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Sudoku

Sudoku with a guarantee most generators skip: every puzzle is checked to have exactly one solution before you see it. Difficulty is measured by the techniques a puzzle needs, and hints say why a digit belongs where it does.

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A sample round

Generating a Hard puzzle: how few clues can be left while the grid still has exactly one answer?

Generation

Target 30 clues · each removal kept only if one solution survives
What Sudoku produces

Result

30 clues, exactly one solution, checked in 1.0 ms

A Sudoku with two completions is not a hard puzzle, it is a broken one: at some point two digits both fit and only a guess separates them, and a tool that keeps its own starting grid will then mark your legal answer wrong. The old generator blanked a fixed number of cells and checked nothing; measured over 60 puzzles each, 32 of 60 easy grids had more than one solution and every hard, expert and evil grid did. A cell is now removed only while a single completion survives, which costs about three milliseconds even at the hardest setting, and the page prints the clue count it actually reached rather than the one it was aiming for.

One Grid, One Answer

Place the digits 1 to 9 so every row, column and 3x3 box holds each of them exactly once. Every puzzle here has exactly ONE solution, which is checked before the puzzle is handed to you rather than assumed: a clue is only removed while the grid still has a single completion. That is what makes the game solvable by reasoning instead of by guessing, and it is the thing most generators quietly skip.

How to play

  1. 1Pick a difficulty and press Start. The puzzle is generated with a uniqueness check, which takes a few milliseconds.
  2. 2Read the line under the board: it says how many clues you were dealt, that there is exactly one solution, and whether singles alone will finish it.
  3. 3Click a cell and type or tap a digit from 1 to 9.
  4. 4Turn on notes mode to pencil in candidates. Placing a digit clears it from the notes of every cell in the same row, column and box.
  5. 5Use a hint when stuck. It names the cell and says why that digit belongs there.
  6. 6Fill the grid with no conflicts to finish. Undo and redo are available throughout.

Tips & best practices

  • Read the line under the board before you start. If it says singles will finish the puzzle, there is nothing to look for beyond one cell and one unit at a time.
  • Use notes early on the hard settings. Placing a digit clears it from every related cell automatically, so the pencil marks stay honest as you go.
  • A clue count higher than the target is not a bug; it is the point at which taking one more clue away would have given the grid a second solution.
  • The mistake budget tightens with difficulty on purpose. On evil a single wrong digit ends the game, so check the unit before committing.

Why play it

  • Daily mental exercise

    A puzzle a day keeps deduction sharp. Because every grid has one answer, time spent on it is time spent reasoning rather than guessing.

  • Learning the techniques

    The line under the board names what the puzzle needs, so you can pick easy grids while naked singles are still new and move up when they stop being enough.

  • Focus and mindfulness

    The concentration a grid demands makes it an effective way to practise sustained attention away from a feed.

  • Travel companion

    Everything runs in the page and works offline once loaded, so a flight or a commute needs no connection.

Controls and rules

  • Every puzzle has exactly one solution, verified before it is dealt
  • The clue count actually reached printed on screen, not the one that was asked for
  • Difficulty measured by which solving techniques the puzzle needs, not by how many cells were blanked
  • Hints that explain themselves: the cell, the digit and the reason it follows
  • Pencil marks with automatic clearing from the row, column and box when a digit is placed
  • Candidate display, error highlighting and a mistake budget per difficulty
  • Timer with pause, plus undo and redo
  • Difficulty, theme and lifetime statistics saved locally

Examples

  • A medium puzzle

    36 clues, one solution, generated in about 3 ms. The panel reports whether naked and hidden singles alone will finish it, and the mistake budget is four.

  • Asking for the hardest grid

    Evil aims for 23 clues and usually stops at 24 or 25, because removing another would leave the grid with two completions. The page prints the number it reached.

  • Taking a hint

    The hint picks a cell whose digit follows from the board and says "Every other digit already appears in this row, column or box", rather than copying a value from the answer.

Why one solution is the whole game

A Sudoku with two completions is not a hard Sudoku, it is a broken one. At some point in solving it you reach a position where two different digits are both consistent with everything you know, and nothing but a coin decides between them. Worse, a tool that keeps the grid it started from and calls that "the solution" will then mark your perfectly legal answer as a mistake on every cell where the two completions differ.

That is exactly what used to happen here. The old generator took a finished grid, blanked a fixed number of cells at random and handed over the result without checking anything. Measured over 60 puzzles per difficulty on 2026-09-07: 32 of 60 easy puzzles had more than one solution, 53 of 60 medium, and every single hard, expert and evil puzzle did. The evil setting removed 64 cells, leaving 17 clues, and although 17 is the proven minimum for a unique Sudoku (McGuire, Tugemann and Civario, Experimental Mathematics 23(2), 2014) almost no 17 clue arrangement is one of the unique ones, so that difficulty could essentially never produce a real puzzle.

Generation now removes a cell only when the grid still has exactly one completion, counting solutions with a search that stops the moment it finds a second. It costs about three milliseconds for the hardest setting, so nothing on screen waits for it, and the page prints the clue count it actually reached. Sometimes that is more than the target asked for, and it says so: below about 24 clues most arrangements stop being unique, and a generator that cannot get there has to tell you rather than hand over an ambiguous grid.

Difficulty is measured by solving rather than by counting blanks, because a 30 clue puzzle can be easier than a 40 clue one. Each generated puzzle is run through the two techniques people actually use first, naked singles (a cell with one candidate left) and hidden singles (a digit with only one home left in a row, column or box), and the page reports whether those two finish it and how many of each it needed. A puzzle they cannot finish needs a naked pair or something further, and the page says so instead of guessing.

The hint follows the same rule. It looks for a cell whose value FOLLOWS from what is already on the board and tells you the reason, and only falls back to reading the solution when no such cell exists, saying that it did. A hint that copies a digit out of the answer teaches nothing.

Frequently asked questions

Do I need to be good at maths?

No. Nothing is added or multiplied. The digits are just nine distinguishable symbols; letters or colours would work exactly as well.

Is guessing ever required?

Not here. Every puzzle is checked to have exactly one solution before it is dealt, so every placement can in principle be justified. Harder settings may need a technique beyond singles, such as a naked pair, and the page tells you when a puzzle is in that class.

Why does Evil sometimes give me more clues than it says it aims for?

Because a Sudoku has to stay unique. The target is 23 clues, and the generator removes cells only while a single solution survives; on most grids it stops around 24 or 25. Seventeen is the proven minimum over all arrangements and is far out of reach for a generator that works this way, so aiming lower would just produce ambiguous grids.

What does "solvable with singles" mean?

A naked single is a cell with only one digit left that fits. A hidden single is a digit with only one place left in a row, column or box. Those two are the techniques nearly everyone uses first, and a puzzle they finish on their own is an easy one. The page runs both on your puzzle and reports what it found.

What if I make a mistake?

A digit that disagrees with the solution is flagged straight away and counts against your mistake budget, which is five on easy down to one on evil. Undo takes back the move.

Does the hint just tell me the answer?

It tries not to. It looks for a cell whose digit follows from the board as it stands, gives you that one and says why. Only when no such cell exists does it read from the solution, and it tells you that is what happened.

Is my progress saved?

Your difficulty, theme, statistics and best times are kept in this browser. The puzzle itself is not, so finishing a grid in one sitting is the idea.

Related tools and how they differ

  • Minesweeper: Clear a grid of hidden mines using adjacent-mine number clues; pick it for deduction under uncertainty where a forced guess can still happen.
  • Mastermind: Crack a hidden color code from black/white peg feedback; pick it when you want to probe with guesses and narrow possibilities, not solve fixed clues.

Private by design

The game runs entirely in your browser. No account is needed and no gameplay data is collected.