How to solve
Solving Sudoku, from first move to last
Every Sudokufy puzzle is solvable by reasoning alone — there is always a next logical step, and never a need to guess. This guide walks from the rules to the 21 techniques the app uses to grade puzzles and shape its hints.
The rules, and where to start
Fill the 9×9 grid so that every row, every column, and every 3×3 box contains the digits 1 through 9 exactly once. That single rule — no repeats in any row, column, or box — is the whole game.
Start where the grid is most constrained. Scan rows, columns, and boxes that are already nearly full: often a cell has only one digit it can legally take. Place those, and each placement narrows the cells around it. When the obvious moves run out, switch to pencil marks (see the Notes button below) to track the remaining candidates in each cell, then look for the patterns described next.
The 21 techniques
Sudokufy grades every puzzle with the same logical techniques a person would use, applied hardest-first, so a puzzle's rating reflects the toughest step it actually requires. Here they are, grouped from simplest to most advanced.
Singles — the foundation
Naked Single
A cell has just one candidate left. It must be that digit.
Hidden Single
A digit can go in only one cell within a row, column, or box — even if that cell has other candidates.
Intersections
Pointing (Pairs / Triples)
When a digit in a box is confined to one line, it can be removed from the rest of that line.
Box–Line Reduction
When a digit in a line is confined to one box, it can be removed from the rest of that box.
Subsets
Naked Pair
Two cells in a unit share the same two candidates; those digits leave every other cell in the unit.
Naked Triple
Three cells collectively hold the same three candidates, clearing them elsewhere in the unit.
Naked Quad
The same idea with four cells and four candidates.
Hidden Pair
Two digits appear in only the same two cells of a unit; every other candidate in those cells can go.
Hidden Triple
Three digits restricted to the same three cells, letting you clear their other candidates.
Hidden Quad
Four digits restricted to the same four cells.
Fish
X-Wing
A digit forms a rectangle across two rows and two columns, removing it from those columns (or rows).
Swordfish
The X-Wing pattern extended to three rows and three columns.
Jellyfish
The same fish pattern across four rows and four columns.
Single-digit patterns
Skyscraper
Two strong links on one digit share a line, eliminating that digit where the far ends see each other.
2-String Kite
A row link and a column link on the same digit meet in a box, clearing the cell their ends both see.
Empty Rectangle
A digit's candidates in a box form an L, combining with a line link to make an elimination.
Wings
XY-Wing
Three linked bi-value cells force a digit out of any cell the two "wings" both see.
XYZ-Wing
An XY-Wing where the pivot shares the eliminated digit too, tightening the target.
W-Wing
Two matching bi-value cells joined by a strong link remove their shared digit from cells both see.
Colouring & uniqueness
Simple Colouring
Chain a digit's strong links in two colours; contradictions in a colour clear those candidates.
Unique Rectangle
Avoids a pattern that would give two solutions — proof a candidate must be removed, since the puzzle has exactly one answer.
The difficulty ladder
Six tiers, each calibrated to the techniques it genuinely demands — a Grandmaster puzzle isn't just an Expert with more blanks, it actually requires the harder patterns above.
- Starter → Medium
Solvable with singles, intersections, and the simpler subsets — a comfortable place to build fluency.
- Hard → Expert
Introduces fish, wings, and single-digit patterns, where pencil marks become essential.
- Grandmaster
May require the most advanced techniques — colouring, the larger fish, and uniqueness logic — always by reason, never by guessing.
The buttons
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Undo
Steps back through your recent moves, one at a time — placements, notes, and erasures alike. Keyboard: Ctrl + Z.
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Notes
Pencil in candidates without committing. Tap to cycle three modes:
Off normal entry — the number you press fills the cell. Corner small digits tucked into the cell's corners, good for listing every candidate. Center a cluster in the middle of the cell, handy for tracking a shortlist. Corner and Center are two independent sets of marks, so you can use both. Keyboard: N.
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Erase
Clears the selected cell — its value, or its pencil marks. Given clues can't be erased. Keyboard: Delete or Backspace.
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Hint
Three levels, so you can ask for exactly as much help as you want:
Focus · free shows the next area worth checking. Inform · −1 points out the specific square and names the reason. Solve · −2 fills the next square for you. Keyboard: H.
Options
Open Options from the app menu to tune the game to you.
- Show Timer
Display or hide the elapsed time during play.
- Digit Size
Enlarge the puzzle numbers — Standard, Large, or Extra-Large — for comfortable reading.
- Appearance
Switch the colour theme between light and dark.
- High Contrast
Boost contrast and colour separation for maximum legibility. See the accessibility page for the full picture.