Advanced

Chains, fish, almost-locked sets, uniqueness, killer-cage arithmetic. The full toolkit for the hardest puzzles, plus the controversial trial-based moves at the edge of pure deduction.

27 entries

  • 2-string kite

    A digit's strong link in a row meets a strong link in a column, with the two cells sharing a box at the corner. Eliminates the digit from cells seeing both far ends.

    Techniques
  • 3D Medusa

    An advanced colouring technique that two-colours every digit's strong-link graph at once, finding cross-digit eliminations that single-coloured chains miss.

    Techniques
  • ALS-XY-wing

    Three Almost Locked Sets in a Y-wing-like configuration. Generalises ALS-XZ to a longer chain and surfaces eliminations that a single-pair ALS interaction would miss.

    Techniques
  • ALS-XZ rule

    An interaction between two Almost Locked Sets sharing a common candidate. Eliminates a second shared candidate from cells outside both sets that see all instances.

    Techniques
  • Alternating Inference Chain (AIC)

    The general-purpose chain technique. Alternates strong and weak links along a sequence of candidates, eliminating a digit from any cell that sees both endpoints' candidates.

    Techniques
  • Bivalue Universal Grave (BUG)

    A near-final puzzle state where every unsolved cell has exactly two candidates. The puzzle's uniqueness rules out reaching this state, so the move that prevents it is forced.

    Techniques
  • BUG+1

    When the grid is one cell away from a Bivalue Universal Grave, the digit appearing three times in that cell must be the answer — placing anything else closes the deadly state.

    Techniques
  • Cage overlap

    Killer-Sudoku reasoning across cages that share cells with units. The shared cells must satisfy both the cage's sum and the unit's 45 rule, surfacing eliminations.

    Techniques
  • Cage splitting

    Decomposing a large killer cage into smaller sub-deductions using the 45 rule across the units the cage passes through.

    Techniques
  • Cage uniqueness

    A killer-Sudoku move that uses the puzzle's uniqueness guarantee against the cage's possible digit combinations to rule out configurations that would imply two solutions.

    Techniques
  • Empty rectangle

    A box where a digit's candidates sit in one row and one column intersecting inside the box. Combined with a strong link, eliminates the digit elsewhere on the matching axis.

    Techniques
  • Finned X-wing

    An X-wing where one of the four corners has an extra candidate cell — a fin — in its row or column. The eliminations restrict to cells that see both the X-wing and the fin.

    Techniques
  • Forcing chain

    A trial-and-converge technique. Pick a candidate, try both values, follow each through the puzzle. Anything that ends up the same in both branches is forced and can be placed.

    Techniques
  • Jellyfish

    The four-row, four-column generalisation of swordfish. A digit confined to the same four columns across four rows lets you eliminate it elsewhere in those columns.

    Techniques
  • Killer fish

    Fish patterns adapted for killer Sudoku. The same X-wing or swordfish argument runs on candidate cells, with cage-sum constraints sometimes tightening the elimination set.

    Techniques
  • Multi-coloring

    An extension of simple coloring to two or more disjoint chains on the same digit, finding eliminations that fire when the chains interact at a distance.

    Techniques
  • Nishio

    A trial-and-contradiction technique. Pick a candidate, assume it's the answer, propagate the consequences for that digit alone — if a contradiction lands, eliminate.

    Techniques
  • Pattern Overlay Method (POM)

    An exhaustive technique that enumerates every legal placement-pattern of a single digit, then eliminates candidates that don't appear in any pattern.

    Techniques
  • Simple coloring

    A technique that two-colours the strong-link graph of a single digit, then eliminates candidates that see both colours — the entry point into chain reasoning.

    Techniques
  • Skyscraper

    Two strong links on the same digit, sharing a column on one end and not the other — eliminates the digit from any cell that sees both 'roof' cells of the pattern.

    Techniques
  • Sue de Coq

    A pattern crossing two Almost Locked Sets in a row-and-box (or column-and-box) intersection. Niche, distinctive, and surprisingly common once you know to look.

    Techniques
  • Sum chain

    A killer-Sudoku reasoning pattern. Multiple cages whose sums constrain each other through shared cells or units, propagating arithmetic deductions across the chain.

    Techniques
  • Templates

    A close cousin of Pattern Overlay. Enumerates valid placement-templates for a digit, then uses pairwise incompatibility to surface eliminations a single template wouldn't catch.

    Techniques
  • Unique rectangle

    A pattern where four cells across two rows and two columns share the same two candidates — a configuration that would imply two solutions, so it cannot be allowed to complete.

    Techniques
  • WXYZ-wing

    A four-cell wing pattern. Three pivot cells share a fourth candidate that all see the wing cell, eliminating that fourth candidate from any cell that sees all four.

    Techniques
  • XY-chain

    A chain of bivalue cells linked by shared candidates. Eliminates a digit from any cell that sees both endpoints — the workhorse intermediate-to-advanced chain technique.

    Techniques
  • XY-loop

    A closed XY-chain — the endpoints meet rather than going off into eliminations. Every step in the loop is constrained from both sides at once, surfacing extra eliminations.

    Techniques