SUDOKU
The complete guide

Learn Sudoku
the right way.

Everything you need to know — from your very first puzzle to advanced solving techniques. Interactive, illustrated, and built for real understanding rather than memorisation.

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Foundations

What is Sudoku?

Sudoku is a logic puzzle played on a 9×9 grid. It looks like a game of numbers, but no arithmetic is involved — it is pure deduction, dressed up in digits.

A short history

The puzzle's roots reach back to the 18th century and the Swiss mathematician Leonhard Euler, who studied Latin squares — grids filled so that each symbol appears once per row and column. The modern form, adding the nine 3×3 boxes, debuted in 1979 as “Number Place” in an American puzzle magazine, created by the retired architect Howard Garns.

It found its name and its following in Japan, where the publisher Nikoli christened it “Sudoku” in 1984 — short for a phrase meaning “the digits must remain single.” Two decades later, computer-generated puzzles by Wayne Gould reached newspapers worldwide, and by 2005 Sudoku had become a genuine global phenomenon, printed in thousands of publications and played by millions every day.

Why millions play

Sudoku endures because it hits a rare sweet spot: the rules take thirty seconds to learn, yet mastery takes years. Every puzzle is solvable by logic alone, so the satisfaction is entirely earned — there is no luck, no reflexes, just you and the grid.

It is also portable, quiet, and endlessly renewable. A quick easy puzzle fills a coffee break; a fiendish “evil” grid can absorb an entire evening. Players return for the calm focus it demands and the small, reliable hit of accomplishment each solved cell delivers.

Not a maths puzzle. The digits 1–9 are just nine distinct symbols. You never add or multiply them — you could play with nine colours or nine letters and nothing would change. Sudoku is logic and pattern recognition, which is exactly why it suits everyone from children to grandmasters.

Anatomy

The board

Before solving, it helps to name the parts. The grid has three kinds of region — rows, columns, and boxes — collectively called houses. Every rule and technique is expressed in terms of them.

Hover the board, then switch the region below. Each highlighted group must contain the digits 1–9 exactly once.

Cell

One of the 81 squares. It holds a single digit, or sits empty while you work.

Row & column

The nine horizontal rows and nine vertical columns. Each must contain 1–9 once.

Box

A 3×3 block outlined by the thick borders. There are nine, and each holds 1–9 once.

The one rule

The objective

Fill every empty cell so that each row, each column, and each 3×3 box contains the digits 1 to 9 exactly once. That single rule, applied across all three regions at once, is the entire game.
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Every row holds 1–9

Watch the highlighted row fill with each digit exactly once — no repeats, no gaps. The same rule applies to all nine rows, all nine columns, and all nine boxes at the same time.

Every row holds 1–9
Every column holds 1–9
Every box holds 1–9
One solution, always. A properly made Sudoku has exactly one solution, reachable by logic with no guessing. If you ever feel forced to guess, there is a technique you haven't spotted yet — not a flaw in the puzzle.

Orientation

The game interface

Here is every control you'll use while solving, labelled. Each number on the mock screen maps to the legend beside it.
1

You

Medium · standard

2Mistakes

1/3

3Time

4:12

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9
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Score
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Undo
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Erase
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Notes
💡9
Hint
10Number pad
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  1. 1

    Player. Your avatar and name, plus the current difficulty and mode.

  2. 2

    Mistakes. How many wrong entries you've made out of the three-mistake limit (standard mode).

  3. 3

    Timer. Elapsed solving time, counting up from your first move.

  4. 4

    Board. The 9×9 grid. Tap a cell to select it; peers and matching digits highlight to guide your eye.

  5. 5

    Score. Points earned for correct placements — the star keeps a running tally.

  6. 6

    Undo. Steps back through your history one action at a time.

  7. 7

    Erase. Clears the selected cell, digit or pencil marks alike.

  8. 8

    Notes. Toggles pencil-mark mode so numbers you type are stored as candidates.

  9. 9

    Hint. Reveals the correct value of the selected cell when you're truly stuck.

  10. 10

    Number pad. Enter a digit into the selected cell, or tap with nothing selected to highlight that digit everywhere.

Learn by doing

Your first puzzle, step by step

The most basic move in Sudoku is the “last digit”: when a region has one empty cell, only one number can fill it. Step through six of them below and watch the grid complete.
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1Step 1 of 6

Look at the top-left box. Eight of its nine cells are filled, and the digit 5 is nowhere to be seen. With only one empty cell left, 5 has just one home — R1C1.

This is how every solve begins. Real puzzles rarely start this tidy, but the reasoning is identical — you hunt for the region where a digit has only one possible home. Master this and you can already finish most easy puzzles.

Level 1 · Beginner

Basic solving techniques

These five techniques will carry you through every easy and most medium puzzles. Learn to see them instantly and you'll rarely feel stuck. Expand any card for a diagram and step-by-step method.

Only 4 can go in the highlighted cell — every other digit is blocked by its row, column, or box.

patterneliminatesolved

How to spot it

  1. 1Pick an empty cell and list the digits 1–9.
  2. 2Cross out every digit that already appears in the same row, column, or 3×3 box.
  3. 3If exactly one digit survives, it is the answer for that cell.

Tip

Turn on Notes and pencil in candidates. A cell that shows a single pencil mark is a naked single you can fill instantly.

Level 2 · Intermediate

Intermediate techniques

When singles dry up, these candidate-pruning patterns get the grid moving again. They rarely place a digit outright — instead they trim possibilities until a single reappears.

The 2s in this box only fit along the top row, so 2 can be erased from the rest of that row.

patterneliminatesolved

How to spot it

  1. 1Find a box where a candidate is confined to a single row or column.
  2. 2Because it must be placed on that line inside the box, remove it from the rest of that line outside the box.
  3. 3Conversely, if a line's candidate is confined to one box, remove it from the rest of that box.

Tip

Locked candidates rarely solve a cell outright — they trim notes so a single appears a move or two later.

Level 3 · Advanced

Advanced techniques

The heavy machinery — fish patterns, wings, colouring, and chains — reserved for expert and evil puzzles. You won't need these often, but when a hard grid refuses to budge, one of them is the key.

The candidate forms a rectangle across two rows and two columns; it's cleared from the rest of both columns.

patterneliminatesolved

How to spot it

  1. 1Find two rows where a candidate appears in only two cells each.
  2. 2Check that those cells share the same two columns, forming a rectangle.
  3. 3Remove the candidate from all other cells in those two columns (and vice-versa for the row/column swap).

Tip

The four corners of the rectangle form an 'X' of possibilities — hence the name. It works identically starting from columns.

Learn these last. Don't rush here. Advanced techniques only pay off once singles, pairs, and locked candidates are automatic. The diagrams show each pattern's shape; the real skill is recognising it in the wild.

Avoid these

Common beginner mistakes

Most stalled solves and dead ends trace back to a handful of habits. Recognise them early and your progress accelerates dramatically.

Guessing when stuck

Placing a digit on a hunch is the number-one beginner error. A guess that's wrong sends contradictions rippling across the grid, and you may not notice for a dozen moves. If you can't justify a placement with logic, don't make it — find the technique instead.

Ignoring notes

Trying to solve medium-and-up puzzles in your head means re-deriving the same candidates over and over. Pencil marks are not a crutch; they're the working surface every intermediate technique reads from. Turn Notes on the moment scanning stalls.

Rushing the scan

Skimming for the first obvious number and moving on leaves easy placements behind. Work systematically — one digit at a time, one box at a time — and you'll uncover singles you'd otherwise walk past.

Missing hidden singles

Beginners fixate on cells with one candidate (naked singles) and overlook digits with one home in a house (hidden singles). Scan each house for each digit; hidden singles are the most common placement in real puzzles.

Leaning on hints

Hints feel productive but replace the very deduction that builds skill. Each hint is a puzzle the app solved instead of you. Reserve them for genuine dead ends, then study why the revealed digit was forced.

Forgetting to prune candidates

After placing a number, players often forget to remove it from the candidates of its peers. Stale notes lead to false deductions. Keep your pencil marks in sync with the board after every placement.

Know your level

Difficulty levels compared

Difficulty isn't about how many numbers are given — it's about the hardest technique a puzzle requires. Here's how the tiers stack up.
LevelDifficultyTypical timeTechniques required

Easy

A gentle warm-up. Nearly every cell falls to straightforward scanning — ideal for learning the ropes or a relaxed solve.

3–6 minNaked & hidden singles

Medium

Singles carry you most of the way, but you'll need locked candidates and the occasional pointing pair to finish.

6–12 minSingles + locked candidates

Hard

Notes become essential. Expect naked and hidden pairs, triples, and box-line reductions throughout the grid.

12–25 minPairs, triples, box-line

Expert

The first tier that demands genuine advanced logic. Fish patterns and wings appear and must be found to progress.

25–45 minX-Wing, XY-Wing, coloring

Master

A serious workout. Multiple advanced techniques combine, and chains are often the only way through the hardest steps.

40–70 minSwordfish, chains

Evil

The summit. Long forcing chains and nice loops are required, and there's rarely an easy foothold anywhere on the board.

60+ minForcing chains, nice loops

Come back tomorrow

Daily challenges

One hand-picked puzzle from the hardest tiers (hard, expert, master, or evil), the same for every player, refreshed at midnight India Standard Time. It's the simplest way to build a solving habit.

Streaks

Complete the daily puzzle on consecutive days to grow your streak. Miss a day and it resets — a gentle nudge to keep showing up.

Achievements

Milestones for firsts, fast solves, and long streaks give every session a sense of progress beyond the single grid.

Rewards

The real reward is the discipline: a daily dose of focused logic that measurably sharpens with repetition.

Statistics

Track solve times, win rate, and best streaks over time to watch yourself improve week over week.

Race your friends

Multiplayer

Everyone solves the same puzzle at the same time. It's the classic game turned into a real-time race — same logic, sudden urgency.

Rules & claiming

The board is shared. The first player to correctly fill a given cell claims it — it locks in their colour on everyone's board. Opponents see your claimed cells as a coloured tint, but the digit itself stays hidden, so claiming never hands your answer to the table.

Scoring

Correct placements earn points; completing a 3×3 box first earns a bonus. Wrong guesses cost only the guesser — and only they see the mistake. When the grid is full, the highest score wins.

Strategy & winning tips

Speed matters, but accuracy matters more — a wrong guess is a net loss. Grab the easy hidden singles fast to bank points, then commit to the boxes you're closest to finishing for the completion bonus.

Finishing your own board first doesn't end the match for everyone else, so keep an eye on the live scoreboard: sometimes it's worth chasing contested cells, sometimes it's smarter to farm uncontested ones.

Start a multiplayer game

Play faster

Keyboard shortcuts

On desktop, your hands never need to leave the keyboard. These shortcuts make solving dramatically quicker once they become muscle memory.
19
Enter a digit in the selected cell, or highlight that digit across the board
Move the selection between cells
Delete
Erase the selected cell
Backspace
Erase the selected cell
N
Toggle Notes (pencil-mark) mode
Space
Toggle Notes mode
H
Reveal a hint for the selected cell
CtrlZ
Undo your last move

Built for everyone

Accessibility

A great puzzle should be playable by anyone. Here's how the platform adapts to how you prefer — or need — to play.

Dark & light mode

Switch themes from the header at any time; your preference is remembered. Every board, diagram, and control is tuned for comfortable contrast in both.

High contrast

Board states rely on more than colour — selection outlines, digit weight, and position all reinforce meaning, so nothing is lost at reduced contrast.

Keyboard only

Play end-to-end without a mouse: arrow keys to move, 1–9 to enter, Delete to erase, N for notes, H for a hint.

Screen reader

The grid and controls expose semantic roles and labels so assistive technology can announce cell positions, states, and available actions.

Colour-blind friendly

Solving never depends on distinguishing colours. In multiplayer, every player colour is paired with a visible name label.

Reduced motion

If your system requests reduced motion, non-essential animations — including the demos on this page — are disabled automatically.

More than a pastime

The benefits of playing Sudoku

Beyond the enjoyment, regular solving is a genuine workout for the mind. Here's what it exercises.

Working memory

Holding candidate sets and partial deductions in mind exercises the short-term memory you use for everyday reasoning and planning.

Sustained focus

A puzzle rewards uninterrupted attention. Regular solving trains the ability to stay absorbed in a single task — a rare skill in a distracted world.

Pattern recognition

Spotting pairs, fish, and chains is pure pattern work. Over time your brain learns to see structure instantly where beginners see noise.

Logical thinking

Every placement is a small proof: 'this digit must go here because…'. Sudoku is a daily gym for deductive, if-then reasoning.

Patience & calm

Sudoku can't be rushed. The slow, deliberate search for the next move is meditative, and many solvers use it to decompress and reduce stress.

Problem solving

Breaking a hard grid into techniques and applying them in order is the same decompose-and-conquer approach that cracks real-world problems.

Answers

Frequently asked questions

Fifty of the most common questions about the rules, strategy, difficulty, and features — searchable and grouped by topic.

Fill the 9×9 grid so that every row, every column, and every 3×3 box contains the digits 1 through 9 exactly once. When the grid is completely and correctly filled, you've solved the puzzle.

Showing 50 of 50 questions.

Speak the language

Sudoku glossary

Every term used across this guide, defined and alphabetised. Search to jump straight to one.
B
Bi-value cell
A cell with exactly two candidates. Bi-value cells are the building blocks of XY-Wings, chains, and unique-rectangle logic.
Box
One of the nine 3×3 regions of the grid. Each box, like each row and column, must contain the digits 1–9 exactly once.
C
Candidate
A digit that could legally occupy a given empty cell based on the current state of its row, column, and box.
Cell
A single square of the grid. A standard Sudoku has 81 cells arranged in a 9×9 layout.
Chain
A sequence of cells linked by strong and weak inferences on a candidate, used to derive eliminations at the chain's ends.
Claiming
Another name for box-line reduction: when a line confines a candidate to one box, the candidate is cleared from the rest of that box.
Clue
A number given at the start of the puzzle. Also called a 'given'. Clues are fixed and cannot be changed.
Coloring
A technique that alternately colours the two ends of conjugate pairs for one candidate, using contradictions to make eliminations.
Column
A vertical line of nine cells. Each column must contain the digits 1–9 exactly once.
Conjugate pair
A house in which a candidate appears in exactly two cells. One of the two must be true, which powers coloring and chains.
Cross-hatching
A scanning method that uses the rows and columns intersecting a box to eliminate cells until a digit has a single home.
D
Deadly pattern
A configuration — most famously the unique rectangle — that would allow two solutions, and therefore cannot occur in a proper puzzle.
E
Elimination
Removing a candidate from a cell because it appears elsewhere in the same row, column, or box.
Expert
A difficulty tier requiring advanced techniques such as fish patterns and chains, well beyond singles and pairs.
F
Fish
The family of column/row patterns that includes the X-Wing (2 lines), Swordfish (3 lines), and Jellyfish (4 lines).
Forcing chain
A chain in which every candidate for a cell leads to the same conclusion, making that conclusion certain.
G
Given
A pre-filled starting number. Synonymous with 'clue'.
Grid
The full 9×9 playing field of 81 cells, subdivided into nine 3×3 boxes.
H
Hidden pair
Two digits that can only occupy the same two cells of a house, letting you remove their other candidates from those cells.
Hidden single
A digit with only one legal cell in a house, even though that cell may show other candidates.
House
A collective term for any row, column, or box — the three region types a digit must appear in exactly once.
J
Jellyfish
A fish pattern spanning four rows and four columns; the four-line extension of the X-Wing and Swordfish.
L
Latin square
An n×n grid filled so each symbol appears once per row and column. Sudoku is a Latin square with the added 3×3 box constraint.
Locked candidate
A candidate confined within a box to a single line, or within a line to a single box, enabling eliminations elsewhere.
N
Naked pair
Two cells in a house holding the identical two candidates, which can then be removed from the rest of the house.
Naked single
A cell with only one remaining candidate, which must be its answer.
Nice loop
A closed alternating chain that returns to its start, forcing eliminations along each of its weak links.
Notes
Pencil marks recording the candidate digits for a cell. Essential for every technique beyond simple scanning.
P
Peer
Any cell that shares a row, column, or box with a given cell. A cell has 20 peers, and no peer may repeat its value.
Pointing pair
Two or three cells in a box that share a candidate along one line, pointing it out of that line beyond the box.
R
Row
A horizontal line of nine cells. Each row must contain the digits 1–9 exactly once.
S
Scanning
Sweeping the grid to see where a digit can and cannot go — the foundational solving habit.
Single
A cell or house forcing exactly one placement; either a naked single or a hidden single.
Swordfish
A fish pattern across three rows and three columns; the three-line extension of the X-Wing.
U
Unique rectangle
A uniqueness-based technique that breaks a four-corner deadly pattern to avoid multiple solutions.
Unique solution
The property, required of every proper Sudoku, of having exactly one valid completed grid.
X
X-Wing
A candidate forming a rectangle across two rows and two columns, enabling eliminations along both columns (or rows).
XY-Wing
A three-cell pattern of bi-value cells (a pivot and two pincers) that eliminates a shared candidate.
XYZ-Wing
An XY-Wing whose pivot has three candidates, tightening which cells the elimination applies to.

Ready to solve your first puzzle?

You've got the rules, the techniques, and the vocabulary. The only thing left is to play.