart, including diagonally, can't hold the same digit. In a sudoku, the only new pairs this adds are diagonal neighbors in different boxes.

Anti-king

Anti-knight

Two cells a chess knight's move apart (2 steps one way and 1 step the other) can't hold the same digit.

Anti-knight

Arrow circle

The circle at the start of an arrow. The digits along the arrow add up to the digit in the circle.

Arrows

Arrow pill

A long oval covering 2 or 3 cells at the start of an arrow. Its digits are read as one number, such as 1 and 4 making 14, and the arrow's digits add up to that number.

Arrows

Between line

A line with a circle at each end. Every digit on the line is strictly greater than one circle and strictly less than the other.

Between lines

Bifurcation

Trying one option in a cell and following it to see if it breaks. Many solvers treat it as a last resort, and well-made puzzles can be solved without it.

Pencil marks

Bivalue cell

A cell with exactly two candidates. These cells are the start of most pair and chain deductions.

Pencil marksClassic sudoku

Black dot

A black Kropki dot joins two digits where one is double the other, such as 3 and 6. The pair 1 and 2 fits both a white dot and a black dot.

Kropki dots

Box/line reduction

When a digit's only spots in a row or column all sit inside one box, the digit must be in that part of the box. You can remove it from the rest of the box. It is the mirror image of a pointing pair.

Classic sudoku

Break-in

The first deduction in a puzzle, often the hardest to find. Setters usually hide it where two rules meet.

Classic sudoku

Cage

A group of cells outlined with a dashed line. In most puzzles the digits in a cage can't repeat, and a clue in its corner gives their sum.

Killer cages

Cage combination

A set of distinct digits that fits a cage's size and total. Some totals allow only one set: 2 cells summing to 3 must be 1 and 2, and 2 cells summing to 17 must be 8 and 9.

Killer cages

Candidate

A digit that could still go in a cell. Solving is mostly the work of removing candidates until one is left.

Pencil marks

Center mark

Small digits in the middle of a cell. They list every digit the cell could still be.

Pencil marks

Coloring

Shading cells to track how they relate. One common use is to give two colors to two options and follow each until one leads to a clash.

Pencil marks

Corner mark

A small digit in the corner of a cell. It means this digit goes in one of the cells marked this way in the house.

Pencil marks

Deadly pattern

Four cells in two rows, two columns and two boxes that could all swap between the same two digits. That would give two solutions, so in a unique puzzle at least one of those cells must hold something else. The Unique Rectangle step is built on this. Solvers name four common types: one corner with extra digits (type 1), two corners sharing one extra digit (type 2), extra digits that make a naked subset (type 3), and a digit locked into the two extra corners (type 4).

Classic sudoku

Diagonal sudoku

A puzzle where one or both main diagonals also hold 1 to 9 with no repeats. It is also called sudoku X.

Diagonals

Disjoint subsets

Cages in the same house can't share a digit. So their combinations must fit together without overlap, which often rules out options that look fine on their own.

Killer cages

Dutch whispers

A line where neighboring digits differ by at least 4. A 5 can go on it only if both its neighbors on the line are 1 or 9.

Dutch whispers

Empty rectangle

A box where a digit's spots all lie on one row and one column of the box. Paired with a strong link outside the box, it removes the digit from one cell where the two lines meet.

Classic sudoku

Entropic line

A line where any 3 cells in a row along it hold one low digit (1 to 3), one middle digit (4 to 6) and one high digit (7 to 9). The pattern repeats every 3 cells.

Entropic lines

Extra region

A shaded group of 9 cells that works like an extra box. The digits 1 to 9 appear in it once each.

Extra regions

Fog of war

Most of the grid starts hidden. Placing correct digits clears the fog around them and shows clues that were covered.

Fog of war

Full house

The last empty cell in a row, column or box. Only one digit is missing, so that digit goes there.

Classic sudoku

German whispers

A line, usually green, where neighboring digits differ by at least 5. A 5 can never go on it, and digits alternate between high (6 to 9) and low (1 to 4).

German whispers

Givens

The digits printed in the grid at the start. You can't change them. Many variant puzzles have very few givens, and some have none, because the extra rules carry the information instead.

Classic sudoku

Global constraint

A rule that applies everywhere in the grid with no markings, such as anti-knight or non-consecutive. You have to check it for every cell you fill.

Anti-knightAnti-kingNon-consecutive

Hidden pair

Two digits that can only go in the same two cells of a house. Those cells must hold those digits, so any other candidates in them can go.

Classic sudokuPencil marks

Hidden single

A digit that has only one possible cell left in a house. The digit goes there, even if that cell has other candidates.

Classic sudoku

House

A row, column or 3x3 box. Each house holds 1 to 9 exactly once. Extra regions and marked diagonals work as extra houses.

Classic sudokuExtra regionsDiagonals

Innie

A cell inside a house (or group of houses) that isn't covered by cages lying fully inside it. The 45 rule gives you its value or the sum of all such cells.

Killer cages

Jellyfish

The four-row version of the X-wing and swordfish. Rare in practice.

Classic sudoku

Killer cage

A cage with a sum clue. Its digits add up to the clue and don't repeat.

Killer cages

Kropki dot

A dot on the border between two cells. The color tells you how the two digits relate. White and black are the usual colors, but check the puzzle's rules.

Kropki dots

Little killer

A clue outside the grid with a small arrow pointing along a diagonal. The digits on that diagonal add up to the clue, and they may repeat unless another rule stops it.

Little killer

Naked pair

Two cells in one house that can each only be the same two digits. Those two digits must go in those two cells, so you can remove them from every other cell in the house.

Classic sudokuPencil marks

Naked single

A cell with only one candidate left. Its row, column and box already rule out the other 8 digits.

Classic sudoku

Naked triple

Three cells in one house whose candidates, taken together, are only three digits. Those three digits are used up by those cells and can be removed from the rest of the house.

Classic sudokuPencil marks

Negative constraint

A rule saying all possible clues of a type are shown. Where a dot, X or V is missing, the two cells do not have that relationship.

Kropki dotsXV

Non-consecutive

Cells that share an edge can't hold digits that are one apart. A 5 can't sit beside a 4 or a 6.

Non-consecutive

Odd and even cells

Shaded shapes that fix a cell's parity. A gray circle usually means odd and a gray square usually means even, but check the puzzle's rules.

Odd and even cells

Outie

A cell outside a house that belongs to a cage sticking into it. Subtracting 45 from the total of the cages that cover the house gives the outies' sum.

Killer cages

Palindrome line

A line that reads the same from either end. Cells in matching spots hold the same digit, so they can never share a house.

Palindromes

Parity

Whether a digit is odd or even. The digits 1 to 9 include 5 odd digits and 4 even ones, which helps when counting what a house still needs.

Odd and even cellsParity lines

Parity line

A line where digits alternate between odd and even along its length.

Parity lines

Pointing pair

When a digit's only spots in a box all sit in one row or column, the digit must be in that box's part of the line. You can remove it from the rest of that row or column.

Classic sudoku

Quadruple

A circle on the corner where 4 cells meet, holding up to 4 digits. Each digit shown must appear in at least one of those 4 cells.

Quadruples

Region sum line

A line that crosses box borders. Each piece of the line inside one box adds up to the same total.

Region sum lines

Renban

A line, usually purple, holding a set of consecutive digits in any order with no repeats. A 4-cell renban could be 3, 6, 4, 5 but not 2, 3, 5, 6.

Renban lines

Sandwich sum

A clue outside the grid giving the sum of the digits between the 1 and the 9 in that row or column. A 0 means the 1 and 9 are next to each other, and 35 means they sit at the two ends.

Sandwich sums

Sees

One cell sees another when they can't hold the same digit, because they share a house or because a variant rule links them. Anti-knight and anti-king rules make cells see each other across the grid.

Classic sudokuAnti-knightAnti-king

Set theory

Comparing two groups of cells that must hold the same digits, such as a row and a matching set of cages. Cells that are in one group and not the other must hold the same digits as each other.

Killer cagesRegion sum lines

Skyscraper

Two rows where a digit has only two spots each, with one end of each in the same column. At most one of those lined-up ends holds the digit, so one of the other two ends does. Remove the digit from cells that see both of them.

Classic sudoku

Snyder notation

A corner-marking habit: you mark a digit in a box only when it can go in just two cells there, sometimes three. It keeps notes short and makes pairs easy to spot.

Pencil marks

Swordfish

An X-wing across three rows and three columns. A digit's spots in three rows all fall in the same three columns, so it can be removed from the rest of those columns. Rows and columns can swap.

Classic sudoku

Thermo bulb

The round end of a thermometer. Digits rise from the bulb toward the other end, so the bulb holds the smallest digit on the thermo.

Thermometers

Uniqueness

A well-made puzzle has exactly one solution. Some solvers use this as a logic step, ruling out any pattern that would allow two solutions.

Classic sudoku

W-wing

Two cells with the same two candidates, X and Y, that don't see each other, joined by a strong link on X. If neither cell were Y, both would be X and the link would have no X left. So one is Y, and Y can go from cells that see both.

Classic sudoku

White dot

A white Kropki dot joins two digits that are one apart, such as 4 and 5.

Kropki dots

X-chain

A chain on one digit that alternates strong and weak links. If it starts and ends on strong links, one end holds the digit, so any cell that sees both ends can't. Skyscrapers and kites are short X-chains.

Classic sudoku

X-sum

A clue outside the grid. Read the first digit from that side (call it X), then add up the first X cells, including that first one. The total equals the clue.

X-sums

X-wing

A digit is limited to the same two columns in two different rows. The four cells form a rectangle, and the digit takes two opposite corners, so it can be removed from the rest of those two columns. The same works with rows and columns swapped.

Classic sudoku

XV

An X between two cells means they add to 10. A V means they add to 5. If the puzzle says all X and V clues are given, every other pair of neighbors adds to something else.

XV

XY-chain

A chain of bivalue cells, each linked to the next by a shared digit. If the first and last cells both hold the digit Z, one of them is Z, so remove Z from cells that see both ends. An XY-wing is a three-cell XY-chain.

Classic sudoku

XY-wing

Three bivalue cells: a pivot holding XY and two pincers holding XZ and YZ, each seeing the pivot. Whatever the pivot is, one pincer is Z, so Z can go from any cell that sees both pincers.

Classic sudoku

XYZ-wing

An XY-wing whose pivot also holds Z (XYZ). One of the three cells must be Z, so Z can go from any cell that sees all three.

Classic sudoku

About this glossary

These are the terms you will meet in variant sudoku rules, solving videos and puzzle comments. Some name a type of marking on the grid, some name a solving technique and some name a way of taking notes. Each definition links to the lessons where the term matters most. Setters don't always use words the same way, so when a puzzle's rules text defines a term, go with the puzzle.