Last updated . I added hints for several puzzles that look tough. I may add more hints for other puzzles in the future, on request. In addition, another big update with some more puzzles:
Previously updated . Huge update, touching basically everything:
. Some bugfixes on Penpa links. Please tell me if you find anything wrong!
. I ran a Logic Showcase and submitted an entry to my own showcase.
. Several bugfixes mostly about wrong/missing intra-page links.
. Several new puzzles, detailed below. Behind the scenes, I slightly changed the HTML page layout; would you believe I've been writing my pages entirely by hand? Also, a bug fix regarding a Cross the Streams that was named "Battleships (Hidden)" because of copy-paste error.
. This year's 24HPC has ended, so I decided to immediately add my puzzles to this archive.
. I wrote one new puzzle: [2024-03-12] Star Battle (Regionless).
Also, the Dropbox folder for 24HPC has been updated after I did a major work on standardizing the filenames. It's now hosted on Google Drive.
. The showcase where I submitted my Forehaisu concluded, so I updated my remarks there. In addition, we're writing for 24HPC in 2024, so I'm preparing a section for it although the competition isn't out yet.
. The site got a full revamp, but this page also got a full revamp. Perhaps the biggest new thing is that you can now mark puzzles as solved. But also, check the full changelog for more.
. New puzzle: [2024-01-28] Hitori (Knapp-Daneben). In addition, two puzzles from Twitter puzzle account ported: [2018-03-27] Kurodoko and [2018-11-14] Skyscrapers (Liar).
. Four brand new puzzles! I posted a lot of them out there. While working on the website on other pages, I decided to publish them here too.
Welcome to my logic archive page! This is an archive of logic puzzles I've written.
The goal is that it will be comprehensive and have all the puzzles. (Possibly excluding a few that I want to dissociate from.) It's a big and long project, though, so please bear with me.
Note: The following is some important information you might want to know. If you're reading this page for the first time, you might want to read this first.
Some puzzles I write are for specific events. Many of them are logic puzzle contests; in other cases, they are part of a single hunt puzzle.
In this archive, puzzles are filed under their respective genres regardless of what event they appear in. Unfortunately, this means puzzles of a single event are spread out, even though some people think they should be together.
This section contains puzzle events for which I've written logic puzzles. Each event also has all the logic puzzles gathered together. The events are ordered chronologically.
There are a few places where I consistently write for. Most of the events fall under one of these.
24-Hour Puzzle Championship (24HPC) is an annual competition that takes place offline, in Budapest, Hungary. You have to solve logic puzzles all day long, throughout a full 24-hour period with only a few breaks. In total, you are doing 13 rounds, each one lasting 100 minutes. (There are 14 rounds prepared, with one rotating round; if someone writes for a round, they get the rotating round when it would be their set for everyone else.)
I started writing for 24HPC in 2018. Well, "I" might not be the right word. I organized rounds together with Puzzlers Club. We would decide on a theme, and people would write puzzles for the theme. We have written rounds for 24HPC since 2018.
If you're interested in past puzzles and results, I have a 24HPC archive as linked above. Thanks to various contributors, I have complete archives from 2007 onward, plus most of 2006 (some authors didn't release their puzzles from that year) and a smattering of 2003–2005.
Unfortunately, 24HPC has an extremely poor track record of maintaining an online presence. Events were broadcast either on the UKPA forums or as Facebook events, with no website of them or anything. That's part of why I was inspired to collect what I could find into my archive.
Logic Masters India (LMI) is the main place that organizes activities about logic puzzles in India. It also runs national championships to select people to go to the World Sudoku & Puzzle Championships.
But LMI also has a large online component. It has infrastructure to run contests online, where you can log in during the contest period (typically over a weekend) and start a contest any time that is suitable for you. Many people have written contests for LMI, including myself.
The first LMI contest I took part of was Melon's Puzzle Zoo, by Palmer Mebane (MellowMelon) in February 2011. I believe this was very soon after I was introduced to logic puzzles in general, including finding Palmer's old blog Melon's Puzzles. On retrospect, the test was pretty tough as my first one, but I'm happy I took part in it, and it drove me to keep competing and do better in general.
The first contest I wrote was Deception in May 2013, and I've written several more contests since then, some of them with Puzzlers Club.
In a puzzlehunt, puzzles generally have no instructions whatsoever, and it is your job to figure out what you even have to do. In addition, it may require outside research. This is in stark contrast from logic puzzles, which give you all the instructions you need, so that your task is just the grid you're looking at.
That said, some hunt puzzles are primarily logic-based, appearing as a set of logic puzzles. Generally they will still require some sort of "aha", something you have to figure out instead of being provided to you. But most of the time, this aha is just an insight you can get in the puzzle without too much outside research. And generally the aha is singular; once you have it, the rest is basically solving normal logic puzzles, perhaps with a twist.
Published and , offline contest
Technically, these were the first ever puzzle events I've ever written. But they were written as a highly informal thing, aimed for a few classmates back in high school that were interested to try these. ("BM" is an abbreviation of my school's name, "Bintang Mulia".)
There were two contests, with heavy emphasis on Sudoku simply because that was the most recognizable puzzle genre.
Published , a series on my blog
In February 2013, I decided to post a Fillomino puzzle every day for the 28 days. As the name "Fancy" suggests, each one is a different Fillomino variant. (Well, the first one was a vanilla.) The puzzles were pretty small, mostly 7×7, and they varied in quality. But it was perhaps the first time I put myself on a schedule. I'm pretty sure I was ahead in construction by a few days, although I don't remember by how much.
This list is incomplete and the links don't work. I haven't added the puzzles to the archive.
Published , contest on Logic Masters India
This was the first contest I've released to the public. (BMPC was earlier, but it's only for very few people in my class.)
It's themed after... well, being deceptive. "Falsehood" has liar clues; "Ambiguity" has clues that are ambiguous or unclear; "Annexation" has genres getting a particular twist. Each section has three genres, and each genre has two puzzles (an easy and a hard one), for a total of 18 puzzles.
I learned a lot of lessons from hosting this contest. What kind of puzzles were appropriate for a contest? How to write clear, concise rules? How to template and put together booklets? (Puzzles being printed too small was a common complaint.) But most importantly, I felt excited to be able to present my own work, and that was the main driving force behind me continuing to write puzzles.
Besides the contest, I believe I also left a legacy for LMI contests in general. Instant Grading was a pretty recent invention in LMI at this point: you would be able to submit your answer for any particular puzzle and have it immediately graded, and you would be able to fix it if it's wrong. Obviously submitting a wrong answer would be penalized, but the penalty hadn't been standardized. For this contest, I used the following method: after 1, 2, 3, 4 mistakes on a puzzle, your potential score for it dropped to 90%, 70%, 40%, 0% respectively. In other words, the penalties for a mistake on the same puzzle were −10%, −20%, −30%, −40% in order, which looked pretty. This has since been a staple and is used regularly on LMI, including LMI's regular Sudoku Mahabrahat and Puzzle Ramayan.
Published , contest on Logic Masters India
This test ran exclusively on 01–02 April 2014.
In case the name didn't give it away, it's meant to be an April Fools joke. Every single puzzles was tiny. Most of the puzzles had grids of 6 or fewer cells. The largest puzzle was a 5×5 Nurikabe, followed by a 4×4 Star Battle, then a 3×3 Tapa.
That said, as an April Fools joke, people didn't know about this. We didn't say anything about how the test would look like, so people could be delightfully surprised. We didn't even announce that it was me writing the test. Most people took it well; unfortunately, some people felt bad about it, and we probably could have sent the message better.
One funny thing about this contest was its scoring system. If you finished early, you got a time multiplier equal to 60 minutes (the test duration) divided by the time you took to finish the test. So if you finished in 50 minutes, you would get a multiplier of 60/50 = 1.2 to your final score. Because all the puzzles in this set were trivial, these time bonuses were insane; the fastest solver finished in 2 minutes for a multiplier of 30. It was (and is still) hilarious seeing a top score of 38,510.9 on a 1,273-point contest.
Because all the puzzles are trivial, I'm not putting them to this archive. You can look through the set in the above link to gaze at its beauty.
Published , hunt puzzle
My first ever hunt puzzle was part of the biggest hunt of the year. Being mostly a logic person, it is logic-related, although it has some aha to discover.
This puzzle isn't very good by my modern standards, but it was a valuable experience to try writing a hunt puzzle.
"Polyglot" means someone that speaks multiple languages. All the genres use black/white circles as clues, and all the grids have black/white circles only. What languages do each grid speak? Remember the convention that logic puzzles are supposed to have a unique solution.
The puzzle is about trying every grid with every ruleset. The idea is cute, but it ends up becoming heavy busywork.
One particular problem is that I'm looking for puzzle/ruleset pairs that have a unique solution — very natural for a logic puzzle solver, but this is not quite inspired and some people might just look into any solution.
I believe one reason I wanted to keep this was because some grids ended up being (uniquely) solvable in multiple rulesets, thus explaining the name "Polyglot". But that's a very weak theme, and the puzzle (both the individual grids and the entire hunt puzzle) suffers as a whole.
It should have been tightened up. What the execution should be, I'm not yet sure, but there are ideas I can come up with. Drop the polyglot part, make it a matchmaker. Embrace the polyglot part, every grid is solvable under two rulesets and that makes up chains and all that. Or something else, one way or another.
SPOILER WARNING. Even looking at the list of puzzles will be a spoiler for the hunt puzzle. If you want to try the hunt puzzle as is, don't look here.
Other than Heteromino below, the two-digit number XY indicates Grid X can be solved under Ruleset Y.
Published , contest on Logic Masters India
Yes, that's the actual title of the contest.
In 2016, I was asked to contribute for Puzzle Marathon 2016. I finally put down the genre that had been in my mind at that time, and brought an entirely new genre with a giant puzzle for it. And then testsolving feedback came, saying it was too difficult.
For reference, although it is a marathon, where every puzzle is significantly larger, it's expected that the puzzle still takes like 30–45 minutes. I believe the testsolver for this one needed 1.5 hours. Unfortunately, that meant my puzzle couldn't go into the Marathon.
But! LMI decided to organize a special "fun contest" for my puzzle. It wouldn't be rated and wouldn't have a time limit; solvers were free to start any time and had until the end of the contest period to submit an answer.
I'm happy the puzzle found another purpose, and that people could enjoy it. You can, too, straight from my archive.
Published , contest on Logic Masters India
I was asked to contribute for this event. Unlike regular puzzle contests, solvers would begin each puzzle individually and in any order. They would have an hour to submit the answer for the puzzle. The puzzles themselves were very large, each one easily filling a page.
I sent in a puzzle, which was deemed to challenging. So it became its own contest: NEW, HUGE, AND CHALLENGING!. I sent another puzzle, this time with a different approach, and it tested properly and could be part of the event. So it did.
Published , private set
Puzzlers Club has a regular event called Secret Solver. Similar to Secret Santa, each participant is assigned a recipient; however, instead of buying gifts, they are supposed to write a personalized puzzle for the recipient.
2017 was the first year we did this, and I was assigned TheGreatEscaper. Which is not an entirely unknown name: he is the creator of the genre Haisu, and he has written some incredible puzzles including The Ludicrous Loop and Witless.
A few weeks before the event, TGE suggested the idea of a variant he called "abacus". On a grid logic puzzle, there would be several "abacus lines". Each line had to have the same contents, although skipping empty cells (kind of how Nonogram puzzles treat any amount of empty cells as one). The idea was left broadly open; whether the line would contain shaded cells in a shading genre, or loop segments in a loop genre, or numbers in a number placement genre, or anything else, was up to whoever constructed them.
So I decided to try my hand at it. I focused on shaded cells; all abacus lines in a puzzle must have the same Nonogram-style clue. I chose three genres, representing the letters T, G, E. Each genre had a vanilla puzzle (only with the abacus variant) and a variant puzzle (some other variant, plus abacus). The abacus lines were shaped like the letters T, G, E too, and they were at the exact same locations on all the grids.
Strictly speaking, we only needed to write a single puzzle, but I found writing a set was more cohesive for the theme.
I would later revisit the abacus idea in my birthday LMI contest in 2020, although with a slightly different execution.
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line.
A line might cover a cell multiple times. The line will count the cell every time it enters the cell.
⚠ Prototype warning: These rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Specifically, in these rules, the start of the abacus is not given to you, and the abacus might reuse cells, making reading somewhat difficult.
Example: In the following example grid, each abacus line reads "1,1,4".
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
Note that all puzzles in this event have exactly the same arrangement of abacus lines as this example. This is so that you can see, from the example, how the doubled-up cells are counted.
Published , hunt puzzle, co-written with Anderson Wang and with help from Nick Baxter
As part of ✈✈✈ Galactic Trendsetters ✈✈✈, I was invited to write for Galactic Puzzle Hunt, and I decided to go for more hunt puzzle writing.
Naturally, it's more logic puzzle stuff, although the aha is different from my previous hunt puzzle (Polyglot). Also, it turns out to be quite a big, meaty puzzle that took solvers a lot of hours.
I think the puzzle is great to solve casually. This also taught me to scope my puzzles better.
As explained on the solution page, I wrote all the logic puzzles and Anderson wrote the word searches. That wasn't entirely it, though. Since Anderson was well-versed at hunt puzzles, he helped immensely in guiding the direction of this hunt puzzle. (I could write the logic puzzles, but putting them together into a cohesive hunt puzzle was harder.)
The rules for the puzzles are not given. (The genre names definitely remind you of existing genres, but there are variants and other complications in play.)
To find the rules, the title holds the key. (You will have to sign up to a website in order to access the rules.)
Published , part of 24-Hour Puzzle Championship
This was the first time Puzzlers Club wrote a logic puzzle set; not only for 24HPC, but as a whole. We decided on a theme of the digit 3, because "2 and 4 always get the spotlight". (It being "24"-Hour Puzzle Championship, many authors simply theme their puzzles after 2 and 4.)
We had a total of 33 puzzles, which were quite a lot. Most puzzles weren't themed in any particular way; they simply featured the number 3 somehow. That said, we had a section for vanilla genre followed by some 3-based variant of that genre. (For example, we had a vanilla Skyscrapers, followed by an "All 3" variant of it.) For our first showing of an actual, complete set, I wasn't particularly picky in getting a cohesive theme; I simply accepted most — if not all — puzzles submitted by the authors.
Below is a list of my puzzles. But those are not everything. In addition to these, I actually wrote one more puzzle (#1 in the set, Diverse Threes). But it's an observation-heavy puzzle, which I haven't managed to replicate on Penpa. If I figure out how to do that, I'll put it here.
Published , private set
After the Secret Solver event in 2017, where I wrote a set for TheGreatEscaper, Puzzlers Club ran another installment of Secret Solver for 2018. I was assigned to write for betaveros.
Now, you need to know, I'm really not confident in writing hunt puzzles. When signing up for Secret Solver, I marked that I would only be able to write logic puzzles, with writing hunt puzzles marked as a "maybe". But betaveros is a good friend of mine. We talked a lot and had several shared interests. We went to International Mathematical Olympiad together in 2012. I thought, this would be a reasonable exception, and set out to write a mini-hunt.
I ended up with a mini-hunt of 5 puzzles + 1 metapuzzle, titled hunt hunt hunt because I was very dumb at that point. If you're interested in doing the mini-hunt, you can look there.
One of the puzzles is called "Allied Occupation". The puzzle itself only shows a bunch of grids marked "examples" and "puzzles"; you have to figure out what they do. Obviously since it's listed here (or at least a big part of it), it's related to logic puzzles. And if you look at the rest of this page, you might be spoiled by its instructions, leaving just the logic puzzle portion for you to solve.
Just like how I used the abacus variant from last year's set in my birthday LMI contest in 2020, I also used the idea here for that contest too.
"Allied Occupation" is a very old name for Fillomino. Alternately, you can notice that all solution grids in the examples are valid Fillomino grids. So each example suggests some Fillomino variant. The problem is, the wrong solutions are also valid Fillomino grids, so there is some additional rule in effect that makes the wrong solutions wrong.
Also, each example is a separate example, cluing a separate additional rule. This wasn't made clear in the puzzle and the confusion wasn't intended.
SPOILER WARNING. Even looking at the list of puzzles will be a spoiler for the hunt puzzle. If you want to try the hunt puzzle as is, don't look here.
Published , hunt puzzle, co-written with Alex Pei and Anderson Wang
After the puzzle for 2018, I once again wrote for Galactic Puzzle Hunt in 2019. I actually wrote two puzzles, but the other is not logic-related at all.
This puzzle, once again, goes to my usual foray of logic puzzles as a hunt puzzle. That said, it is followed by a step involving words, and I'm happy I got plenty of help with that portion. The word part, of course, is completely scrubbed clean for this logic archive; if you want to try the puzzle as is, look at the original puzzle.
Not all the logic puzzles are written by me. Below is a list of my puzzles.
These are pretty much your usual logic puzzles, except something is off. Some of these puzzles are clearly not unique. Can you find the solutions anyway?
SPOILER WARNING. Even looking at the list of puzzles will be a spoiler for the hunt puzzle. If you want to try the hunt puzzle as is, don't look here.
Published , a series on my Twitter
Six years ago, I ran Fancy Fillomino February where I wrote a Fillomino puzzle every day throughout February. I decided to give it another try and wrote an Arrows puzzle every day throughout April. A lot of the early ones are vanilla puzzles on bizarre grids.
Unfortunately, my steam ran out in the middle, and the series was unfinished. I got 12 puzzles in before I called it quits, although I had an extra puzzle that I posted later. (That one is marked as 13th in this list.)
I have since learned — from this one and my other creative endeavors — that I probably can't do a consistent schedule with deadlines; if I want to appear like I have a schedule, I need to write the full thing well in advance.
That said, for the amount of puzzles I managed to churn out, I think they are consistently high quality. A couple of them are misses, but in general I like many of them.
That said, they are also incredibly hard, and I was struggling to re-solve my own puzzles. I decided to include a hint for the break-in on most puzzles. Partially so you can read it to get unstuck, partially so I myself can read it for the same reason.
Published , part of 24-Hour Puzzle Championship
This year, I didn't write with Puzzlers Club; I wrote a set with Joseph Howard instead. Puzzlers Club wrote two rounds, led by Sophie. Given that I and Joseph are part of Puzzlers Club, I suppose you can say PC wrote 3 rounds. But ours were distinctly different from PC's.
Our set (mine and Joseph's) was themed after the seven deadly sins, with 3 puzzles themed for each of the 7 sins for a total of 21 puzzles. In general, the reception to our set was positive. We forgot to include puzzle points on the puzzle booklet, and one of the puzzles was slightly broken (there was an alternate solution because we didn't specify numbers on the grid were integers), but overall it was a great set.
What about PC, you ask? PC's rounds were themed after Minor Arcana and Major Arcana (more commonly known as simply Tarot cards). They were beautiful constructions.
The main problem with PC's rounds is the scope. The Minor Arcana set had puzzles in common genres, but there were 56 of them, the same number as the number of cards in a deck. The Major Arcana set had 22 fiendishly difficult puzzles in completely foreign genres. Competitors complained about both sets. The puzzles were great by themselves — I do recommend you check them out and solve them leisurely! But as competition sets, they are too long and hard. I took over and led again for the next set.
Below is a list of my puzzles (from the seven sins set). I just realized that the author of each puzzle isn't listed anywhere in the booklets, so this is the first time you'll see who wrote which ones. The ones that aren't here were written by Joseph.
Published and , contest on Logic Masters India
After writing our first logic puzzle set (24HPC in 2018), Puzzlers Club was looking to write more things, and I suggested a cheeky idea: each interested author could write a few puzzles independently as a small section, and I would combine the sections together into a set. This way, we would present the various kinds of people in Puzzlers Club.
We got enough interested authors that we decided to make two parts. My section was in Part 1, although I organized both.
While writing, we also made more puzzles than needed, as we tried to figure out how each author could express themself. As a result, we had quite a lot of rejects (PDF file). That said, I didn't have any rejected puzzle. Still, though, if you want more puzzles after doing the contest ones, you can go here.
Published , contest on Logic Masters India
Puzzlers Club decided to write another set, themed after each one of the 18 Pokémon types. (For the Pokémon fans, this was just after The Isle of Armor DLC for Sword and Shield was released. The Stellar type didn't exist yet. As for the ??? type, on retrospect I wish we did something for this, but alas, we just stuck with the "real" types.)
That said, I was busy at this point. I forgot what I was busy for; I might have been finishing up my Masters study, and I might have also been planning for my personal contest a few months later. So, although I organized this contest, I only put in one puzzle.
Published , contest on Logic Masters India
This was the set that was the most important and dear to me.
I turned 25 years in 2020, and I decided I would summarize my puzzling journey — which was almost 10 years by that point — with a LMI contest. A 25-puzzle contest, containing 12 (+1) genres, each genre taken from one important step of my puzzling life. Most of the genres (and you can even argue all of them) were my inventions, created for various purposes: back when I started publishing puzzles online, made for some event or another, etc. The instructions booklet for the test (download it from the link above) has more exposition about each genre I picked.
The following lists the first 24 puzzles. The 25th puzzle, i.e. the "(+1)", was an English trivia question:
"In what year was I born?"
Published , event organized by Logic Masters India
I contributed for the Indian Puzzle Championship this year.
I'll be honest, I have completely no memory of this; I only realized about it when djmathman reminded me that I had these puzzles. Since the Puzzle Booklets seem to be unavailable (they need password but you can no longer get it), I'll reproduce my puzzles here. But since I also forgot about these puzzles, my commentary of them might be not particularly insightful.
Multiple authors contributed to this championship, and our puzzles were scattered over five rounds, so they are also divided into rounds below. Round 1 "Familiar Foes" had genres that appeared in Puzzle Ramayan that year, and Round 2 "Deja Vu" had genres that would belong in some PR round but were cut. Round 3 "Think Different" had more unusual genres. Round 4 "Smart Casuals" had more "casual" genres; this was primarily Tawan's realm. Round 5 "Good Neighbours" was written entirely by Craig Kasper.
Published , hunt puzzle, co-written with lovemathboy
I was invited to write for Silph Puzzle Hunt, and was asked to help write this puzzle. This puzzle is actually primarily lovemathboy's; I contributed two out of the ten puzzles. I originally only contributed the Fillomino, but when we decided one of the other puzzles wasn't particularly great and we didn't have enough region division puzzles, I wrote the Heteromino as a replacement.
"Red sus" is a meme in the video game Among Us. There are hidden impostors among the players, and everyone is suspicious of everyone else. You probably shouldn't trust Red.
Published , part of 24-Hour Puzzle Championship
For the 2020 edition of 24HPC, we went for a theme based on "20". We also considered ideas such as "20 Questions", but ultimately we went with the saying "Hindsight is 20/20" and did two rounds themed on this: one for "Hindsight" and one for "20/20".
The first round, "Hindsight", featured two sections. The first section had puzzles based on vision and sight (such as Cave and Kurodoko — although both of those genres appeared only as variants). The second section had genres that were featured in past 24HPC rounds; we picked more unusual genres, because they were less likely to re-appear and so we wanted to give them a second chance.
The second round, "20/20", also featured two sections. The first section featured 20/20 in the puzzle: the clues were the number 20 (or the digits 2 and 0), or the clues were shaped like the number 20. The second section featured 20/20 in the genre: either the genre name was a word repeated twice, or the genre name had the word "double", or the genre had a variant that emphasized doubles or 20.
That's all and good, and we had our two rounds ready well before the submission deadline. And then the COVID-19 pandemic happened.
24HPC was put on hold. We held onto the rounds in the hope that we would get them out sooner or later. Finally, in 2023, we received a message that they were going to hold 24HPC again. We decided our rounds would still be worthwhile to send, and that people would understand. It's unfortunate that we missed the timing, and especially because some people had their puzzles stuck in limbo for three years, but we're glad to finally share them.
Published , part of 24-Hour Puzzle Championship
The year of 2024 is special. Many 24HPC authors like the number 24 as a standard go-to theme, and the year being 2024 makes it extra special. (Had the pandemic not happened, this would have also been the 24th 24HPC, which would be insane. It's okay, just means this theme can happen again in 2027.) While we decided to shy away from this overused theme in 2018, this time the theme is strong enough that we'll simply embrace it.
So, Puzzlers Club, once again led by me, wrote two sets of 24 puzzles each. We picked sets of things that naturally had 24. One of them was the Greek alphabet; there are 24 letters in the Greek alphabet. For the other, we realized there were two well-known zodiacs — Chinese (animals) and astrological (constellations) — and each set had 12 things, for a total of 24. We used them as our themes. To differentiate the two sets, one set (the zodiacs) featured the theme primarily in the genre selection; the other (the Greek alphabet) featured the theme primarily on the grid.
Before writing began, I polled people that were interested in writing. We ended up with a total of 32 authors. That's actually a lot, and I was flustered at managing such a large number of people. I ended up splitting the authors into two groups of 16. The first group was writing for 24HPC.
As for the second group, the initial idea was they would write for LMI later that year. But I think I crashed out and lost motivation. I tried to organize a test with a mechanical theme that was too tight, and I think the authors felt too constrained and couldn't express themselves well. Lesson learned: with a large team of authors, don't go for a mechanical theme, at best go for an aesthetic theme. Give leeway for authors of varying experiences to contribute. Later on, I would prioritize their contribution for the 24HPC in 2025.
Anyway, back to 2024. Several people couldn't contribute, for one reason or another, so that we ended up with 11 authors (plus me). I'm wondering how our puzzle turnout would be if I didn't split the authors and let everyone write for 24HPC. But I'm also fine with this decision, so that we can showcase the individual authors better. I wrote 7 puzzles, more than the expected average of 48/12 = 4 puzzles, but I largely did my writing near the end when I picked up leftover themes that others were having trouble with.
I also decided to put in flavor text in the booklets. Some of our thematic connections were quite loose, and being able to explain our decisions would help. It started with why we chose our genres and puzzles, but it also expanded into genre origins, witty quotes, and more. I hope you enjoyed reading through them!
Also, fun fact: I published this section on my website just a few hours after the actual contest finished, although some of this intro text would later be revised months later.
Published
First off, that year is not wrong. The championship was originally scheduled for 2024, but it was postponed to because of all sorts of difficulties.
I was contacted to contribute puzzles for the championship. They were looking for sets themed after classics, variants, novelties, miniatures, and marathons. After checking, I decided to contribute one full set, for novelties.
What counts as a novelty? Basically whatever genre that people probably have never (or rarely) seen before. I went for the following approach: every single genre was something that already existed before, but usually a modern genre, that was invented in the past couple of years. In addition, I picked genres whose rules are relatively simple to explain. For each of the 8 genres, I wrote 2 puzzles.
I submitted the set in , because they planned for the event the month after. Obviously, that didn't happen for quite a while, so my set was in limbo. But then I noticed that bakpao posted their set, so I poked the organizers and finally received news that the championship took place. Nikola Živanović took first place as expected (mostly because I was unfamiliar with all the other names).
I've also learned that some of my puzzles didn't make it into the set. The second Bunnyhop was "one of the most beautiful puzzles" according to the testers, and became part of the finals, solved on flipboard on stage. On the other hand, the testers thought the second Context had multiple solutions. I have since confirmed this was not the case; it's unique. But there might be translation issues, or the testers might have missed something that would make the alternative solutions invalid.
I'm definitely a bit frustrated about how the championship was run. There's no news about it online anywhere; their website has been inactive for years. This is also why I don't have any link to refer to them. I'm saddened at the communication; if they wrote to me about Bunnyhop and Context, I could check earlier if Context truly had an issue, and I could contribute an additional Bunnyhop puzzle to fill in the set again. But well, it happened. I wrote puzzles, and that's the most important part.
Here are the puzzles, presented as they were meant for the set (i.e. including the second Bunnyhop and the second Context in order). For the ones that appeared in the set, they are accompanied by point values as they appeared in the set. These point values are taken from the results file though, and for puzzles that were not solved by anyone, the entire column was blank and I didn't know their values. So that explains the "???" entries below.
Place some lightbulbs on white cells. A lightbulb shines in the four cardinal directions, illuminating every white cell in its direction until hitting a black cell or the edge of the grid. Every white cell must be illuminated by some lightbulb. No lightbulb may illuminate another lightbulb. Each number indicates how many lightbulbs are orthogonally adjacent to the cell.
Classic Akari rules.
Second puzzle of my first blog. The reason the grid is not square was because when I wrote this puzzle (on paper), I miscounted the size of the grid, and then I didn't bother changing it. In my defense, I was still very new to puzzle-writing; I would have reworked it today.
Classic Akari rules.
I went back to the all-1 theme (or, as my past self called it, "Tents Akari"). When I posted this puzzle on my first blog, it was not unique and there's no sign I got any comment that said so. But when I ported it to my second blog, I made a stealth change to the puzzle that made it unique. This is said second version.
Variant rules: Akari rules. In addition, there are diagonal mirrors on the grid. Illumination from lightbulbs is reflected by the mirror, thus illuminating further cells in a different direction. Lightbulbs cannot be placed on cells with mirrors, but empty halves of the cells with mirrors still has to be illuminated. A lightbulb cannot illuminate itself (e.g. by its illumination reflecting along mirrors in a cycle).
Adding a variant to an existing genre, but I think this might have simply been taken from Palmer's Akari EX. Some reasonable aesthetic, but at the expense of pretty boring logic that doesn't explore the genre enough.
Variant rules: Akari rules. In addition, there are diagonal mirrors on the grid. Illumination from lightbulbs is reflected by the mirror, thus illuminating further cells in a different direction. Lightbulbs cannot be placed on cells with mirrors, but empty halves of the cells with mirrors still has to be illuminated. A lightbulb cannot illuminate itself (e.g. by its illumination reflecting along mirrors in a cycle).
Speaking as a seasoned puzzle author nowadays, among the first 12 puzzles I've written (i.e. everything in my first blog before I abandoned it and moved to a different blog), I think this is my favorite. (If you're wondering, [2011-03-18] Slitherlink is likely my second.)
Draw paths traveling orthogonally on cells. Each path must start from a number outside the grid (this is the only time the path may extend out of the grid) and end on a fish (🐟, although less pretty on the grid). Paths may not touch or cross, whether with themselves or with each other. Each number indicates the length of its path, in unit segments (alternatively, as the number of cells visited inside the grid, not counting the number itself that's outside the grid).
Part of 19th 24-Hour Puzzle Championship.
Classic Anglers rules.
Named "Allure" as part of the Lust sin, and the fish were hearts instead, because you're reeling in love or something like that. Definitely a very stretched theme.
The puzzle itself is... fair. Nothing remarkable, I'd say, but that's not necessarily a bad thing for a contest.
Divide the grid into regions. Each region contains exactly two clues, and the area of the region must be strictly between the two clues.
Part of Indian Puzzle Championship 2020.
Classic Araf rules.
Putting "99"s in Araf is always fun. For a small enough grid, it effectively means "infinity"; it's going to be the upper bound and it's going to be satisfied, you just need the lower bound. (I haven't seen an Araf puzzle that's big enough so that the "99" actually matters, e.g. the region ends up being size 98.) But using "99" means you don't need to describe what this "∞" symbol is in the rules. Of course, the other way around also works; you can use a negative number as the lower bound, but "1" also works and it's not as funny to see.
A basic deduction in Araf is that a region cannot have two numbers that are consecutive (differ by 1). That drove practically the entire theme.
After deciding I would start with rings, I put in consecutive numbers all around the ring, to force each clue to extend out and pair up elsewhere. I wanted to allow clues across in a single ring to pair up — just it couldn't be adjacent clues — so I put in the half-increasing, half-decreasing pattern. This way, clues across the grid are generally not consecutive. Once that basic theme is set up, I simply tweaked the starting (lowest) number and the offset of the rings, leading to these two rings of clues.
The rest of the puzzle likely came from realizing several of the clues couldn't pair up, so I had to put in additional clues. Since the rings had low-value clues, some of the unpaired clues were simply looking for another clue to pair up with, their sizes were already good. So I got cute and put in "99" clues, and apparently I managed to fit in four.
This puzzle is a toughie, but I really like the logic.
Put the listed numbers into the boxes. Each number must go into exactly one box. (If a number appears multiple times in the list, the number must appear exactly that many times among the boxes.) Each mathematical expression must be correct. Equations are read left-to-right or top-to-bottom; they ignore the usual operator precedence. There is no rounding or bounding the results; fractional and negative results remain as they are.
Part of 18th 24-Hour Puzzle Championship.
Classic Arithmetic box rules.
Mathematical puzzles are strange. Equations can be surprisingly restrictive. Sometimes the way forward with a puzzle involves brute force, listing down the possibilities of some equation to notice something. It also often means a puzzle might not give you clues on where to look next. In general, I'm not a big fan of that, but sometimes I do give in to the temptation for wacky puzzles.
I'm pretty sure the "<3" rows are intended. All the love for the solvers.
Part of 21st 24-Hour Puzzle Championship.
Classic Arithmetic box rules, but with non-standard number bank. The numbers are fractions.
Penpa note: Since all numerators are 1, you only need to enter the denominators into the shaded squares.
In the Greek round, every puzzle is themed after a Greek letter. The theme is meant to appear in the puzzle itself; it's not necessary for the theme to appear in the genre. For zeta, perhaps the most common use in mathematics is the Riemann zeta function, which is basically the sum 1/1s + 1/2s + 1/3s + 1/4s + …. (Strictly speaking, the definition is this for Re(s) > 1, and it's analytically extended to the complex plane. If that doesn't make sense to you, don't worry, I don't fully understand it either as it's out of my field.) It is an extremely important function in number theory, and the question on when it achieves a value of zero carries a bounty of one million dollars.
I decided to make use of this theme by taking a very mathematical genre, Arithmetic Box. Because the zeta function involves adding up fractions, I used fractions as the numbers. Since the major open question involves finding its zeroes, I made sure to include several equations, including an "equals to 0". (The only inequality is a trivial one, just to say "you're not getting any info from this".)
The typesetting of this puzzle was a nightmare, because Penpa isn't very good when it comes to more freestyle placement of things. I think this presentation is acceptable.
Place an arrow into each white cell. Arrows can be in one of the eight compass directions. Each arrow must point to at least one gray cell (but not necessarily numbered). A number on a gray cell indicates the number of arrows that point to that cell.
Penpa note: Use Shape → Arrow → Small to input arrows on Penpa.
Normally, Arrows puzzles have a rectangular (often square) grid of numbers, with a one-cell thick border around the grid for the arrows. (The corners don't have any since those ones are trivial.) These rules are a natural generalization of it.
Not just that, Arrows puzzles often are fully clued. I generally don't like fully clued puzzles, because it muddies where the logic is, and it's often difficult to force a specific logical deduction to happen. So my puzzles are generally not fully clued. You can put a question mark (?) in each unclued cell if you want. If you do that, the clues can also be re-stated, so each arrow needs to point to at least one clue (but it might be a question mark). But that feels weird, so I'm not doing that.
Part of April Arrows.
Classic Arrows rules.
The Toketa? book series contains a lot of puzzles; they are written by Japanese authors as well as Serkan Yürekli. They also have puzzle articles, explaining some theory behind certain genres. Some of the books include an in-depth theory on Arrows. The results and theorems are pretty cursed.
The break-in for this puzzle uses one such result. I don't know if this particular one appeared in Toketa — I think it's fairly simple, all things considered, so it might be an earlier result. But it's still not obvious or trivial by any means.
Consider the clues on R1C2, R2C5, R4C1, and R5C2 (marked red in the above image). Each arrow next to a corner (marked green) must point to exactly one red square. The sum of the red squares is 8, so that's everything accounted for. All the other arrows cannot point to any red square. In particular, the middle arrow on each side (marked blue) must point straight to the center, as indicated.
If you're still having trouble after this, look at row 1, in particular R1C2 and R1C3.
Arrows puzzles in general can support ridiculous logic like this. You may very well have to consider multiple clues at once. And Arrows tends to lack locality, so the set of clues to consider might span the entire grid.
That's why I prefer Arrows with fewer clues. On one hand, that means it's less combinations of clues for you to consider, meaning it's usually easier to find the right set. On the other hand, fewer clues means less chance that my desired deduction gets sidestepped.
Part of April Arrows.
Classic Arrows rules. Note that some cells are missing from a usual Arrows puzzle.
You would think a puzzle with 40% fewer cells than expected of its size would be significantly easier. Hah. I stared at this puzzle for like an hour before I finally found the light.
Look at R2C3 (number marked in red) and R5C4 (number marked in blue). Each of these cells have 4 arrows potentially pointing to it (the other cells in red and blue). However, 1 cell is shared (colored purple), so in total, there are 7 arrows potentially pointing to R2C3 and R5C4 combined. Also note that no arrow can point to both numbers, so each arrow can count at most once to the sum of R2C3 and R5C4.
Now consider R2C4 (green). Arrows in row 2 that point to R2C3 must necessarily point to R2C4 too. Arrows in column 4 that point to R5C4 must necessarily point to R2C4 as well. That means, among the 4 arrows in row 2 and column 4, only 2 of them can point to R2C3/R5C4, due to R2C4. So we lose 2 arrows, leaving only 5. That means we have equality. In this case, equality means the arrow above column 3 must point to R2C3, and the arrow to the up-right of R5C4 must point to it, otherwise we don't have enough arrows to cover them. These are drawn on the image as indicated.
The top arrow is the important one, since now R1C2 is maximal.
Geez, for a puzzle with only 12 arrows, this is insane. I'm not sure why I didn't see the break-in for an hour. I guess it's very difficult to spot; those are 3 clues that look "normal". Even when you try to take clues that overlap their potential arrows, R2C3 and R5C4 only overlap one arrow, meaning you still only need 5 of 7 potential arrows. I looked at R1C2 and R2C3 (6 of 7) first. The clue on R2C4 also seemed completely innocuous; it had 6 potential arrows. You have to realize it's exactly at the intersection of R2C3 and R5C4's lines of sight, in order to make this deduction. This shows just how cursed Arrows deductions can be.
I actually didn't manage to solve this puzzle at the time I typeset the Penpa. Luckily, someone in the replies of the Twitter post had a solution, so I just checked it was correct and copied it. (There were two replies, actually, and they had the same solution, so I thought it was probably correct.) Even if not, I probably could brute force the solution using computer, as there are only 312 = around 500,000 potential solutions. Only after I put this in and went through the other puzzles in the series, that I returned back here and saw the light.
Part of April Arrows.
Classic Arrows rules. Note that the white cells are different from a usual Arrows puzzle.
Arrows puzzles on unusual grids are fascinating. Even when the grid is only changed slightly, the solve feels very different and foreign. I'm guessing it's because there are different lines of sight and different overlapping arrows.
Look at the central 6 (marked in blue), and compare it with R2C2 and R4C3 (marked in red) next to it. Considering the central 6, arrows in the main diagonal will also point to R2C2, and arrows in column 3 will also point to R4C3. However, the arrow at the left of row 4 (marked in green) must point to one of the red cells. Therefore, among the 4 potential arrows passing R2C2 and R4C3, at most 2 of them can point to the central 6. So the other 4 potential arrows to the central 6 must do so, as indicated.
If you're still having trouble, look at R1C2, and don't forget R2C2 is pretty busy with the central 6.
I think this deduction is more complicated than the one in [2019-04-AprArr-02]. But since it's more telegraphed, with such a huge number 6 being next to very low numbers 1 and 2, it might be easier to spot.
Part of April Arrows.
Classic Arrows rules.
Usual Arrows puzzles take place in a square grid, where every line of sight has two potential arrows or none. A rectangular grid changes this by making some lines have only one potential arrow.
But obviously the big draw of this puzzle is its antisymmetry: every 3 is paired with a 4 in its rotationally symmetric spot. What, you didn't spot it until I said so? That's fair, it's a subtle theme. But it's striking, don't you agree?
Consider the clues on R1C2, R2C5, R3C3, and R4C1 (marked in red). No arrow can point to two of them, and two of the potential arrows (marked in blue) miss them entirely. But these clues add up to 16, and there are 16 remaining potential arrows, so every single one of them must point to one of these cells. In particular, 7 of the arrows (marked in green) only have one direction that point to one of these cells and so can be filled in, as indicated.
A deduction with 16 potential arrows is insane. I found it fairly quickly, but I suspect it's just sheer luck. The set that you need to look at is incredibly cursed. It's a portion of a tilted square lattice, but it's not obvious at all that it would be helpful, and you probably wouldn't even notice that two of the white cells don't point to any of those cells unless you have a reason to suspect so. At least the "reward" is immediate, with 7 arrows immediately filled in.
Part of April Arrows.
Classic Arrows rules. Note that the grid is highly unusual. There are 25 white cells — the "holes" inside the grid are also white cells that need to be filled in. Remember that each white cell must point to at least one gray cell.
Obviously, after experimenting with grids that still roughly resemble usual Arrows puzzles, I decided to go wild. This grid feels incredibly weird; it barely feels like an Arrows puzzle. There aren't even any diagonal arrows! Okay, that's a mild spoiler, but it's straightforward once you study the grid; all diagonal directions point to more white cells, no grays in sight.
Consider the clues on the outside border (marked in red). They add up to 23. Now consider the corners, along with the white cells on R2,4,6C2,4,6 (all marked in green). The corners must point to exactly 3 red clues each, and the inner ones must point to exactly 1 each, so that accounts for 21.
The remaining white cells along the border (marked in blue) can only point to 2 red clues, so at least 6 of them must point into the interior of the grid. However, row 3 and column 3 can only support 1 arrow each. Therefore the other arrows (row 5 and column 5) are maximal and must point inside, as indicated.
If you're still having trouble, look at R4C2 next.
Part of April Arrows.
Variant rules: Arrows rules. However, exactly one arrow on each side is weighted and counts as 2 arrows for clues.
Penpa note: You don't need to mark the weighted arrows in any special way.
And here comes the variants. I don't actually know any Arrows variants, so each one of these was new to me and I was exploring the genre as I churned out puzzles. (That might be the reason why I burned out; exploring a genre is a tough job.)
The first step is to consider R3C3 (number marked red). Vertically, due to R1C3 (green number on top), there are at most 2 arrows pointing along this column, even counting the weights. So horizontally, there must be at least 3 arrows. Therefore, we need both arrows on row 3 to point horizontally, otherwise even a weighted arrow is not enough to count for 3. This is indicated with the arrows on red squares.
Next, we consider the same R3C3, along with the arrow to the left of row 1 (pink). Note that the pink arrow points to one of R1C3 and R3C2 (green). The 5 arrows that point to R3C3 also point to either R1C3 or R3C2, too. So in total, there are 6 arrows pointing to R1C3 and R3C2 already, which means all other arrows cannot point to either of these. This places 4 arrows, indicated as arrows on white cells.
Now, look at R1C4 (red number). Among its potential arrows, 4 of them are already pointing elsewhere due to the previous argument. There are 4 more arrows: 1 horizontally (pink), 2 vertically (blue), and 1 diagonally (red). However, the horizontal arrow can only count 1 due to R1C2 (green number on top). For the vertical arrows, R5C4 (green number on bottom) has clue 3, but it already counts once due to the arrow on its row (green arrow on bottom-left). Therefore, the vertical arrows to R1C4 can only count 2, even with the weights. So the diagonal arrow must contribute to the count; this is indicated by the red cell getting an arrow pointing to R1C4.
But we can actually say more. Consider the horizontal arrow (pink). If it didn't point to the 4, then it would point to R5C4 (green number on bottom). So not only the horizontal arrow wouldn't count, but it also would rob one of the vertical arrows! Then the 4 would get 0 from horizontal, at most 1 from vertical, and at most 2 from diagonal (if the red arrow is weighted). This is not enough. So the horizontal arrow must point to the 4; this is indicated by the pink cell getting an arrow pointing to R1C4.
This arrow is the most important one in the solve, since now everything should fall into place much more easily. If you're still having trouble, go back to the central 5 in R3C3, and note that the 2 in R1C3 now has 1 arrow counted already.
Boy what is that break-in? I wonder if I'm missing something simpler. But considering the puzzles in this series have been incredibly hard, it might be entirely intended. At least I did notice the central 5 right away (including the fact that it needed at least one weighted arrow), and the nearby R1C3 and R3C2 soon after. But it was still a tough, long string of deductions.
Is this variant worth it? I'm not sure. I don't think I leveraged it much; if any, it complicated the solve horribly, since even a line with 1 potential arrow might still count 2. In general, variants where one object is different become tricky very quickly.
Not only that, the break-in is something that I think can be adapted to regular Arrows. I think it's a good puzzle in isolation, but it doesn't make use of the variant strongly enough.
Part of April Arrows.
Variant rules: Arrows rules. However, exactly one cell on each side should remain empty, it doesn't contain any arrow.
Compared to the previous six puzzles, I think this one feels more mellow. Low numbers everywhere, even including several 0's. Most arrows have very few possibilities remaining! Of course, one of the possibilities is always "this is the empty cell", so it's not as straightforward, but I think it's somewhat easier than the previous ones.
The puzzle, as it was posted on Twitter, was not unique. Oops! I have changed it for this archive. Read my thoughts below for the more complete reason.
It should be straightforward to place two arrows on the right of rows 1–2 (arrows on white cells). It is also helpful to mark numbers that are now full; these are indicated as darker gray cells above.
Now, there are 7 cells (green) along the top, left, and bottom sides whose potential directions all point to either R3C2 or R5C1 (red). But R3C2 and R5C1 add up to 4, so 3 of the arrows must be missing. This is exact, so the rest of the arrows on these sides are not empty. In particular, the arrow above column 4 (blue) is not empty, and so must point bottom-left, as indicated.
If you're still having trouble, note that R2C2 is now full, and that affects things on the bottom side.
The puzzle as originally posted was not unique. The arrows below columns 1 and 2 could swap, either of them could be the empty cell and the other would point at R5C1. This is changed by adding a new clue on R4C1 to disambiguate that. (And another clue on R2C5 to retain symmetry.) As a result, existing clues on R1C4 and R5C2 were no longer needed.
As mentioned, I think this puzzle is comparatively easier than the previous six puzzles. Most of the numbers are low, including two 0's and a 1 (R1C5) that's immediately full. So when you're filling in candidate arrows, you find out that most of the cells only have 1 potential arrow.
Now, it might still be pretty tricky to continue even after filling in the potential arrows. Spotting R3C2 and R5C1 might be difficult because it involves 7 arrows. There's a virtually identical break-in that uses R2C2 and R5C1 instead, although whichever way you use, you follow it up with the other anyway.
Is this variant good? Similar to [2019-04-AprArr-06], I think variants where "one thing behaves differently" are always difficult to work with. I think this puzzle makes use of the variant much better, though, even if it's easier.
Part of April Arrows.
Variant rules: Arrows rules. However, exactly one arrow on each side is a spotlight. If a clue is pointed by at least one spotlight, it is blue (in a dashed circle). If a clue is pointed by no spotlight, it is black (with no decoration).
Penpa note: You don't need to mark the spotlight arrows in any special way.
The dashed circles are mainly to highlight the numbers, in case colors alone are not enough.
I'm pretty sure I came up with this variant following [2019-04-AprArr-06] and [2019-04-AprArr-07]. In those two puzzles, one cell from each side acts differently. So this one is the same. The main question was just, what would be a fun "acts differently" thing?
In a way, spotlight very naturally falls from there. The arrow does "something different" to the clues it hits: it makes the clues say, hey, we're different. Easy.
Consider R3C2 (purple) and R5C5 (red). There are 3 arrows (green) that must point to at least one of these: both on column 5, plus to the left of row 5. Since we now have the correct count, none of the other arrows may point to either R3C2 or R5C5.
The main implication is that the arrows in column 2 cannot point straight down. That means, the four clues in column 2 (blue and purple) must be hit by spotlight arrows, but each spotlight arrow can only hit one of them. So all 4 spotlights must hit these clues. In particular, the spotlights from the right side and bottom side (blue with arrow) can be fully determined, taking into account that they may not hit the black numbers. These are indicated with arrows on blue cells.
The R3C2-R5C5 pattern is pretty standard in Arrows. It might not be easy to come by if you're a beginner, but it's likely a regular trick if you've done many Arrows puzzles. The fun part is what I use it for. The deduction is incredibly pretty; not often you make use of the lack of an arrow that way. I'm very happy with this puzzle.
Fun fact: It took me typesetting 8 puzzles before I found my original file (an Excel workbook) for April Arrows, with each puzzle and its solution. The solution has some cells highlighted, which tells me there's some key step to be found with those cells. But it's often not clear enough.
Part of April Arrows.
Variant rules: Arrows rules. However, arrows are nightriders: each arrow points in 1 of 8 knight's move directions, and visits every cell that can be reached by making one or more moves in that direction.
Penpa note: Enter the direction of each arrow by using a 2-letter notation. The first letter is uppercase and indicates the 2-step component of the move. The second letter is lowercase and indicates the 1-step component of the move. Use NEWS for the directions. (Also see the legend to the right of the puzzle.)
Welcome to scanning hell. Welcome to typesetting hell. This puzzle is horrifying.
Logically, the puzzle is actually much, much easier than the previous ones. I think I managed by considering at most two clues together, usually those that happen to overlap in two arrow cells so that their sum becomes maximal. (The first instance is R2C2 and R2C5, if you're wondering. Yes, they are the among the largest clues in the puzzle, so it's not too difficult to see. There's another instance in R1C1 and R5C5, which is a pretty wild pair.)
The main problem is the scanning. There are two layers of arrows, and the directions are absolutely disgusting. Hope you didn't miss marking any cell with your arrows!
Typesetting this on Penpa is also terrible. At first I used QWER/ASDF, which is, like, fine if I have to use 1-letter notation, but it's really not optimal. I thought about using 3 letters (NNE instead of Ne), but ultimately decided 2 letters was fine. It helps making the text not too squished, you don't really want to use Number → S size.
In theory this variant sounded interesting. In practice? Scanning hell, nope. I'm not doing this again.
Part of April Arrows.
Variant rules: Arrows rules. However, one gray cell is a black hole. (It may or may not be numbered.) If an arrow points to the black hole, it points up to and including the black hole, but not beyond.
Penpa note: You don't need to mark the black hole in any special way.
After variants where I put one special arrow on each side, now we have a variant where I put one special object in the grid.
Note that the puzzle is almost completely symmetric: only R3C2 and R3C4 are different.
The puzzle, as it was posted on Twitter, was not unique. Oops! I have changed it for this archive. Read my thoughts below for the more complete reason.
Consider the clues on R1C2, R2C5, R3C3, R4C1, R5C4 (marked red), and the arrows at the ends of rows 1/3/5 and columns 1/3/5 (marked green). Each arrow must point to exactly one of the clues, but there are 12 arrows and only a sum of 9 from the clues. So there must be a black hole that blocks at least 3 arrows. The possible locations are indicated with blue circles. Also further note that all these locations block exactly 3 arrows, so all the remaining arrows must point to one of these clues.
However, only one of them actually works:
R3C2 and R3C4 (red) don't work because we know the black hole blocks at least 3 arrows, and so needs a clue of at least 3.
R1C4, R2C3, R4C3, and R5C2 (blue) don't work. To see this, look at the central 3. If the black hole is not on the central 3 itself, any horizontal arrow that points to (and counts for) the central 3 must also point to the 1 on R3C4, so there is at most 1 such horizontal arrow. So it needs 2 vertical arrows, i.e. the arrows in column 3 must point to the center. But a black hole in any of these locations will break this.
R4C5 (orange) doesn't work, although seeing this requires a little lookahead. Look at R2C5 (orange number). As mentioned previously, this clue must be fully pointed by arrows that we discussed earlier (marked in yellow). But if R4C5 was the black hole, then 5 of the 6 arrows don't work. The one to its bottom-right is busy pointing at the black hole. The one below it is blocked by the black hole. The ones to its top-left must point down to the central 3. The ones diagonally to bottom-left and top-right cannot point to the clue, because R3C4 is full from the central 3. So there aren't enough clues to point at the clue, so R4C5 cannot be the black hole.
As such, R2C1 (green) is the black hole, and this forces the 3 arrows (white) that get blocked by the black hole.
The puzzle as originally posted was not unique. The arrow to the left of row 2 could point up-right or just plain right, because the black hole on R2C1 would block it anyway. It's very difficult to fix this, because cluing R1C1 or R2C1 was very damaging to the break-in I had in mind. So I decided to instead fix several other numbers around to force the arrow to point down-right instead (thus pointing to a number). This causes the ending of the puzzle to be a straightforward sequence of maximal clues, and the numbers in the puzzle to be a little too high for my tastes, but so be it.
As I previously mentioned starting from [2019-04-AprArr-06], "one thing is different" variants are very hard to work with. You basically have to pin it down quickly, because otherwise there are way too many cases to consider.
I decided to use a break-in that's a variant of [2019-04-AprArr-01]. I think the puzzle is not very inspired as a result, although it's interesting to see the similarities and differences of this puzzle with the first April Arrows.
Is this variant worth revisiting? I'm not sure. I think it can be done better, but also I'm not sure how much I like it.
Part of April Arrows.
Variant rules: Arrows rules. A number between two gray cells indicates the sum of the two clues that would be on those cells.
This variant actually sounds really natural. It's surprising it took me this long to think about it. You have numbers as clues, just do arithmetic on them. This Pair Sum, but also greater-than inequalities, XV variant like in Sudoku… In fact, you can simply take many Sudoku variants and they can probably work.
Consider R4C1 and R5C1 (red). Using the pair sums nearby, we can conclude these add up to 2. Now, the arrow to the left of row 5 (marked green) points to at least 1 of these, so we're only missing 1 more. Thus the arrows in column 1 (marked blue) cannot point along the column, since each one would contribute 2 to the sum, pointing both R4C1 and R5C1. So they must point away, as indicated. I have also added the current counts.
Now consider R2C1 and R2C3 (red). Using the pair sums, we conclude these must differ by 3, and R2C1 must be larger. Since R2C3 already counts 1 from the previous deduction, it follows R2C1 must be at least 4. But among the arrows that point to R2C1, there are only 4 (marked green) that do not also point at R2C3. (The arrows along row 2 point to R2C1, but also to R2C3, meaning their difference wouldn't change.) Therefore these 4 arrows must all point to R2C1. Moreover, among the arrows (blue) that might point to R2C3 but not R2C1, none of them can do so, which lets us fill in a few more arrows, as indicated.
If you're still having trouble, note that R5C1 now counts 2.
This variant is a lot of fun. The solve feels unique; there's a minimal case in R4C1-R5C1, but that's because an arrow would contribute 2 to the sum, something that doesn't happen in vanilla Arrows. I even get to make use of subtraction in R2C1-R2C3. How cool is that? Furthermore, the variant looks really friendly for writing. I think this is very much worth exploring further.
As mentioned earlier, it might also be fun to consider various Sudoku variants incorporated here. Inequalities, or perhaps thermometer shapes. XV. Kropki dots. Arrow itself might even work, which would lead to a funny name "Arrows (Arrow)", although I think that variant might end up being a bit jarring with high and low numbers together.
Part of April Arrows.
Variant rules: Arrows rules. However, exactly one clue in each row/column is lying and must not give the correct count.
Penpa note: You don't need to mark the liars in any special way.
The variant "one of these is different" continues!
The puzzle, as it was posted on Twitter, was not unique. Oops! I actually posted an original version of the puzzle on Twitter, it was not unique, I posted a fix, and only now I realized it was also not unique. I have changed it for this archive. Read my thoughts below for the more complete reason.
First, note the 0's on R3C2 and R5C2 (red). These block the arrow to the left of row 5 (red), so one of them must be lying. In particular, the 3 in R2C2 (blue number) is truthful.
Now consider that 3. It is truthful, but also one of the 0's earlier is truthful. So there is no arrow along column 2. So it has 4 potential arrows remaining. So there is at least 1 arrow along the diagonal. This points to the 1 in R3C1 (blue number).
Finally, consider the arrow below column 1 (green). It points to either R3C1 (the blue 1) or R5C2 (the lower red 0). One of them must thus be lying, which means R3C2 (the upper red 0) is truthful. This places 4 arrows near corners to avoid the 0 (indicated in the next picture). Furthermore, because R3C2 is truthful, R5C2 is lying (indicated as dark gray in the next picture).
Note that the 4 arrows cause the 3 on R5C5 to be full.
Now consider R4C2 (red) and R5C1 (blue). For R4C2, the 0 in R3C2 causes there to be 4 potential arrows remaining, horizontally (red and purple) and diagonally (green). For R5C1, the fact that R5C5 is full causes there to be 4 potential arrows remaining, diagonally (blue and purple) and vertically (green). Each of these clues need 2 more arrows. However, the candidates overlap on one square (purple).
Therefore, there is at least 1 arrow that is on a green cell. All of these green arrows point to R3C1 (green), so it counts at least 1 arrow here. But it already counts 1 more arrow from R2C2. Therefore R3C1 is a liar. This means R3C5 is truthful and thus is full, and the solve goes from there.
The puzzle as originally posted was not unique. The ending involved three arrows (the middle arrows besides the left side) with a triangular layout of clues. R1C4 and R4C5 were liars, so the ending was about making sure you don't satisfy them. It was a beautiful construction… except that you could ruin it by making the bottom arrow point top-left, into the overly-stuffed 0. I missed that case and the construction broke. I completely rearranged the ending, including making R1C4 truthful now, so that I had a bit more control.
Liar variants are always scary. You can't trust the clues, and that tends to make construction difficult. I had to force a honest clue (R2C2) to appear immediately, just so I had something to work with.
But I think, following that, I wrote the puzzle very well. There's the case about forcing one or the other clue to be lying (arrow below column 1). There's a fascinating deduction with two clues partially overlapping, so there's one arrow that must point elsewhere (R4C2 and R5C1, pointing to R3C1). I even managed to force one instance of a liar clue (R3C1) being satisfied, so you had to put the only remaining 1 potential arrow (bottom of column 4) to point to it to break it. And while I had to rework the ending, I think I'm still pretty satisfied with it.
Overall, I think the puzzle is filled with fun, fascinating deductions. It's pretty tough, like most Arrows puzzles are (and especially the ones in this series), but it's a pleasure to solve.
Part of April Arrows.
Variant rules: Arrows rules. However, clues only count orthogonal arrows or diagonal arrows pointing to it. Clues that count orthogonal arrows are decorated with arrow tips in a plus (+) pattern; clues that count diagonal arrows have a cross (X) pattern.
I burned out from writing for the series after [2019-04-AprArr-12]. The series had been filled with tough puzzles, but that also meant constructing them was very difficult and time-consuming.
I did manage to write this puzzle, probably during the two weeks of my series, hoping to release it at another time when I had a suitable variant theming on the days around me. Note how [2019-04-AprArr-06] (Weighted) until [2019-04-AprArr-08] (Spotlight) were themed, "one arrow on each side is different". The other variants didn't really follow a theme, though, so not sure why I was waiting.
Either way, I released the puzzle as a bonus puzzle. I think it was the 26th of the month, but it was the 13th puzzle and it will be numbered 13 in this archive.
Unlike the other entries in this series, I don't include hints for this puzzle. I think this is comparatively much, much easier than the previous ones, and it shouldn't be too difficult to solve.
This variant looks like it might lead to interesting puzzles, but I think it ends up being more about set subtractions. Like, these two orthogonal clues are in the same column, so their rows must differ by this much, and that's about it.
I didn't really make use of the variant, either. The break-in was simply a diagonal 2-clue on a diagonal of the grid, which meant it was immediately full. And then an orthogonal 2-clue who got robbed by the previous clue. Man. That doesn't showcase the variant as much as the ones I made before.
Place the listed fleet of ships in the grid. Each ship is made of ship segments, each occupying one cell. Ships may be rotated as a whole, and the orientations of ship segments also rotate to match. Ships may not touch, not even diagonally. Ship segments may not be on sea squares (≋).
Each number outside the grid indicates how many ship segments are in that row/column. Some ship segments may have been given in the grid.
Penpa note: You may either place the ship segments properly, or simply shade black the cells containing ship segments. Either will be accepted.
Part of Something is Off.
Variant rules: Battleships rules. However, there are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
A basic result in Battleships (with regular fleet, at least) is that each 2×2 area has at most 2 ship segments. Now, columns 1–2 can be divided into four such 2×2 areas (marked in circles), and they have 7 ship segments in total. So each 2×2 area has at least one. The same can be said for columns 7–8. However, according to the row clues, there are only 2 missing ship segments in rows 5–6. Therefore, R5-6C1-2 and R5-6C7-8 (gray circles) both have exactly 1 ship segment each, and the other 2×2 squares mentioned above (white circles) have exactly 2 ship segments each. As a bonus, the remaining cells in rows 5–6 (green) are empty.
Now, the 4-ship cannot be along row 1, so it must be in either column 1 or column 8. Break symmetry arbitrarily; for this purpose, I will place it in column 1. Due to the requirements on the 2×2 areas mentioned earlier, the only possible place for the 4-ship is along rows 1–4, which also places one of the 3-ships in rows 6–8, as indicated.
The other 3-ship must be in columns 7 or 8. If it were column 7, the only place to do so would be in rows 6–8 too, forcing another 4-ship, so that cannot happen. So the other 3-ship must be in column 8. More specifically, testing the possibilities, there are only two locations: rows 3–5 (marked red) or rows 6–8 (blue).
Unfortunately, at this point I didn't have any other good logical step, and I bifurcated on these two possibilities. At the very least, both of them lead to very constrained ship arrangements in columns 7–8, which spread to the middle of the puzzle.
The two solutions are obtained by symmetry (in particular, reflecting through the vertical axis), because the columns are symmetric but there are row clues that are odd.
I actually like the break-in. But I'm not sure how much I like the rest of the puzzle, due to the bifurcation. Who knew an 8×8 puzzle could be this tough? Maybe if I can find a cleaner logical step, I'd like the puzzle more. That said, ultimately this is part of a hunt puzzle, and it more or less served its purpose.
Part of 20th 24-Hour Puzzle Championship.
Variant rules: Battleships rules. However, each clue outside the grid indicates that ship segment, in that orientation, appears somewhere in the row/column.
Since part of the "hindsight" round is revisiting past genres, this is one of them. The genre originally appeared in 18th 24HPC Round 5, written by Nikola Živanović.
Battleships with a standard fleet normally take place on a 10×10 grid to give some room. But some variants, such as Retrograde Battleships and this, don't have particularly strong clues, and putting them on a packed grid is the main way to make good logic.
I don't know if this variant has too much potential, but I think of this as more a gimmick variant that is fun and novel for several puzzles.
Draw a loop traveling orthogonally along the gridlines. The loop may not touch or cross itself.
In addition, for each unit segment of the loop, assign a "support" of it, which is one of the cells adjacent to that segment. (In the example below, the support of each unit segment is marked with an arrow tip pointing to it.) Each white cell is the support of exactly one segment. Each black cell is not the support of any segment.
Penpa note: You only need to draw the loop. The supports don't need to be indicated.
Example: Below is an example puzzle and its unique solution.
This genre was invented by Hempuli, of the famed Baba Is You. Hempuli went into paper puzzles from around , and has since invented tens of original genres. (A collection of them; Bunnyhop is in Part III, number 34.)
Hempuli has made some banger genres; I think Lohkous has become popular in logic puzzle circles. Bunnyhop is definitely less known, and I have some concerns about how deep the genre can be, but I think it's promising enough to make several of. And I don't think the "support" concept exists anywhere else yet.
Part of Serbian Puzzle Championship 2024.
Classic Bunnyhop rules.
Bunnyhop is an inherently confusing genre. I tried to construct a puzzle that's relatively tame, but it ended up being difficult anyway. It's not easy to figure out where to break into the puzzle. (Tip: Three of the corners all have the same local deduction. The break-in is in the last one.)
With only two kinds of clues (white cell and black cell) that are total (the absence of a "clue", here a black cell, is also meaningful), it is pretty hard to force in any particular aesthetic design. Here I went with some Y patterns, although one was upside down and two had an extra cell each. But overall, I'm still pleased with this puzzle.
Part of Serbian Puzzle Championship 2024.
Classic Bunnyhop rules.
If you missed it, this puzzle was chosen as a puzzle in the finals of the championship, because it's one of the most beautiful puzzles the testers have seen. Yay!
I tried to put in a global deduction in the puzzle. The puzzle unfortunately had to be big to fit in the deduction, but I do think it's gorgeous.
Broadly speaking, the puzzle can be divided into four areas: central (red), top-left (yellow), bottom-left (green), and right (blue). There is only 1 entrance between each pair of areas, which means each area only has 3 entrances in total. So the loop must visit each area in turn and clean up everything in there before going to the next area.
The central area is the one we're interested in. Color its vertices in a checkerboard pattern (here using small circles). All entrances to the area are "diagonal", so they must visit a vertex of a particular parity: the exits to yellow and to green have the white parity, while the exit to blue has the black parity.
Finally, the central area has 20 cells to be visited, so the loop has length exactly 20 in the central area. That means the loop must enter and exit the central area on the same parity. Therefore, the loop uses the exits to yellow and green, and not the one to blue. More importantly, the yellow-green exit is not used, and that allows drawing a big chunk of the loop in the yellow and green areas.
Gosh, I love this deduction. I don't recall how it came to mind, though. It must have started with trying to incorporate a global deduction into a Bunnyhop puzzle, but the idea of "four areas to visit" might have just come to mind in a lucky insight. Then I formalized the argument and put it in.
I tried to design the puzzle so the break-in was necessary. (Obviously, why would I want people to sidestep it?) I'm not entirely sure on this point. I obviously know my own break-in, so I can't really test it myself. I asked Yosh (a PC member that really loves Bunnyhop) to testsolve this puzzle. He did follow some of the logic with areas and parity, although I think it wasn't as formalized and there might have been some differences from my intent above. But it seemed good enough. Bunnyhop puzzles are ridiculously hard to set anyway, due to the total nature of the genre. So, this seemed like it worked, just send it. I still don't know for sure whether the deduction can be sidestepped, but I'm still incredibly proud of this design.
Draw a loop traveling orthogonally on non-clue cells. The loop may not touch or cross itself.
Clue cells are white, black, or gray, and optionally have a number and an arrow. (Areas of clue cells have a thick border around them; this helps distinguishing white clue cells from non-clue cells.) White clue cells must be inside the loop. Black clue cells must be outside the loop. Gray clue cells can be either. Each number indicates the total length of loop segments in the given direction. (Alternatively, it counts the number of gridlines crossed by the loop. Other clues do not block this line of sight.)
This genre was invented by Palmer Mebane. I can't believe neither of these clue types (total lengths and inside/outside) have been commonly used before; the total length clue, in particular, is often known as "Castle Wall" clue nowadays.
Part of Indian Puzzle Championship 2020.
Classic Castle Wall rules.
I'm guessing I wrote this because I was curious of a Castle Wall with entirely black clues. The resulting break-in is pretty funny. I think I was having trouble making the rest of the puzzle unique, though.
Draw a loop traveling orthogonally along the gridlines. The loop may not touch or cross itself. All numbers must be inside the loop. Each number indicates how many cells can be "seen" from the number, including the cell itself. A cell can see another cell if it's in the same row/column and the line of sight doesn't cross the loop.
Shade some cells. All white cells must form a single continuous area. Each area of black cells must be adjacent to the grid's border. Numbers may not be shaded. Each number indicates how many white cells can be "seen" from the number, including the cell itself. A cell can see another cell if it's in the same row/column and the line of sight consists entirely of white cells.
Penpa note: You may either draw the loop, or shade black all cells outside the loop. Either will be accepted.
Also known as Bag and Corral among other names. (Not to be confused with Coral, which is an entirely different genre.) Although, nowadays, I think Cave is the name that sticks the most.
In case you're wondering why the shading method is accepted, people do tend to shade cells more than draw the loop, to the point that some rulesets of Cave completely throw away the loop part. (It's like, shade some cells black, the white cells form a connected area, the black cells form areas that all can leave the grid.) I think the loop formulation is better to formalize it, and let the solver make the equivalence themself and then let them choose which method they want.
Also, fun tidbit about Cave. Grandmaster Puzzles classifies puzzle genres into 5 main categories: number placement, object placement, shading, loop, and region division. (I actually don't agree with this division, but that's for another time.) The loop formulation makes Cave sound like a loop genre, although a majority of solvers shade cells instead and so call Cave a shading genre. So what does GMPuzzles do? Cave is a region division genre. The funny thing is, after initially dismissing that ridiculous classification like many others do, I actually have turned around and think region division is appropriate.
Classic Cave rules.
The theme is cute, a "7" made of 7s. Unfortunately there are nine 7s to write that shape. I propose swapping the glyphs for 7 and 9 just so this theme can work out even better.
Anyway, I don't remember why I wrote this. Maybe I was just feeling like it. Not at all a bad reason to write a logic puzzle though, surely?
Part of Unusual and Strange Puzzle Collection.
Variant rules: Cave rules. In addition, the cells outside the loop must form a valid LITS, as follows. All cells outside the loop form an orthogonally connected area. No 2×2 area can be all outside the loop. The cells outside the loop must be able to be divided into tetrominoes, such that no two congruent tetrominoes are orthogonally adjacent.
Penpa note: You only need the Cave structure (either draw the loop or shade cells outside the loop). You don't need the tetromino division.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2016. The genre has some very unusual global deductions, which means it's great to show off once or twice, although that fun part gets stale after. Well, since I'm only writing one such puzzle, I'm happy to make full use of the weird deductions.
Divide the grid into dominoes. Each number indicates how many dominoes are orthogonally adjacent to the domino containing the number. Dominoes may contain any number of given numbers.
Example: Below is an example puzzle and its unique solution.
I invented this genre to be used as a new puzzle type in some event. I wrote a couple of tiny puzzles for it, but never actually wrote a real one. In fact, Pedro's Paper Puzzle Player filed the genre first before I started actually promoting the genre. (That said, Pedro's site seems to be missing this genre right now. Not sure what's happening; probably the name being so similar to a "contact me" page is a problem.)
Classic Contact rules.
I created this genre because I wanted to find a genre that was simple to explain, and yet would still be something new and unusual. I decided this "counting neighbors" idea was pretty novel.
I've written a few Contact puzzles before this, although I'll have to compile them later. This one was written when someone suggested about making a puzzle set of introductory puzzles to certain genres. I agreed that it would be nice, but... did it have to be a "set"? So this puzzle came out.
Although big, it's designed to be solved very smoothly in gradually increasing difficulty, as you make your way from the top-left corner and follow the path.
Part of Serbian Puzzle Championship 2024.
Classic Contact rules.
Yes, the puzzle is 7×6. I mean, I need a grid with even size. I didn't go with 7×7 with a missing square, because the missing square itself might lead to weird things in Contact. And 8×8 is too large.
I haven't quite gotten the hang of seeding in aesthetic themes in Contact, but I think this is a decent one. All those increasing sequences forming the letter H.
Part of Serbian Puzzle Championship 2024.
Classic Contact rules.
A large puzzle, a small number of givens. Turns out the puzzle is surprisingly pretty easy, with most of the solve being derived by the domino tiling. I suspect I want a hexagonal grid for Contact puzzles in general. That said, this puzzle does highlight one pattern in Contact that I like.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area. Numbers clue how many black squares are near them, but they behave differently depending on whether the cell containing the number itself is shaded or not.
An unshaded number tells how many black cells are orthogonally adjacent to the number.
A shaded number tells how many black cells are diagonally adjacent to the number.
I only knew about this genre because Puzzlers Club was fascinated by it. Clues that have different meanings depending on state are a lot of fun, even if they are also very hard to work with.
Part of Serbian Puzzle Championship 2024.
Part of Serbian Puzzle Championship 2024.
Classic Context rules.
This puzzle wasn't part of the set, because the testers mistakenly thought there were multiple solutions and didn't contact me about it. Ugh. Well, this is the puzzle released publicly for the first time, then.
It's brutal. Not sure if in a good way, because there are some bifurcations needed. (And that might be part of the reason the testers got it wrong.) It does look pretty though, with the squares of 1/2/3 along the middle.
Shade some cells. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black. Each area of white cells must be adjacent to the grid's border. Some rows/columns are clued using numbers outside the grid. Each clued row/column lists the lengths of black segments in that row/column, in no particular order.
Virtually every formulation of Coral I've seen out there is phrased using shading. But the "whites reach outside" condition is more naturally represented using loops, like in some formulations of Cave. Why have I never seen a loop formulation of Coral?
Also, I think First Seen Coral is a more popular genre than Coral itself.
Part of 20th 24-Hour Puzzle Championship.
Variant rules: Coral rules. However, each number instead tells the length of the first segment inside the loop (i.e. black segment) in the row/column seen from that direction. Note that if a row/column has identical numbers on their ends, those clues might be looking at the same segment.
Although the theme of our rounds is "hindsight is 20/20", sometimes you just can't make use of that 0. In that case, time to fall back to the trusty 24 theme.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black.
The numbers and symbols for a row/column describe that row/column. Each number represents a black segment of that length. Different black segments must be separated by at least one white cell. Each question mark (?) represents one segment, of unknown length. Each asterisk (*) represents any number of segments, all of unknown lengths; there might be no segment at all, and segments replaced by an asterisk may have the same or different lengths.
This genre was invented by Grant Fikes, I assume as some sort of combination between Nonogram and regular expressions.
Part of 21st 24-Hour Puzzle Championship.
Classic Cross the Streams rules.
In the Greek round, every puzzle is themed after a Greek letter. The theme is meant to appear in the puzzle itself; it's not necessary for the theme to appear in the genre. Mu is a fairly popular letter; for example, it is used for the SI prefix micro and the Möbius function. But for whatever reason, I couldn't come up with a good theme based on these.
I love the game Zendo; I think it's a genius implementation of inductive logic as a game. Kory Heath, the designer, named the game after the Japanese meditation hall, and in general involved terminology of Buddhism meditation. This is when I saw the term "mu". It essentially means "unask the question"; it's pointing out that the premise of a question is flawed. In the game, part of the game is to guess a hidden rule by stating a rule of your own. Sometimes, a rule is ambiguous — in "the largest piece is green", what if there are multiple pieces of the same largest size? — and "mu" is the only reasonable reply, pointing out such ambiguity so the player can state their rule better.
I imagined this connection as a theme, using a lot of question mark clues in a puzzle so that the solver could "unask the question" and deduce these question marks were all determined in the first place. If you think it's quite far-fetched, I agree, it does feel like a weak connection. But I only needed a little spark to start writing a puzzle. Making this connection led me to Cross the Streams, a genre with naturally a lot of question marks. Putting the theme clues at the top made me explore what the implications would be, and I think the break-in for this puzzle is pretty neat. I wouldn't have come up with this logic if I didn't have anything to start playing around with.
Shade some cells black, and put a number from the list into each cell. Each row/column must contain exactly two black cells, and must contain each number in the list exactly once. Each number outside the grid indicates the sum of the numbers between the two black cells in the row/column.
Note: If the number bank is not specified, the default number bank is 1 to N−2, where N is the length of the grid. The pzprxs implementation, if exists, assumes this standard number bank.
Penpa note: You only need to put the numbers; you don't need to shade the cells. (The black cells are implied; they are the cells without numbers.)
Part of 19th 24-Hour Puzzle Championship.
Classic Doppelblock rules.
In the contest, which was themed after the seven sins, this was named "Sum Sandwich" for the Greed sin. It followed a genre named Ham Sandwich, which was basically Doppelblock with number set {0,0,1,1,1,1}.
Part of Indian Puzzle Championship 2020.
Classic Doppelblock rules.
I don't think this has any aesthetic theme whatsoever, it's likely driven by logical steps I tried to put in.
Draw two loops, each traveling orthogonally on cells. Each loop may not touch or cross itself. The two loops may only cross each other under the condition described below; they may not touch or cross otherwise.
Every cell without a circle is visited by exactly one of the loops. Each circle is either visited by both loops — in which case they go straight through the circle, crossing each other — or visited by neither loop.
Part of 20th 24-Hour Puzzle Championship.
Classic Double or Nothing rules.
As part of the "20/20" round themed after 20s and doubles, this genre has "double" in its name and so is suitable for our theme. (Well, that, and the genre itself does have two of something.)
When you get really used to the usual norm in logic puzzles, it feels really foreign to have it broken. For example, if a loop can cross itself, you no longer trust basic deductions you would otherwise make by instinct. This feels similar, given that you're drawing two loops and not one, although it finds solace in that "normal" cells still behave mostly normal. It's a genre that messes with the brain, but it's pretty fun.
Shade some cells black. Each number to the left / above the grid indicates the length of the longest black segment in the row/column. Each number to the right / below the grid indicates the length of the longest white segment in the row/column.
Part of The Great Abacus.
Ebony & Ivory rules. In addition...
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
How on earth did I think of Ebony & Ivory? I probably looked Janko's puzzle archive. (Eric's puzzle rules doc didn't exist then.) E is a difficult letter, and I'll take whatever I can get. On retrospect, Easy As ABC might lead to interesting ideas, but the definition of abacus will have to be modified for it (probably simply reading letters, disregarding empty spaces).
Also, Ebony & Ivory is a very weird genre; it seems so hard to force anything whatsoever.
Part of The Great Abacus.
Ebony & Ivory rules. In addition...
Loop variant rules: Also draw a loop traveling orthogonally connecting cell centers. The loop must visit all white cells but no black cells. The loop may not touch or cross itself.
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
Penpa note: You must shade the cells black and draw the loop. Because the abacus lines are black, it may be hard to distinguish the loop from the abacus lines, so I've provided an alternative grid that replaces the abacus lines with lighter shapes. However, this makes the abacus lines unclear on the junctions, so make sure to reference the original as well.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
Turns out that the Yajilin-like clause with the loop ends up driving a lot of the puzzle. I think Ebony & Ivory should come with some sort of variant (e.g. wall, coral, loop) to become an interesting puzzle.
I'm also hitting the limits of Penpa that I know. I wish I could show the abacus lines better, but unfortunately you'll have to live with this for now. Maybe if I figure out a new trick in the future.
Divide the grid into regions. Two regions with the same area may not be orthogonally adjacent. Each number indicates the area of the region containing the number. Regions may have any number of given numbers.
Penpa note: You may draw the region borders, or fill all empty cells with numbers (indicating the area of the region the cell is in). Either will be accepted.
Fun fact: Fillomino is one of my favorite genres.
Classic Fillomino rules.
The theme of the puzzle is quite nice: prime numbers. However, my young self focused on the wrong thing. The puzzle uses few givens, so I thought it would be incredibly hard. As a comment pointed out, you can very easily make a 10×10 Fillomino with 1% given cells. Of course, it wouldn't be interesting.
Either way, whatever my foolish self was thinking, this puzzle is still pretty nice, with an interesting finish.
Classic Fillomino rules.
This puzzle was submitted for Logicsmith Exhibition 5, a competition ran by Grant Fikes where people would submit puzzles and then vote for their favorites. The theme was a Fillomino, in which there were exactly 36 givens: each digit 1–9 should appear exactly 4 times each. (The layout of the givens should also be rotationally symmetric.)
According to his comments, "the first 40% was easy, but then the difficulty increased somewhat jarringly". (Which is true, after I tried solving it again before including it here in the archive.) I'll just chalk it up to me being very new to puzzle writing at that time.
The first 40% or so is indeed easy. A lot of it is driven by regions that simply have just enough space to fit.
There's a very obvious point in the middle, where that stops giving you deductions. The next step I identified was counting all the leftover cells. There were only two cells unaccounted for, which meant most numbers had to connect; the 9's on the top-left especially so, since it had to also leave enough space for other regions around it.
This drove most of the puzzle until the final step involving 2, 6, 8 on the top-right. I actually really liked this step, although it's primarily about reaching a certain empty cell, which is always a tricky thing to spot.
Am I proud of the puzzle? For something I wrote very early in my puzzling journey, very much so. Nowadays I would make the start different, although I know it would likely lead to a completely different puzzle. But still, in a way, this shows I can write an easy puzzle and also a hard puzzle.
Part of We Are Puzzlers Club.
Classic Fillomino rules.
Since this was part of WAPC, I was looking for genres to show about myself. Well, I love Fillomino, so I figured I could include one. And since it's about showing myself, what's better than spelling my name?
As a puzzle, it's relatively easy with a nice, smooth solve. Nothing too remarkable, but that's perfectly fine, it can simply be something familiar for solvers.
Part of Indian Puzzle Championship 2020.
Classic Fillomino rules.
When writing a Fillomino without any particular prompt, I feel like I default to some sort of square ring pattern that doesn't touch the border, like [2019-10-14] above. This one has an additional theme on top of it, with all the 2×2 checkerboard patterns.
If anything caught my eye about the aesthetic, it's the middle. I think it makes sense; putting a whole extra 2×2 makes the grid too stuffed and it's probably too easy to see regions blocking each other, and leaving it empty makes a giant 4×4 hole that might be difficult to force unique. But I could probably have done another try on the puzzle that removed the center, probably at the expense of introducing some larger numbers.
Classic Fillomino rules.
This puzzle is probably my first ever "commissioned" logic puzzle. This was published in Puzzler's Bulletin 17, a weekly series of puzzles curated by Tawan Sunathvanichkul as part of his TamBox series.
Tawan contacted me on whether I wanted to write a puzzle for his series. At this time, I was quite rusty and rarely wrote any puzzle, so I decided to say yes just so I had more practice. Since Fillomino was my favorite genre, I decided to write one. Initially I only put the givens in those locations without the additional aesthetic theme. Midway through writing, I noticed I had several rings of 1-6, and decided to extend it as the theme for the whole puzzle. It might not have been the wisest idea; the ending became somewhat unwieldy. Despite that, I'm still very satisfied with the puzzle. (And yes, I got paid for it.)
Make sure to check out the TamBox series (whether Puzzler's Bulletins or the paid PULZE issues) for more good puzzles! I haven't written any more for the series, though, as of issue 116.
Part of 21st 24-Hour Puzzle Championship.
Classic Fillomino rules.
Puzzle note: Ignore the shading; it's for theme only.
In the Greek round, every puzzle is themed after a Greek letter. The theme is meant to appear in the puzzle itself; it's not necessary for the theme to appear in the genre.
One theme I was intrigued in was mathematical constants. A lot of constants are named after Greek letters, from the incredibly well-known π to more obscure ones. This is one of the latter.
The Euler–Mascheroni constant, denoted by γ, is a constant based on the relationship of the natural logarithm and the harmonic series. In brief, the harmonic series is bounded above and below by the integral of 1/x (which is simply the natural logarithm), and the Euler–Mascheroni constant measures the amount of error of this bound. Check out the Wikipedia article for more details.
This is one of the earliest puzzles written for the round, where we're not yet sure how the puzzles will look like for sure. So I decided to lead by example and present a puzzle themed in this manner. The Euler–Mascheroni constant, 0.5772156649…, appears along a curve at the bottom. The curve is also meant to resemble the reciprocal function 1/x; it keeps decaying closer and closer to zero, but its decay slows down over time. The rest of the puzzle was built on these as fixed givens.
At the end, most of the puzzles in the round were based more on having the Greek letter appear somewhere in the puzzle, instead of a more involved connection like this. I'm still happy with the puzzle, though.
Because the Greek round doesn't constrain the genre, I chose a genre I was very comfortable with. I really like Fillomino. It's pretty easy to embed a mathematical constant (as long as you don't have a 0, I guess). So it wasn't too difficult to write the puzzle, and it ended up having a pretty nice and varied logical path.
Part of Deception.
Variant rules: Fillomino rules. However, each number has been replaced by a letter. Same letters represent the same number; different letters represent different numbers.
Penpa note: As usual, you may draw region borders or fill all cells with numbers. If you choose to write numbers, note that you have to write numbers, not letters. You also have to write numbers on all cells, including those with letters (they are in white so you can write over them), and you also have to fill the legend on the right.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
Cipher is probably the most obvious way for an "ambiguous" theme. Cipher puzzles are generally difficult to typeset, though, because you need to write over the letter. Most people write the letter in a smaller form. I think I currently like making them white, so that they are readable before you write anything, but once you write something on them, they can be mostly ignored.
Turns out I'm already big on this Skymin theming back in 2013. The puzzle also ends up being quite silly, although with quite some effort in counting involved.
Part of Deception.
Variant rules: Fillomino rules. However, each number has been replaced by a letter. Same letters represent the same number; different letters represent different numbers.
Penpa note: As usual, you may draw region borders or fill all cells with numbers. If you choose to write numbers, note that you have to write numbers, not letters. You also have to write numbers on all cells, including those with letters (they are in white so you can write over them), and you also have to fill the legend on the right.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
I didn't remember this puzzle back then, but now that I did it (as I do when putting puzzles to the archive), and wow this puzzle feels so alien and bizarre. It's pretty quirky, and the theme is pretty silly — a little spoiler, but a straightforward observation at the beginning of the puzzle: you try extending the A's on all corners and they keep growing bigger. It does involve quite some counting, though; I guess past me was very comfortable with heavy counting. It's still a worthwhile puzzle to try.
Part of Allied Occupation.
Matchmaker: This puzzle consists of 5 rulesets and 5 grids. Pair up each grid with a ruleset. Each ruleset is used exactly once. Each ruleset is represented by a set of example puzzle, its unique valid solution, and an invalid solution; see below.
Mysterious variant rules: Each ruleset follows Fillomino rules. However, there is one hidden rule that causes some Fillomino solutions to be valid while others aren't. An example puzzle, with its unique valid solution and an invalid solution, is given to you. The solutions may have additional markings to help you. Determine the hidden rule and solve the puzzle following that rule.
Here are the 5 rulesets.
Since an "aha moment" is not quite deductive logic, you might prefer to bypass it. If you wish to skip the aha moment and want to simply find out the hidden rule, click the spoiler below each ruleset.
Checkerboard Fillomino: No four regions may meet at a point (forming a plus-shaped junction).
An equivalent formulation for "simple" shapes (has no holes) is, it must be possible to color the regions using two colors such that no two regions with the same color are orthogonally adjacent. Obviously the coloring is unique up to swapping all the colors.
Even/Odd Fillomino: All regions with even size must form a single contiguous area, and similarly with odd size.
The invalid solution shows all odd size regions. They do not form a single area, so everything is highlighted. The even size regions do form a single area and so are fine.
Nonconsecutive Fillomino: Any two regions that are orthogonally adjacent must differ in size by at least 2.
No-Path Fillomino: Each region must not be able to be covered by a path that travels orthogonally through cells in the region without repeating.
The markings on the invalid solution indicate the path. Note that a 1-cell region also counts as a path.
Sashigane Fillomino: Each region must be in an L-shape. Formally, it is the result by taking some (A+1)×(B+1) rectangle and cutting out some A×B rectangle, for some A, B ≥ 2.
Note that the rectangle being cut out has a specific size. The 6-size region is invalid; although it is the result of cutting a rectangle from another rectangle, the sizes are wrong.
Here are links to the grids. Note that you have to pair up the rulesets and the grids; the numbers do not necessarily match.
I decided to try preserving (most of) the entirety of this hunt puzzle in this archive. It has the hidden rules to figure out, but it also has the matchmaker aspect. I was debating on whether to remove the matchmaker or not, but decided that portion is still logic-y enough that you'll enjoy it.
Once you have the rulesets, you can assign each ruleset to a grid independently of the other grids, i.e. each grid has no solution when solved under the other rulesets. (Although sometimes this fact is difficult to prove.)
Sashigane Fillomino was invented by betaveros, so I had to use it. On the other hand, Sashigane and No-Path both care about the region shape. I probably should have replaced No-Path with something else.
The five rulesets are in alphabetical order, although the variant names are by no means the only names used to refer to these.
Part of Allied Occupation.
Part of Matchmaker. Read [2018-12-AO-MM] for the full rules.
Even/Odd Fillomino (ruleset 2): All regions with even size must form a single contiguous area, and similarly with odd size.
This one is silly. The bottom-right immediately captures the 3, so the "odd" part is limited to the corner. The rest of the puzzle is made entirely of even-size regions. The solve then jumps to begin from the top-left. It always tickles me when the solve can jump like that; many puzzles have local clues, so it's rare to see it happen.
I think that variant by itself ("all regions are even-size") might be interesting to play with. This specific puzzle is a bit scuffed because it has to support other rulesets, but it looks promising.
Part of Allied Occupation.
Part of Matchmaker. Read [2018-12-AO-MM] for the full rules.
Nonconsecutive Fillomino (ruleset 3): Any two regions that are orthogonally adjacent must differ in size by at least 2.
Nonconsecutive Fillomino is pretty weird in general. It feels a lot like usual Fillomino, with regions wanting to avoid other regions of equal size, just this time there are more sizes that are not allowed. That means Nonconsecutive Fillomino tends to emphasize this aspect more.
There's a big region in the middle, but it ends up merging with the 10. It's not too bad, because the 10 is actually minimal and you need to figure out how to work with the spares. But I tend to like large unclued regions in Fillomino puzzles, so it's a bit unfortunate the 10 ends up clued.
Part of Allied Occupation.
Part of Matchmaker. Read [2018-12-AO-MM] for the full rules.
Checkerboard Fillomino (ruleset 1): No four regions may meet at a point (forming a plus-shaped junction).
Region division puzzles with the checkerboard rule are a bizarre thing. This doesn't just apply to this puzzle, but also genres like Choco Banana. A region might suddenly have no space to expand to, just because if it expands adjacent to a region with a long side, it must end up taking the entire side.
To my knowledge, Checkerboard Fillomino was invented by Nikolai Beluhov, such as in this puzzle. Nikolai Beluhov also invented Gradient Fillomino. Wonder why I'm not using that one.
Part of Allied Occupation.
Part of Matchmaker. Read [2018-12-AO-MM] for the full rules.
Sashigane Fillomino (ruleset 5): Each region must be in an L-shape. Formally, it is the result by taking some (A+1)×(B+1) rectangle and cutting out some A×B rectangle, for some A, B ≥ 2.
Sashigane Fillomino was invented by betaveros. Since this is a puzzle for betaveros, it's obvious I have to include it.
But writing and solving this puzzle proved to be a challenge. Since a clue can appear anywhere in a region — as the elbow, as an endpoint, or somewhere along a leg — I felt like I always had to divide into cases many times to account for all the possibilities. This puzzle in particular went really bad on that aspect. The ending had to resolve a large mostly-unclued area into many regions, but that meant, before the ending, most other clues could extend into this area.
Part of Allied Occupation.
Part of Matchmaker. Read [2018-12-AO-MM] for the full rules.
No-Path Fillomino (ruleset 4): Each region must not be able to be covered by a path that travels orthogonally through cells in the region without repeating.
I don't know why I picked No-Path as a variant. Maybe I tried to do No-Rectangle and felt it was too easy or too common. This ruleset definitely feels the least intuitive out of the five.
Does it lead to interesting logic? On one hand, not exactly. Most of the time, the variant just says "this region needs to find a T-junction before it can close off". On the other hand, I guess that feeling itself is already unusual for Fillomino. It has some similarities with Spiral Galaxies, where a cell needs to find a galaxy center and that might go a long way.
Part of 25 Years.
Variant rules: Fillomino rules. However, there is one hidden rule that causes some Fillomino solutions to be valid while others aren't. An example puzzle, with its unique valid solution and an invalid solution, is given to you above. The solutions may have additional markings to help you. Determine the hidden rule and solve the puzzle following that rule.
Since an "aha moment" is not quite deductive logic, you might prefer to bypass it. If you wish to skip the aha moment and want to simply find out the hidden rule, click the spoiler below.
Sentry Fillomino: In each row/column, all instances of any specific number must belong to the same region. Note that they might not be contiguous, as long as they belong to the same region; see the first column.
The inspiration to put "Mysterious" puzzles comes from Allied Occupation, a hunt puzzle where there are Fillomino puzzles with hidden rules you also have to figure out. I think Fillomino is incredibly versatile and there are many ways to add new fun rules. But Mysterious variants are generally tricky, because I can only hope I designed the example well enough. No way around it, since it's not something that can be deduced.
Sentry Fillomino was originally by Anderson Wang, and later also appeared in Fillomino-fillia 2 pack (puzzle IV.50). I forgot which one I saw first, though.
Compared to the big puzzle [2020-11-25Y-18], this variant is less obvious. But this variant also tends to be more heavy in counting, so I opted to use a smaller grid for it. And I really like the resulting puzzle, especially the ending.
Part of 25 Years.
Variant rules: Fillomino rules. However, there is one hidden rule that causes some Fillomino solutions to be valid while others aren't. An example puzzle, with its unique valid solution and an invalid solution, is given to you above. The solutions may have additional markings to help you. Determine the hidden rule and solve the puzzle following that rule.
Since an "aha moment" is not quite deductive logic, you might prefer to bypass it. If you wish to skip the aha moment and want to simply find out the hidden rule, click the spoiler below.
Anti-Even/Odd Fillomino: Regions of the same parity (both even or both odd) may not be orthogonally adjacent.
Note that it is not just Checkerboard Fillomino, because then the correct solution could merge the entire bottom-left area into a 6-cell region.
Originally, this was going to be Checkered Fillomino, which I believe was first invented by Nikolai Beluhov — although it seems intuitive enough that someone might have come up with it independently. But it felt too obvious for a large puzzle, so I changed it slightly. Even/Odd Fillomino is a variant where all the even cells form a single area, and so are all the odd cells, so Anti-Even/Odd Fillomino reverses it. As a bonus, it causes the variant to look like Checkerboard Fillomino on first sight. You have to be careful and notice that Checkered Fillomino alone is not enough.
As far as I know, this variant is original, although I also likewise won't be surprised if someone had come up with it independently. I think it's a very promising variant, with some fun and cursed deductions. What do you mean you didn't expect a region that large in the puzzle?
Part of RED SUS, a puzzle in Silph Puzzle Hunt in 2021.
Rules
NOTE: The above text is part of the puzzle.
Aha required: This puzzle was originally presented in a puzzle hunt. There is some "aha moment", something not explained to you, that you have to figure out in order to be able to solve this puzzle. If you wish to skip the aha moment, click the spoiler below.
The red text is wrong and has to be negated. The correct second rule is:
If two regions are not adjacent, they do not have the same size.
When invited to help with this hunt puzzle, I started thinking of genres, seeing if a little change to the rules could make it feel truly cursed. This is one I ended up with, and I'm proud of all the unhinged logic that comes out from it.
A quick observation I made when thinking about this variant was, all regions of the same number must be adjacent to each other, so they together basically form a single blob. That changes so, so much; the genre immediately feels like it has a Numberlink flavor.
From each clue, draw some lines extending outward from the clue. Each line goes in one of the four cardinal directions, and it goes straight without turning for some number of cells. Lines may not overlap or intersect. The clue tells the sum of the lengths of all lines extending from it.
Divide the grid into regions; there may be some cells that are left unused and not belonging to any region. Each region contains exactly one clue, and each other cell in the region must be in the same row/column as the clue. The clue tells the number of other cells in the region.
Penpa note: You can either draw the lines (using Line) or the region borders (using Edge).
What puzzle category does Four Winds count as? While it involves drawing lines, I don't think it's loop/path. It's pretty clearly region division to me. So there's a region division formulation.
Part of Unusual and Strange Puzzle Collection.
Variant rules: Four Winds rules. Additionally, exactly one cell in every row/column is not used.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2009, and wow, that's a very old one.
I've always learned this genre as Four Winds, but apparently it's also known as Eminent Domain. (Eric's puzzle rules doc doesn't even list that alternate name!) This puzzle appeared as "Eminent D'OHmain", so that's clearly where the pun came from.
I like this variant. In Four Winds, a common technique is to figure out if a cell only has one possible clue that can reach it. Most Four Winds puzzles use all the cells, so this is easy; often, once you place something on the grid, you can just keep using this deduction over and over. In this variant, there are complications because the cell might not be used; the rules literally tell you so.
Shade some cells black, and put a digit from the given range in each remaining cell. Each row/column must contain each number in the range exactly once. Every 2×2 area must have at least one black cell. (Note that there is no particular condition on the structure of numbered cells; for example, they don't have to form a single connected mass.)
Penpa note: You only need to put the numbers; you don't need to shade the cells. (The black cells are implied; they are the cells without numbers.)
Part of Indian Puzzle Championship 2020.
Classic Fuzuli rules.
Fuzuli seems to be a pretty niche genre, so I was quite surprised when I was assigned to write this. At the same time, it has a lot of similarities in structure with Doppelblock: it's Latin square except some cells are empty.
I decided to approach this puzzle in the way I know best: put in some high-level deduction as the key step, and the rest of the puzzle basically falls into place. I think I'm particularly proud of said key step in this puzzle, even if it requires some mathematical proof to formalize.
Also, this round is pretty funny. It has 11 puzzles and is worth a total of 850 points. Four puzzles are all tied at 105 points apiece, this being one of them. Pick your poison?
Place some stars (★) in the grid, each star occupying one cell. Each row/column must have exactly two stars. Stars may not touch, not even diagonally. Each number outside the grid indicates how many empty cells are between the two stars in the row/column.
Part of 18th 24-Hour Puzzle Championship.
Classic Gaps rules.
I don't remember if there's any specific reason I decided to write a Gaps puzzle (called Gappy Blocks in the set). But given the 3 theme, I must have played around with the arrangement that made it as the break-in, and realized its power. Honestly I forgot about this puzzle, but now that I've put it to the archive, I'm quite proud of it. The solve path is quite fascinating, reminiscent of some unusual deductions in Star Battle.
Part of The Great Abacus.
Gaps rules. For the purpose of the abacus variant (below), treat the stars as black cells. In addition...
Abacus rules: Gaps rules. There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (As per above note, treat stars as black cells for this purpose. Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
Penpa note: You may use stars or black cells. Either will be accepted.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
I don't know why I chose Gaps as a genre for this. First of all, Gaps is, strictly speaking, an object placement genre; my rules here even write that you're placing "stars" rather than black cells. Second, given that black cells can't touch, this just says the count of stars on the lines are the same, possibly with multiplicity issues if a cell is counted multiple times.
That said, formulating it as black cells makes the variant [2017-12-TGA-4] below easier to state, and it gets to actually have adjacent black cells for the abacus.
Part of The Great Abacus.
NOTE: The rules for this puzzle are pretty different from the base genre. Read everything carefully.
Place some dominoes in the grid, each domino occupying two orthogonally adjacent cells. Each row/column must have exactly two dominoes, where a domino is considered to be in a row/column if at least one of its cells is. Dominoes may not be orthogonally adjacent, but may touch diagonally. Each number outside the grid indicates how many empty cells are between the two dominoes in the row/column.
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
Penpa note: To indicate dominoes, you may use stars (one star in each cell of the domino) or black cells (the cells of the domino are shaded black). Either will be accepted.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
The good news is that this variant adds new possibilities to the abacus lines, since now it may read a segment of 1 or 2. (Or 3?) The bad news is that the rules get really convoluted. Gaps (Domino) in general feels like a bizarre thing, and now I'm adding another weird variant to it too.
Part of Something is Off.
Variant rules: Gaps rules. However, there are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
This is such a meme puzzle. A 8×8 puzzle only has two solutions without any clues, and you cannot distinguish them using Gaps clues.
Divide the grid into regions of the indicated size. No region may be orthogonally adjacent to another region whose contents is completely included in the former region. In other words, every region must envy every neighbor in some way.
For example, a region with two A's may be adjacent to another region with one A and one B: the first region envies a B from the second, the second envies an A from the first. But if the first region only has one A, this is not allowed; the second region doesn't envy anything.
Example: Below is an example puzzle and its unique solution.
Strictly speaking, this genre was not my invention. This was created for 24HPC in 2019, where I and Joseph Howard wrote a set based on the 7 Sins. This being part of the Envy set in the contest, Joseph pitched an idea "the grass is always greener on the other side", involving something where a neighboring region has something more. It led to this ruleset.
For some reason, Joseph didn't write a puzzle for it, so I tried my hand on it. The puzzle in the set, [2019-04-24HPC-10], was pretty fun, and I recognized the genre had quite some potential. Since I was the one writing the genre, I ended up basically claiming the genre as my own, so I'd say this is one of my inventions too.
The example above is from the Instructions Booklet of 25 Years, where this genre appeared again.
After this genre was invented, my friend Ammar Fathin wrote a few puzzles of his own. You can check them out: 05 December 2020 and 13 January 2021 on Puzzling StackExchange.
Part of 19th 24-Hour Puzzle Championship.
Classic Greener Grasses rules.
This was the first appearance of this genre, ever, anywhere. The story is pretty interesting; read all about it.
As the first ever Greener Grasses puzzle, this plays it relatively safe, using some of the techniques we found while constructing the puzzle.
Part of 25 Years.
Classic Greener Grasses rules.
When constructing Greener Grasses puzzles, I find myself falling back to regions of size 3. I think it's the sweet spot, with 2 being too small and 4 being too large. (Although others have managed to construct puzzles with different region sizes.)
This puzzle plays it safe and easy, without anything too remarkable, but that's perfectly fine.
Part of 25 Years.
Classic Greener Grasses rules.
Puzzle note: You can ignore the shading; it's to help you see which ones are O.
The density of clues in a Greener Grasses puzzle affects the solve strongly. On one hand, you can have sparse clues; then every region can only have 1 or so, and the puzzle is more about making sure every cell finds a symbol and equal-symbol regions aren't adjacent. On the other hand, you can have "oops all clues", and the subset part of the ruleset doesn't matter, you just need regions to not have the exact same contents. You can also have anywhere within the spectrum and the feel of the puzzle changes.
Obviously, this puzzle is all the way on the "oops all clues" side. I was curious how it would work, and I must say I'm fascinated, it's a very different feel. It does become somewhat harder to spot where to break in, but coloring the O's helps giving a visual.
I would later use the same theme in [2024-04-24HPC12-22] below.
Part of 21st 24-Hour Puzzle Championship.
Classic Greener Grasses rules.
In the Zodiac round, every puzzle is themed after either one of the animals in the Chinese/Eastern zodiac, or one of the constellations in the astrological/western zodiac. There were two goats: one in the Chinese zodiac, one as Capricorn in the astrological zodiac. We weren't sure how to distinguish them, so at that point, we just took ideas which could go either way. We had Yagit (also known as Goats & Wolves) on file, and someone suggested Greener Grasses (because goats eat grass) which I was intrigued by.
Capricorn had an actual symbol, though. There could be a stronger theming from the puzzle itself. At first I meddled with Yagit where the givens formed a specific symbol. For whatever reason, I stuck with the old symbol of Capricorn instead of the new symbol that's present in Unicode. I didn't get anywhere, mainly because I had no idea how to solve or write Yagit puzzles. So I turned to Greener Grasses. (yyao would later pick up the Yagit idea to put it as the goat puzzle in Chinese zodiac.)
At first, I tried an arrangement of givens in the Capricorn symbol just like before. But I noticed a pretty big empty space at the top-left of the symbol. That wouldn't work without givens, so I thought of another way. What if I did a repeat of [2020-11-25Y-22], where every single cell had a given of one of two letters? Would I be able to have the clues of one particular letter resemble the Capricorn symbol (and the other would be the "background color")? I tried the top-left area, and it resolved largely uniquely, so I decided to go with it.
Of course, simply copying the symbol wouldn't do; there was very little chance the puzzle would be unique. I had to make some tweaks to the symbol, and I think the right half is slightly scuffed as a result. But I got it working, and I'm pretty proud of the aesthetics. The logic suffered slightly — there's quite a bit more look-ahead and bifurcation than I wanted — but I think it's a fine compromise.
Finally, I realized the rules of Greener Grasses didn't require the symbols to be letters. So I got cute and put in emojis.
Update: Penpa is constantly being updated, and I suppose at some point, the font to display emojis got changed. I think this design is still readable enough, though.
Draw a directed path from S (start) to G (goal), traveling orthogonally and connecting cell centers. The path must visit all white cells exactly once. The grid is divided into regions, separated by thick borders. Each number N indicates the path must be on the N-th visit to the region when it passes the number. (The region containing the start S counts the start itself as the first visit.)
This genre was invented by TheGreatEscaper. I mentioned about him in my puzzle set The Great Abacus.
Classic Haisu rules.
Puzzlers Club has a series of events called "Logic Showcase", where people are invited to write a logic puzzle based on a particular prompt, then the puzzles are published and people vote for their favorites. (See [2024-06-12] Turnaround (Abacus) for another puzzle I wrote for such event.)
In this particular installment of Logic Showcase, the prompt is simply to write a Haisu puzzle. I decided to write this one. I intentionally kept it pretty simple; Haisu is a challenging genre in general, and I believe even a 7×7 can be pretty difficult already. (That said, I also tried to minimize lookahead.)
More importantly, I'm incredibly proud of the aesthetic theme. All the regions and givens are symmetric, except obviously for swapping S and G, but the solve is not similar at all; I don't even think you can say there are two halves to the puzzle. The regions are all rectangles, which feels clean.
Ultimately, I won the showcase with this entry. There are some talented constructors in Puzzlers Club that went far and beyond; I believe there was an entry that was 29×29 and had a "107" on the grid. In a sense, my entry was one of the easiest. But that also means it was one of the most approachable, so people particularly liked it. The aesthetic most certainly helped.
Part of 20th 24-Hour Puzzle Championship.
Classic Haisu rules.
Since part of the "hindsight" round is revisiting past genres, this is one of them. We couldn't resist making a throwback to our own rounds; this genre previously appeared in 19th 24HPC Round 11, written by Puzzlers Club.
This puzzle is actually valued fairly low, but I was struggling to find a clean logical solution. A lot of Haisu puzzles can be solved with intuition, not unlike Numberlink and such, so that might have been why it was valued low.
Variant rules: Haisu rules. However, each number N is only a correct Haisu clue N cells from the visit. In other words: each number N indicates that, N cells from when the path visits this number, the path must be on the N-th visit of whatever region it's currently in. (There must be at least N more cells along the path.)
Like [2020-05-23] above, this was also an entry for some installment of a Logic Showcase. The prompt was "foreshadowing clues", where a clue would only "happen" some time later along the solution. For example, given a directed loop, a clue might say something is true N cells later along the loop.
I had the idea of combining this with Haisu. At first, I actually took this more broadly; the foreshadowing didn't have to be a specific number. So I was thinking of "the next region the path visits is the N-th visit", in the same vein of a puzzle genre called Remembered Length. But the rules of the showcase seemed to forbid it, because clues "should also indicate the distance" to when they happen. So I modified it in the obvious way: a clue only takes place this many cells later.
I could have gone a more general route: each Haisu clue could have an independent number indicating when it would happen. For example, I might say "Haisu clue 3 will happen 5 cells from now". But I decided merging the two numbers was cleaner and more impressive.
I also recognized the possibility of a question mark clue (?), due to merging these two quantities. Either Haisu clue 1 will happen 1 cell from now, or Haisu clue 2 will happen 2 cells from now, or 3 in 3 cells, and so on. But when I tried it, I was getting a lot of ? = 1; it was the easiest to satisfy. So I decided not to pursue it for this showcase. Maybe in the future.
I actually posted this puzzle here on this archive before the showcase ended. I realized I didn't really want to bother with the competitive aspect; the showcase is just a reason for me to write puzzles. Turns out my puzzle got 3rd place out of 8, with 3 votes (the top puzzle got 4 votes). I'm satisfied enough with that. With how some showcases lean toward incredibly difficult entries, I try to pitch a reasonable one every so often that is nevertheless still delightful.
Divide the grid into regions of 3 cells each. Two regions with the same shape and orientation may not be orthogonally adjacent.
This genre was invented by Naoki Inaba. Being such a prolific inventor he is, any individual genre is relatively unknown, buried in the mound of all the inventions. I don't remember how I found this genre, but it was as early as 2015 because I made use of it.
Part of Polyglot.
Classic Heteromino rules.
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
But wait, this puzzle doesn't even appear on the puzzle page for Polyglot! Well, uh, you'll figure it out. Read the solution page for Polyglot for more info.
Part of Something is Off.
Variant rules: Heteromino rules. However, there are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
Obviously, the two solutions are obtained from each other by symmetry, since R1C4 must break symmetry. So just break it one way or the other. (Hint: The link from the image accepts the solution where R1C4 goes left.)
Honestly, this Heteromino is quite pretty. I don't think I often see a puzzle where all the black squares don't touch each other, not even diagonally.
Part of 25 Years.
Variant rules: Heteromino rules. However, the solution is not unique. Instead, there are two solutions, one being a symmetry of the other (rotation or reflection).
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution, so you can transfer your work over without having to mentally do the symmetry.
The "almost unique" variant is inspired by Something is Off, a hunt puzzle where each puzzle has two solutions (in many cases simply due to symmetry). I figured it's a silly idea to present a puzzle that's symmetrical, but the solution clearly can't be; but as it turns out, once you break symmetry one way or another, the rest of the puzzle is unique.
On retrospect, it's a really dumb idea. It might be interesting in theory, but it just sticks out as a sore thumb, even when you can explicitly tell where you break the symmetry.
Part of 25 Years.
Variant rules: Heteromino rules. However, the solution is not unique. Instead, there are two solutions, one being a symmetry of the other (rotation or reflection).
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution, so you can transfer your work over without having to mentally do the symmetry.
In addition to the issues I mentioned previously in [2020-11-25Y-19], to make matters worse, Penpa doesn't support "almost unique" variants cleanly; it assumes all logic puzzles have one solution, after all. When this appeared in the contest, I asked LMI to accept both possible answers for the answer key. (Multiple possible answers have been used before for alternative interpretations of the answer key; for example, when counting "lengths of segments", some people count center to center and some people count the number of cells used, which differ by 1. Usually LMI accepts both.) But I can't tell Penpa to do the same thing.
Part of RED SUS, a puzzle in Silph Puzzle Hunt in 2021.
Rules
NOTE: The above text is part of the puzzle.
Aha required: This puzzle was originally presented in a puzzle hunt. There is some "aha moment", something not explained to you, that you have to figure out in order to be able to solve this puzzle. If you wish to skip the aha moment, click the spoiler below.
The red text is wrong and has to be negated. The correct second rule is:
Regions of the same shape and the different orientation are not orthogonally adjacent.
For RED SUS, I initially only contributed [2021-12-REDSUS-01] Fillomino (Suspicious). Then I tested the puzzles that lovemathboy wrote. I felt one of them (a Slitherlink) wasn't fun or cursed enough, and we decided to replace it. I also noticed there weren't enough region division puzzles, so I wrote one such puzzle. I don't know why my thought led to Heteromino, as it's a relatively unknown genre, but its rules are certainly simple and yet easy to play with.
When I was adding this puzzle to this archive, I had to solve it again, and somehow I was struggling so hard. So I guess it's cursed enough? More likely is just I missed several deductions that should have been clear.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area. No horizontal/vertical segment of white cells may span over two or more thick borders. Each number indicates how many black cells are in the region (outlined by thick borders) containing the number.
The original version of Heyawake, defined by Nikoli, uses only rectangular regions. The rule about white segments can therefore be phrased in two ways: "may not span over three rooms" or "may not span over two thick borders". They are equivalent for rectangular regions (and more generally, for orthogonally convex regions).
But then people experimented with non-rectangular regions, including non-convex regions (such as U-shaped ones). Then these two rules diverge, and people opted to take the latter approach with counting thick borders. (This also allowed people to put in internal walls that don't divide regions.)
Originally, this ruleset was called "Heyawacky", to emphasize the wacky nature of the rooms. Over time, Western authors ditched the term and simply called this Heyawake. (As far as I know, Japanese authors had always stuck with rectangular rooms.) As for me, I resisted for quite a long time, still calling the ruleset Heyawacky. But ultimately I decided it wasn't a worthwhile fight, and here we are, that ruleset is called Heyawake too.
I think I'm drawing the line at internal walls, though. At that point, might as well de-couple the walls and the regions; each counting clue should give a cage shape telling there are that many black cells in the cage. The cage doesn't have to be a room as outlined by the walls; it can be just some portion of it, or it can even span over multiple rooms.
Part of 18th 24-Hour Puzzle Championship.
Classic Heyawake rules.
Okay, this is a bit awkward. I looked at this puzzle when putting it to this archive, and tried to solve it again, because of course. And I don't actually remember the solution path; I was struggling to solve it again. (To be fair, the point value might have reflected this; it was 27 points when puzzles in the earlier half were in the 10-20 range.) I still don't know what I was thinking. River theory helps with this puzzle (although not that much). But also, this was written in 2018, river theory was much later. Could I have bifurcated a whole lot?
Aesthetically, this is a pretty silly puzzle. I'm pretty sure I came up with the top-left region and the bottom "river" separately and put them together. The top-right half is rotationally symmetric by itself, which suggests I might have managed to come up with quite a lot of black squares but needed a few more to disambiguate, so I added borders where their counterparts were "useless".
Either way, it's still a puzzle in the set, however bizarre its history is.
Classic Heyawake rules.
I read up on a Twitter thread by @agnomy, which detailed a new theory in Heyawake. I then wrote up my own version in English, with this puzzle accompanying it. It started a whole new kind of Heyawake puzzles using this "penalty theory" technique. In addition, several people extended my work into better write-ups and guides: one by tckmn and one by Teal.
Some time before this, I had also come up with gridpoint counting argument for Nurikabe, which is a sort of "penalty" theory, accompanied with [2019-05-19] Nurikabe to illustrate it. In addition, there was also something called river theory for Heyawake. Penalty theory (for Heyawake), river theory, gridpoint counting argument; they are all based on deep mathematical theory embedded in logic puzzles, and it's so cool to discover them. I would later present some of them in Mathematics in Puzzles — originally an online talk in April 2024 presented in ThinkyCon (a conference for thinky puzzle game developers), later turned into an article in its own right.
Variant rules: Heyawake rules. However, in each region with clues, treat one of the clues as a Heyawake clue: it counts the number of black cells in its region. All other clues are Minseweeper clues: each counts the number of black cells in the 3×3 area centered at it.
Note that it is possible multiples clues can be the Heyawake clue. However, only one of them can be "the Heyawake clue" for the region; the others must also be valid Minesweeper clues. That said, it is also possible "the Heyawake clue" is also a valid Minseweeper clue, which means the region may have multiple valid clues to be the Heyawake clue. This is acceptable. The solution only expects the black cells to be unique.
I have no idea how I came up with this variant. I mean, it was in 2012, over a decade ago! That said, it seems that it was received well — Prasanna commented on my original blog post that it was a "wonderful variation". I think it's a combination of many things. The Minesweeper clues were likely inspired from Smullyanic Dynasty (which I used in Deception, see [2013-05-Deception-05] Smullyanic Dynasty). I also liked the ambiguity of whether a clue is Heyawake or Minesweeper; in particular, the "one is lying" aspect led to some tricky logic. Many years later, I would learn that Nikoli's Usowan was similar in some respects, most notably the "one is lying" aspect — and it also uses Minesweeper clues! — although I executed it differently.
I would later try different variations of the ruleset, and I wrote some puzzles using the new ruleset for Deception (see [2013-05-Deception-11]). On my blog post in 2013, I even called it "the final version" of the ruleset. Hahaha. It was ridiculously complicated, with two kinds of clues each having two possible meanings, and lost the charm of "one in each region is different". I came back to my senses and went back to this original ruleset when it appeared in 25 Years.
If you follow my blog from the olden days, you might notice that this puzzle is present here while other puzzles chronologically near this aren't in this archive yet. The main reason is so I can have the "real", current version of Surveyors Heyawake. I also consider this variation associated with myself strongly enough that it's not spelled "Heyawake (Surveyors)" like many variants, it's its own genre "Surveyors Heyawake". Behold, one of my earliest inventions.
The puzzle itself? It's tricky if you haven't had exposure to this variation before, but I tried putting a bunch of simpler tricks in there. I think it's a delight as you learn different ways these clues behave.
Part of Deception.
Variant rules: Heyawake rules, but clues have different meanings.
A clue inside the grid means (at least) one of the following: it is a Heyawake clue (it counts the number of black cells in its region), or it is a Minesweeper clue (it counts the number of black cells in the 3×3 area centered at it).
A clue outside the grid means (at least) one of the following: it is a Tents clue (it counts the number of black cells in its row/column), or it is a Coral clue (it tells the length of at least one white segment in its row/column). Note: There are no outside clues in this puzzle, but this paragraph is part of the ruleset as it was defined in the contest.
⚠ Prototype warning: These rules of Surveyors Heyawake were when I was experimenting some expansion to the rules. (It would later be reverted.) As such, the rules are different from the current rules to Surveyors Heyawake. Make sure to read these rules carefully instead of using what you know. In particular, there is no requirement that each region has exactly one Heyawake clue.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
What was I thinking with this ruleset? It's ugly. The original version of Surveyors Heyawake, as presented in [2012-04-07], had two clue types, and I think I liked the ambiguity enough to expand it in many ways. I dropped the condition that there's exactly one Heyawake clue, so every clue can be Heyawake or Minesweeper. I added outside clues with its own two new meanings. (Outside clues aren't in here, but they are in [2013-05-Deception-12].) The ruleset ballooned in size.
On retrospect, the "one clue is different" of Surveyors Heyawake is actually really pretty, and I should have held onto it. The outside clues were too much. That's why this ruleset is now called "prototype", as I have now abandoned this and gone back to the original.
The puzzle itself has a cute theme, though. The clues are all on the top-left of their regions, which wouldn't normally be surprising in Heyawake. But then you realize they can be Minseweeper clues, where the positioning very much matters. Although I wish I made the numbers completely symmetric to emphasize this theme even better.
Part of Deception.
Variant rules: Heyawake rules, but clues have different meanings.
A clue inside the grid means (at least) one of the following: it is a Heyawake clue (it counts the number of black cells in its region), or it is a Minesweeper clue (it counts the number of black cells in the 3×3 area centered at it).
A clue outside the grid means (at least) one of the following: it is a Tents clue (it counts the number of black cells in its row/column), or it is a Coral clue (it tells the length of at least one white segment in its row/column).
⚠ Prototype warning: These rules of Surveyors Heyawake were when I was experimenting some expansion to the rules. (It would later be reverted.) As such, the rules are different from the current rules to Surveyors Heyawake. Make sure to read these rules carefully instead of using what you know. In particular, there is no requirement that each region has exactly one Heyawake clue.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
This particular prototype ruleset was only used in Deception; as explained in [2013-05-Deception-11], I later would revert this ruleset back to the original. So this and the previous puzzle are the only two puzzles with this ruleset. And this puzzle is the only one with outside clues. I still think having four meanings of clues is excessive, but Coral clues do have some interesting interactions with the Heyawake's signature "no line crossing two walls" rule, so that might be worth exploring independently.
Part of 25 Years.
Variant rules: Heyawake rules. However, in each region with clues, treat one of the clues as a Heyawake clue: it counts the number of black cells in its region. All other clues are Minseweeper clues: each counts the number of black cells in the 3×3 area centered at it.
Note that it is possible multiples clues can be the Heyawake clue. However, only one of them can be "the Heyawake clue" for the region; the others must also be valid Minesweeper clues. That said, it is also possible "the Heyawake clue" is also a valid Minseweeper clue, which means the region may have multiple valid clues to be the Heyawake clue. This is acceptable. The solution only expects the black cells to be unique.
Surveyors Heyawake appeared in Deception in a revised form, and let's say it's too... enthusiastic. I decided to go back to my roots here, with only clues inside the grid, and the guarantee that exactly one clue is a Heyawake clue in each region.
With a 7×7 grid that's divided into regions, I do often go to this layout; see also [2020-05-23] Haisu I wrote a few months before this one. It's a pretty reliable layout, though. It's pretty. I also managed to get in a square ring of givens, made entirely of 1s and 2s. It's just so pleasant to see.
Part of 25 Years.
Variant rules: Heyawake rules. However, in each region with clues, treat one of the clues as a Heyawake clue: it counts the number of black cells in its region. All other clues are Minseweeper clues: each counts the number of black cells in the 3×3 area centered at it.
Note that it is possible multiples clues can be the Heyawake clue. However, only one of them can be "the Heyawake clue" for the region; the others must also be valid Minesweeper clues. That said, it is also possible "the Heyawake clue" is also a valid Minseweeper clue, which means the region may have multiple valid clues to be the Heyawake clue. This is acceptable. The solution only expects the black cells to be unique.
I think 3×3 regions are a bit weird in this variant; a Minesweeper clue's "area of influence" is also 3×3, so it feels repetitive in some way. But at least none of the numbers is in the middle of a region.
I'm also not sure why I went with another square pattern after [2020-11-25Y-01] did, but I think this was executed differently. And the puzzle was a delight. It's tricky to find the break-in. The solve isn't straightforward after that either, but it's reasonably smooth and nice.
Draw a directed path traveling orthogonally or diagonally connecting cell centers. The path must visit all white cells exactly once. The cells of the path are numbered 1, 2, 3, ... in order from the start. (The number range is additionally given on top of the puzzle as a checksum.) Some numbers are already given; the path must respect these given numbers.
Penpa note: You may either draw the path or fill in the numbers. Either will be accepted. You don't have to specify the direction of the path.
This genre is also known as Hidato, but that name is trademarked.
Some formulations of the rules require the smallest and the largest numbers to be given. I don't think that's necessary; removing that design constraint can lead to richer puzzles.
Classic Hidoku rules.
I tend to have weird thoughts during shower. One time, while I was showering, I thought of a wacky deduction that might be possible in Hidoku. The structure is similar to this puzzle: a main diagonal divides the puzzle into two halves connected with several "corridors", and I wanted to use up all these corridors by having the path to alternate sides often through the clues. This didn't quite materialize in this puzzle, but I think what I have is still pretty nice.
Variant rules: Hidoku rules. However, clues are given mod 10, i.e. the units (last) digit only. Numbers are given in white so you can write on them.
Penpa note: If you fill in the numbers, you have to fill in the full numbers (not just mod 10). You also have to fill in the cells with the clues.
I don't remember what prompted me to write this puzzle, but it's definitely quite a silly variant. Doesn't mean easy, though; this has a logical path, but very narrow.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area. Each row/column must have at most one unshaded instance of each number. (Some cells are empty; they simply don't contain any number and thus have no requirement to be shaded.)
Variant rules: Hitori rules. However, each number displayed is off by exactly 1. Numbers are not restricted to any range; they may go below and above the range of numbers displayed. Numbers are given in white so you can write on them. Note that you only have to determine the shaded cells. You don't need to determine the exact values of the numbers, and they might not even be uniquely determined.
Since 2020 or so, I have been writing puzzles for specific purposes. Most of the time, it's to show off something can be done. For example, I made the genres Contact and Turnaround, so I wrote a few puzzles to showcase them. Often, this is inspired by some sort of discussion. [2023-08-26] Star Battle (Regionless) was written directly as a response of people liking the potential of 9×9 Regionless Star Battles.
This puzzle is the same. There was some discussion about Hitori and how the Nikoli version often had unnecessary clues — which is why many Hitori puzzles from other people nowadays remove them. I joked about a Hitori where all clues were lying, and that the rules were also lying, you simply have to Spheal on every cell. (Spheal is an in-joke in Puzzlers Club because it's very round and friend-shaped.) Then djmathman said, "hitori (knapp daneben) would be incredibly incredibly cursed".
Well, I thought about it and decided to write something. It is pretty cursed (and difficult), but I think it's a lot of fun.
Put a number in the range 1–N into each cell. Each row/column must contain each number exactly once. (N is the length of the grid.) Some numbers may already be given and cannot be changed.
For each row/column and a direction of reading, a number X is a fixed point for that row/column and direction, if it is the X-th number in that row/column when reading from that direction. For example, a 1 on an end of a row/column is a fixed point when reading from that direction. It will not be a fixed point from the other direction though (unless the row/column only contains that one number).
Each number outside the grid gives the sum of all fixed points in that row/column, reading from that direction.
This genre was invented by Naoki Inaba. It's a Latin square puzzle, with clues outside the grid that care about some mathematical property of a permutation. It's clearly a Skyscrapers variant. :clueless:
Part of Serbian Puzzle Championship 2024.
Classic Hit Points rules.
While the other genres in the contest have a clear small puzzle and large puzzle, I think this and [2025-05-Serbia-08] below are roughly equal in difficulty. They are definitely the same size.
In fact, I think their logical steps are similar. I'm not sure whether it's due to Hit Points being a very new genre for me.
Part of Serbian Puzzle Championship 2024.
Classic Hit Points rules.
I think this slightly edges [2025-05-Serbia-07] above in terms of aesthetics, although both are pretty.
Why did I pick two 6×6 as my puzzles? I forgot. I definitely tried odd-size grids, because they have different properties (the middle number can be a fixed point for both directions), but I guess I didn't like any of them.
Shade some shapes on the grid. Each shape is of the indicated size, and may not be orthogonally adjacent with other shapes. No 2×2 square is entirely white. Black circles must be shaded. White circles may not be shaded.
This genre was invented by IHNN (Jeffrey Bardon), perhaps inspired by Statue Park, and I think it's an instant hit. The ruleset is so clean and the logic is so fascinating. It helps that IHNN introduced the genre with a 13-puzzle pack, showing off a variety of styles and deductions possible.
Part of Serbian Puzzle Championship 2024.
Classic Isowatari rules.
It's antisymmetric! I also like the "knight moves" pattern.
I actually made two small Isowatari puzzles. This one is the one I decided to send. The other one was very similar, but on a 7×7 with less clues. But it didn't quite manage to be antisymmetric, so I decided this one was better aesthetically.
Part of Serbian Puzzle Championship 2024.
Put a number in the range 1–9 into each white cell. The grid is made of "words" — contiguous line of white cells going right or down. For each word, all numbers in the word must be different. A clue at the beginning of a word (to the left of a horizontal word or above a vertical word) tells the sum of the numbers in the word. A bullet (•) means the sum is not given.
Part of Unusual and Strange Puzzle Collection.
Variant rules: Kakuro rules. However, in each row/column, exactly one white cell is marked negative. A digit in a negative cell counts as negative for any sum including it. Digits in a word still may not repeat, regardless of whether there's a negative cell.
Penpa note: Indicate a negative cell by simply putting a hyphen (-) in front of the digit. You'll need to use Number → L (instead of Normal) so that you can put in a hyphen and a digit in the same cell.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2011.
Like Sudoku, Kakuro is also very popular and it's quite flexible for variants. I'd say this variant is a "liar" variant, since one cell from each row/column doesn't behave as expected and you have to figure out which one that is, similar to many liar variant puzzles.
This puzzle is likely the most difficult of the bunch, although a couple others also have a very narrow solve path. It's so difficult that I claimed I needed a program to solve a part of the puzzle. (I have since tried it and managed to get a fully logical path with little lookahead. The solve path is extremely narrow, though.)
At the same time, it makes it truly rewarding. Like Kakuro puzzles, you'll have to add things up quite a bit here, but if you're fine with that, you'll find this wonderful gem of a puzzle if you're willing to tough it out. I'm proud of the amount of logical steps I managed to stuff into this puzzle, and you can try it yourself.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area. Circles may not be shaded black. Each number indicates how cells can be "seen" from the number, including the cell itself. A cell can see another cell if it's in the same row/column and the line of sight doesn't cross any black square.
Shade some cells black, forming islands of orthogonally contiguous black cells. Circles may not be shaded black. Each number indicates the sum of sizes of black islands that are orthogonally adjacent to the number. (If an island is adjacent to a number from multiple sides, it only counts once.)
Part of 18th 24-Hour Puzzle Championship.
Classic Kurotto rules.
This puzzle has an incredibly unfortunate aesthetic theme.
Now, I'm very proud of the various increasing sequences here. Every triplet of clues is an increasing consecutive sequence, it's delightful.
However, the puzzle seems to promise more. For the left side, the sequences (from bottom to top, equivalently from left to right) are 3-4-5, 4-5-6, 5-6-7. So not only is each sequence increasing, but the three sequences together are also increasing. But what about the right side? It's 6-7-8, 6-7-8, 7-8-9. That bottom sequence just begs to be 5-6-7.
Of course, I'm very sure I've tried to make it work, and eventually gave up. It still feels imperfect, you know.
Mark Rosewater is one of the lead designers of Magic: The Gathering, and I learned a lot of game design from his various articles. In GDC 2016, he gave a talk called "Twenty Years, Twenty Lessons"; it's not just applicable to Magic, it's applicable to virtually all of game design. And what are puzzles if not single-player games? One of the lessons he gave was, "aesthetics matter". Everything might line up so well, but just a single blemish is enough to draw attention to it, making it feel imperfect.
Now, not like the puzzle is bad; I'm still proud to have made the pattern, and the logic is nice and smooth. But I would try more to make 5-6-7 work. Alternately, I would scrap the second part of the pattern; I would just put six unrelated sequences, so that there's no greater "thing" that people would look for.
Part of 25 Years.
Variant rules: Kurotto rules. In addition, there are abacus lines (thermometer shapes) on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line, starting from the bulb. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines must read the same way.
The abacus variant debuted in The Great Abacus, but I ultimately felt it could be executed better. In particular, the line didn't have to double back on itself, and giving the direction of the line helped reducing cases to keep track of. And so this particular variant ruleset was born.
In addition, the variant itself could be used for many kinds of shading puzzles. (Well, not dynasty ones.) So I decided to choose Kurotto for the test. The shading was particularly open without any structure to it.
One problem with the abacus variant in general, though, is that I haven't found a good way to typeset it. Right now I'm using thermometers, but they cover a good chunk of their cells. And on Penpa, shading goes below thermometer elements, so it becomes hard to read. I don't have a good idea here. Maybe construct the shapes using the Line and Shape elements (circles for the bulbs)? I also have since tried implementing abacus variants in other kinds, like in loop puzzles with [2024-06-12] Turnaround (Abacus Circles), and thermometers work much better for loops.
This puzzle itself isn't too special, but it's fun to fill the whole grid with abacus lines and see what happens. Note that the "cyclone" patterns are different along the diagonal.
Part of 25 Years.
Variant rules: Kurotto rules. In addition, there are abacus lines (thermometer shapes) on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line, starting from the bulb. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines must read the same way.
Note: Some of the abacus lines go through clues in the middle. Clues count as white cells, they separate black segments.
[2020-11-25Y-13] above have short abacus lines, so the abacus variant doesn't come online much. These ones are much longer, and they still wrap the entire grid in them, so it's of utmost importance to figure out what the abacus lines are, quickly. But where can you start? That's the delight of the puzzle.
Draw a loop traveling orthogonally on white cells. The loop may not touch or cross itself. The loop must pass through all circles.
On a black circle, the loop must make a turn on it, but the loop must go straight on both the cells directly before and after it.
On a white circle, the loop must go straight through it, but the loop must turn on either the cell directly before or the cell directly after it (or both).
I never understand the rationale behind Masyu's clues. White circles seem to be much more flexible and abundant. Why does black circle demand going straight on both cells instead of just either of the cells?
Part of Polyglot.
Part of Polyglot.
Part of Polyglot.
Part of Indian Puzzle Championship 2020.
Classic Masyu rules.
Masyu puzzles have a particular aesthetic theme that, if it can be pulled off, look mind-blowing: anti-symmetric clues. The clues are rotationally symmetric, and each black is opposite a white.
Unfortunately that doesn't work here. You know I very much attempted to do it, but failed and decided I couldn't care enough to try to make it work.
Part of Deception.
Variant rules: Masyu rules. However, traveling along the loop, every other circle is lying and should be colored the opposite of what it is.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
This kind of ruleset is fascinating for its use of "polarity". Even though two ends of strands are near each other, if both of them have just passed a truthful clue, they cannot link up, since then the liar clues aren't "every other" clue. In general, I think a ruleset that is "stateful" like this is worth exploring further.
The aesthetic theme of this puzzle is funny. The positions of the circles are symmetric along the main diagonal, but you probably don't really recognize this, because the top-left half has such a striking pattern that you might expect the bottom-right half to have something similar. Sadly that's not the case.
Part of Deception.
Variant rules: Masyu rules. However, traveling along the loop, every other circle is lying and should be colored the opposite of what it is.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
There are a number of genres where it's so tempting to use only one kind of clues. There are a few Masyu puzzles out there with all clues being white. (There are also some with all black, but white is generally more flexible since it gives less information.)
Applying it to this variant makes it look pretty weird, though. It might look all white, but you know exactly half of them are black. (I could have presented this with all black circles and the puzzle wouldn't change a bit.) I also did my best to avoid straightforward deductions, like a circle on a corner being definitely black.
The result is a puzzle that might feel a bit unsettling. Overall it's still not too difficult, just gotta get used to the method of thinking with the Semi-Liar variant.
Part of Something is Off.
Variant rules: Masyu rules. However, there are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
The construction of this Masyu is fascinating. The wall of white circles is meant to immediately catch your attention; it can be resolved uniquely, but then the top strand has two ways to go, along the left edge or the right edge. That's where you split into two cases, and they basically resolve in the most different ways possible: none of the circles in the bottom half resolves in exactly the same way.
Draw a loop traveling orthogonally on cells. The loop must visit all cells. Each clue indicates the longest visit of that region is that many cells. (That is, every time the loop visits the region, it visits at most that many cells before leaving the region, and it must reach this number at least once.)
I believe this genre was invented by Bram de Laat. A close cousin is "Liar Loop", where for each clued region, the loop may not visit exactly that many cells each time it enters the region.
Part of 21st 24-Hour Puzzle Championship.
Classic Maxi Loop rules.
This puzzle was originally not mine. Zimodo wrote a Maxi Loop to serve as xi. (Had I written the puzzle, I would have looked into using X, I as Roman numerals, probably a puzzle heavily featuring the number 11.)
But the puzzle was very hard. IHNN, one of the top puzzlers in the world, was having serious trouble with it. I tested the puzzle and I had to do quite some bifurcation to break into the puzzle. We asked Zimodo, and that's also what he said: he got his feet dirty, dutifully checking all the cases to make sure there was no other possibility in the opening. Well, that's pretty bad. I like a hard puzzle when there's an actual logical path through it, but a lot of bifurcation feels quite awful.
In the end, I made the call to replace the puzzle. I kept the main ideas, including the theme, but made it easier and actually doable without too much bifurcation.
If you want to try the original version by Zimodo, look at the blog post.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area. In addition, the dynasty is maximal: that is, it is impossible to shade any more black cells (without erasing others) without causing two black cells to be orthogonally adjacent or the white cells to be separated into multiple areas.
Cells marked X may not be shaded black. Each number outside the grid tells how many black cells are in the row/column. However, note that the maximality condition must hold regardless of these clues.
This genre was invented by me, originally for World Puzzle Championships 2017 in India.
But wait, I'm not Indian? Well, that WPC had Puzzle Innovation Contest, which asked authors to submit original genres. Some selected genres would later show up in a round of WPC (with puzzles written by Indian authors). I submitted Maximal Archipelago there, and it got chosen. I believe it also got third prize as a genre the WPC author team particularly liked.
(Some other fun tidbits about it: Maximal Archipelago was the only submission I made there. Dan Adams submitted 10 genres and Anurag Sahay submitted 35; three other authors (including me) submitted 1–2 each. Lobbing tons of ideas to hope some of them stick certainly can help, but I personally prefer fleshing out a single submission.)
The funny thing is, while I did invent the genre, I've never written a single puzzle for this genre at all until 25 Years. I just needed an example that illustrated the rules, and that example was a bit weird. Only in 25 Years that I properly wrote stuff.
So, how did I arrive at this genre? I think I was just curious about it. I might have been taking some mathematics courses at the time, so the concept of maximality came to mind, and I tried to put it in a dynasty ruleset.
Nowadays, I would probably adjust the rules slightly. The maximality condition can be re-phrased as, it's impossible to add a black cell not adjacent to any other black cell such that the white area remains connected. This is a pretty weird condition. I would either change it to, there is no 2×2 white area (Aquapelago), or there is no white cycle anywhere (Guide Arrow). Both of them sound simpler to state, since I don't have to say "it's impossible to add a black cell..." anywhere.
Part of 25 Years.
Classic Maximal Archipelago rules.
Maximal Archipelago puzzles have an unsettling feeling. Sure, it only has shaded and unshaded cells, but in practice, I always mark whether an unshaded cell is "safe" or not. An unsafe one might still be turned shaded without breaking things, so I have to force it to become safe somehow. That definitely comes through in this puzzle, starting with a cycle of white cells already; you have to force all of them to become unsafe.
I also remember the first iteration of this puzzle was "disambiguate later". That is, I left open two potential paths that were symmetric, and only disambiguated which one it was at the very end of the solve. As explained in [2020-07-Typed-18] Starry Night, this is generally not a good idea. Maybe in theory it's fine — it's easy to just flip/rotate the grid, unlike other sorts of long bifurcations — but in practice, on paper you would need to erase the whole grid anyway (or work on a separate grid before copying the correct symmetry), and on digital you would need to clone the grid. I later changed the puzzle so the disambiguation came early.
Part of 25 Years.
Classic Maximal Archipelago rules.
This puzzle requires quite a tough global argument, one that I'm not even 100% confident on. I think this kind of argument also exists in Aquapelago and Guide Arrow, two genres I mentioned in my opening text. But I really like this puzzle, especially how it surprises you with absolutely no X whatsoever inside the grid.
Place some mines on the grid. Mines cannot be placed on numbers. Each number indicates how many mines are among cells touching that number.
Part of BM Puzzle Competitions.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
I'm not sure how I came up with the idea of this variant. Back on my old blog, the rules page for this variant suggested I was trying to marry Minesweeper and Star Battle.
So why is it called "Sudoku" now? I feel the fact that the mines can be adjacent means it's closer to Sudoku than Star Battle. It does illuminate how similar Sudoku and Star Battle are, though. Sudoku (No Touch) is just nine 1-star Star Battle puzzles overlaid on each other.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
This and the following two puzzles were actually posted on the same day, . Given that most of my puzzle IDs are simply the posting date of the puzzle, that's a problem for this triplet. I could add something to differentiate them, like "a" to "c", but I decided I would just alter history and pretend these were posted on three consecutive days.
Also, it is a Sudoku if the regions don't all have the same size? Whatever, it's just a variant name.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
Strictly speaking, the posting order on my old blog is not what you see here. The order was this 27 first, 28 second, 26 third. But I decided to sort them roughly by difficulty. I think 26 is the easiest, then this 27, then 28 is the hardest.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
Want more Minesweeper variants? One of my favorite games is called 14 Minesweeper Variants. (It has a sequel too.)
Part of BM Puzzle Competitions.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
Feels like there might have been some attempt of a symmetrical set of givens, before I gave up on it.
Put a number in the given range into each white cell. Some numbers are already given and cannot be changed. Every "word" (a contiguous segment of white cells in a row/column, bounded by either black cells or the edge of the grid) must contain numbers that are consecutive, although not necessarily in order. (For example, 4-6-5 is okay, but 2-4-6 is not.)
Originally, the range was determined for each puzzle: it's always 1 up to the length of the longest word. I decided to generalize it by giving the range directly. That said, I also haven't written any more puzzle in this genre.
Classic Number in Order rules.
This was the first genre that I invented, although even so, I definitely got some inspiration from elsewhere. I think there was some influence from Str8ts, a similar puzzle genre that was commercialized. I got into a really dumb argument with its creator, something like my genre was not Str8ts but they insisted it to be called such (and said something about how Str8ts was "the perfect genre"), and that just put me off from the entire thing. That's likely a reason why I don't feel like writing Number in Order puzzles any more.
Also, I would (10+ years) later learned that Naoki Inaba came up with a nearly identical genre, called Straight Cross. I believe the only difference is Inaba's genre doesn't cap the number range. Everything is invented by Inaba, apparently.
This was very early in my puzzle journey, and I have barely started exploring themes. The black cells form "42" because I recognized it was a famous number, but the givens don't otherwise have any structure. The fact that it's unique is good enough.
Classic Number in Order rules.
Tilted square lattice is all nice and good, but I don't know why I decided to offset this pattern in a way so the pattern isn't symmetrical. I think it's intentional so that the solve feels different on the four edges of the grid. Although since it's the 2011 me, it's entirely possible I was simply still inexperienced.
Draw paths traveling orthogonally on cells. Paths may not touch or cross themselves or each other. The two endpoints of a path must be on cells with numbers, and the numbers must be equal. All numbers must be connected to their partners by paths.
Part of BM Puzzle Competitions.
Classic Numberlink rules.
This puzzle is pretty funny. You need to flip the "sided-ness" of the 2-3 pair, but one way is blocked with the 1 clue. For some truly beginners, this might have been enough of a challenge.
The solution leaves one empty space, but extending the 1 to use the empty space causes a second solution (well, a family of solutions) to pop up. Honestly that's pretty neat.
Part of BM Puzzle Competitions.
Classic Numberlink rules.
The original puzzle was not unique. Yes, it's part of a contest. For this archive, I modified it by moving a couple of clues to fill in unused cells. I've since learned I'm not comfortable setting Numberlink puzzles, mainly because it feels so hard to make it unique and it's usually solved through intuition and heuristics.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black. Numbers may not be shaded black. The remaining white cells form islands of orthogonally connected cells. Each island must contain exactly one number, which must be equal to its area.
Classic Nurikabe rules.
I discovered a theory in Nurikabe puzzles, and I wanted to show it off using a toy example. This is the puzzle I decided to write for that. It can be easily solved intuitively, but I believe you need the theory in order to prove the solution is unique.
Consider the gridpoints that touch an island. An island of size N can touch at most 2N+2 gridpoints. On the other hand, all internal gridpoints must touch an island — otherwise there is a 2×2 black square.
Since we know the island sizes, we can compute the total number of gridpoints we have, and thus how many spare gridpoints we can waste. The three ways we might "waste" a gridpoint are:
If the number of wastes is low, we can't afford to do too many of the above. In the extreme case of 0 wasted gridpoints, such as in this puzzle (which you can check), we know none of the above happen. Thus, for example, no islands touch diagonally, and the entire border of the grid is black.
Part of We Are Puzzlers Club.
Classic Nurikabe rules.
The contest's whole idea was that each author would get to use their section in any way, generally to introduce themself. I was trying to figure out how I would introduce myself, and I decided on a few selections.
Nurikabe isn't my invention, but the gridpoint argument is. This puzzle does use the argument. It also features two of my favorite Pokémon: #492 Shaymin and #471 Glaceon.
Part of Indian Puzzle Championship 2020.
Classic Nurikabe rules.
This might be a vanilla puzzle, but oh boy the aesthetic is so great. Yes, it's evens and odds, but the rotationally symmetric odd clue is exactly 1 more than the corresponding even clue! Not just that, but the solve is also pretty; it is a slightly different flavor than your usual Nurikabe puzzles.
Part of Deception.
Variant rules: Nurikabe rules. In addition, the black cells must be able to be divided into dominoes. This division is not necessarily unique; the solution only asks for the black cells.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules. Although this one isn't too much of "another genre".
As far as variants go, this feels pretty tame. I don't think the puzzle is particularly notable, but that's okay, more standard puzzles are fine in a contest.
Part of Deception.
Variant rules: Nurikabe rules. In addition, the black cells must be able to be divided into dominoes. This division is not necessarily unique; the solution only asks for the black cells.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules. Although this one isn't too much of "another genre".
Aesthetically, this puzzle is pretty wild. There's a 43. The right column is 3-1-4-1; it might have been inspired by pi, but I think it's more a coincidence, since the 43 isn't related.
I think this puzzle is great, even if it's less of a Nurikabe puzzle and more of... some other genre. The logic is just so bizarre and delightful to figure out. Surprisingly little counting if you know where to look.
Part of 25 Years.
Variant rules: Nurikabe rules. In addition, islands may not touch, even diagonally.
The reason this variant is included in the contest is to show off the gridpoint counting argument I developed (explained in [2019-05-19] above). But I think it's generally a tricky argument, so I reserved it only for the large puzzle. The small puzzle made use of the variant, but not the argument.
Part of 25 Years.
Variant rules: Nurikabe rules. In addition, islands may not touch, even diagonally.
This puzzle makes extensive use of the gridpoint counting argument. If you don't realize the full implications, it's very easy to accidentally close off a possibility and get nowhere. I also tried constructing the puzzle to be resistant to intuited guesses, although I think it can never be fully ruled out.
There are 106 gridpoints from the islands and you need to cover 100 internal ones. But 4 of them go to the edge due to the clues, so we have 2 spare.
The crucial observation is, the 4 in R9C3 must form a 2×2. (Mostly by testing cases. It must reach R10C2, and if it reaches the edge, there are problems on the other side of the 4.) That's 1 more gridpoint accounted for, so we only have 1 spare. Thus almost the entire border is shaded black.
However, there is one possibility: one of the clues at the edge can take an adjacent square. That only deducts 1 spare gridpoint instead of the usual 2. This possibility does happen in the actual solution, so if you miss it, you'll end up with a contradiction.
Part of 19th 24-Hour Puzzle Championship.
Variant rules: Nurikabe rules. However, each white island must contain exactly two numbers. The sum of the two numbers must be equal to the area.
I think this is known as a different variant name elsewhere, but I can't recall what it is. It's called "Lovers Nurikabe" in the contest, though, and is part of the Lust sin.
The execution here is definitely pretty interesting. Although the puzzle solves pretty easily after the break-in, I think I like what it's trying to do.
Variant rules: Nurikabe rules. In addition, not only there should be no 2×2 area of black cells, but also there is no cycle of black cells anywhere. There is also no cycle of white cells anywhere, including 2×2 areas.
Honestly, this puzzle is quite embarrassing that I was considering skipping it, but it has an important story.
You might be wondering why there's this strange rule about no cycles. I didn't know either! My very first exposure to Nurikabe was from a book in which it introduced the rules as above. I was actually confused when I learned the actual rules of Nurikabe, and for a while I resisted the change (including making this puzzle that would be ambiguous by normal Nurikabe rules). Over time I learned better, though, and now I follow the usual rules of Nurikabe. This puzzle serves simply as a look back to my history getting into logic puzzles.
Divide the grid into regions of 5 cells. Two congruent regions may not be orthogonally adjacent. Each letter indicates the shape of the region containing it, using Golomb's naming system (the first one that has FILN).
Penpa note: You may draw the region borders, or fill all empty cells with letters (indicating the shape of the region the cell is in). Either will be accepted.
This genre was invented by Grant Fikes, who called Fillomino "Polyominous". Given that, this genre's name is obvious. I'm more surprised nobody ever tried inventing this genre before.
Part of Indian Puzzle Championship 2020.
Classic Pentominous rules.
I don't remember what transpired me to make this theme. But it works!
I also don't remember what made me write a Pentominous puzzle. I mean, I think it was assigned to me, but I'm actually not very good at Pentominous. So it's surprising that I ended up with this tricky puzzle which was worth 75 points out of 550. That's a pretty significant chunk of the total.
Also, apparently the pzprxs URL has a ton of "hahaha"s. Just letting you know.
Put a number in the range 1–N into each box. Each row/column must contain each number exactly once. (N is the length of the grid.) Some numbers may already be given and cannot be changed. All inequality signs on the grid must be satisfied, but inequality does not behave the usual way.
The numbers form a partially ordered set (poset), given by the Hasse diagram next to the grid. Given two numbers X and Y, we say X < Y if and only if there is a path from X to Y that strictly goes rightward in the diagram (possibly passing other numbers).
Example: Below is an example puzzle (grid and its Hasse diagram) and its unique solution.
In this example, 1 < 4 is true because there is a path strictly going rightward (1 → 2 → 4). But 2 < 3 is false, because there is no such path. The only path from 2 to 3 (2 → 1 → 3) does not strictly go rightward, as 2 → 1 goes leftward. In fact, 2 and 3 are "incomparable"; no inequality sign can fit between them.
This is a generalization of Futoshiki, which Wikipedia claims to be invented by Tamaki Sato in 2001. Given my mathematical background, I made the connection to use posets instead of standard inequalities, and I was fascinated at the logic based on all the various kinds of posets. I decided to claim this particular variant as my invention; it feels different enough from usual Futoshiki. (Of course, usual Futoshiki is just a special case where the order is a linear order.)
Further generalizations I've thought about are to add a "incomparable" sign (cannot get < or > between them), and a "comparable" sign (either < or > fits between them, although which one you'll have to figure out). But simply sticking to the usual less-than sign already gives a pretty rich genre.
Typesetting this genre is generally horrible. Hasse diagrams are normally represented using arrows from the smaller to the larger one, but the arrowhead is the exact opposite direction from the inequality sign. For this archive, I'm trying out this new presentation. I hope it works!
Classic Poset Futoshiki rules.
The following six puzzles were actually not posted independently, nor were they posted on the 1st to 6th of the month. They were posted together, as practice puzzles for NEW, HUGE, AND CHALLENGING!. The contest brought a new genre, and the actual puzzle [2016-03-NHC-1] was massive and ruthless, so I figured some practice would be useful.
A linear order simply gives standard Futoshiki, but I figured that's fine. It shows that this is a generalization of the standard genre, and it helps people get used to Futoshiki logic if they have never done any.
Classic Poset Futoshiki rules.
This puzzle has two separate chains that don't interact with each other. They are still distinguishable though, since one is longer than the other.
Classic Poset Futoshiki rules.
Poset Futoshiki can have some lateral thinking moments that aren't usually found in logic puzzles. Not that they are necessary, but they are usually helpful to frame your perspective.
For example, look at the poset here. Despite the unusual appearance, it's barely anything different from the total order: only two pairs of numbers are incomparable. Then the solve is somewhat similar to usual Futoshiki puzzles, except for these two pairs. A good puzzle will make use of these missing two pairs to drive a lot of the solution. Whether this puzzle is "good" by that definition or not, though, is something you'll have to find out.
Classic Poset Futoshiki rules.
This might look like a weird poset. It actually has a hidden rule: X < Y exactly if Y is a multiple of X. The example puzzle is also similarly a divisibility poset. This is another example of lateral thinking; if you don't get the structure of the poset, you can still solve the puzzle just as fine, but it's likely more difficult to think and visualize it.
In general, I like having no givens in the grid for (Poset) Futoshiki puzzles, which means the poset cannot have any nontrivial automorphism: you shouldn't be able to permute the numbers and get the exact same poset. For divisibility posets of N elements, the only values of N that have no nontrivial automorphisms are: 1, 2, 4, 6, 10. For instance, if N = 7, 8, or 9, you cannot distinguish 5 and 7. But for N = 6, there is no "7", while for N = 10, the number 5 now has an extra inequality 5 < 10. But for N = 11, now 7 and 11 are indistinguishable.
For that reason, I really like to use divisibility poset on 6 elements. 4 feels too small and 10 feels too big.
Strictly speaking, the numbers don't have to be 1 to N. They are just labels, I can use emojis if I really want to. (Sure, the rules for Poset Futoshiki above say to use 1 to N, but I can very much change it.) But it makes understanding the poset harder.
Classic Poset Futoshiki rules.
This poset has a bizarre, alien feeling. There are so few comparable pairs, and there isn't even any case of X < Y < Z. So a single inequality sign carries a lot of information.
You might recognize the entire puzzle is almost antisymmetric, except the column 1 and column 6 clues aren't reflected. I definitely don't want it to be fully antisymmetric, since the solution would be antisymmetric too otherwise, but it's a fun way to construct the puzzle.
Classic Poset Futoshiki rules.
This has some similarities with [2016-03-03] earlier, since there are few missing pairs. But when I wrote this puzzle, I didn't specifically look for that; I simply wrote down a poset that looked fancy, and made a puzzle based on that.
Ultimately though, these six puzzles are all just warm-up for the real behemoth, [2016-03-NHC-1] coming up. Good luck!
The only puzzle in NEW, HUGE, AND CHALLENGING!.
Classic Poset Futoshiki rules.
Puzzle note: Ignore the gray borders in the middle of the grid; it's for theme only.
Welcome to one of my greatest works.
I believe this puzzle, being 16×16, is tied for the largest puzzle I've ever written in terms of cell count. The actual puzzle that went into Puzzle Marathon, [2016-04-Marathon-11] Poset Futoshiki (Linked), was 18×18, but two of the rows/columns were duplicates of others, so it technically reduced down to 16×16 too.
I don't normally like marathon-sized puzzles, neither solving nor writing them. I like my puzzles to have a core idea, and marathon puzzles tend to be long with no distinctive steps. This one very much has a distinctive break-in, though, which is why I'm extremely proud of this puzzle. It might look intimidating — and it very much is! — but there is a logical way through the puzzle, with I believe no lookahead needed whatsoever.
I hope you do give it a try, and I wish you luck. Enjoy the journey.
Disregarding the 10s, there are three independent sub-posets: the small odds, the small evens, and the tens (which forms a divisibility poset when you subtract 10 from each number). Since all the 10s are given, none of the remaining inequalities can involve a 10, so every pair of comparable cells must belong in the same sub-poset. The outside area (everything besides the central 4×4) are grouped into 2×2 blocks, and you know each block (excluding the 10s) must all belong in the same sub-poset due to the string of inequalities. Start from there.
In addition, several of the blocks are a 4-chain, but the divisibility poset has no 4-chain, so those are not the tens. The small odds sub-poset has an odd size, so those ones must make use of the blocks containing 10s (so that there can be an odd number of cells in the row/column). These all together help you determine which block is which sub-poset.
As an aside, you might be wondering why the inequality signs seem to be scattered; other than the LMI in the middle, the signs seem to follow a grid pattern, but with a lot of missing ones. That's because I was primarily concerned about the 2×2 blocks. Each block got 3 signs to connect them all into a block, but I simply omitted the 4th. It makes the aesthetic look a bit messy, and I probably could have arranged the inequality signs in a prettier pattern, but so be it.
Part of We Are Puzzlers Club.
Classic Poset Futoshiki rules.
Since part of WAPC is showcasing who I am, of course I included one of my inventions. Poset Futoshiki is one of my proudest creations, even though it's just a variant of an existing type, because of how cursed things can get.
This puzzle shows one such case. My other two puzzles, the Nurikabe and the Fillomino, were pretty easy. (Okay, the Nurikabe is easy to intuit, not prove, but it still has a low score.) In contrast, this puzzle is one of the highest-scoring ones. It's difficult with a narrow path. It's purely logical, although the break-in might take a good while to find.
Part of 25 Years.
Classic Poset Futoshiki rules.
I like how the pattern of givens are basically reflected over the vertical axis, just offset by 1 cell. Otherwise, not an obvious puzzle to solve, but it has some general tricks of what you're expected to observe in Poset Futoshiki puzzles.
Part of 25 Years.
Classic Poset Futoshiki rules.
The fact that 3 > 4 > 5 caught some people off guard. I wonder if I should have used letters (e.g. A–G) instead of numbers, just so the natural ordering of numbers doesn't come into play.
Part of Puzzle Marathon 2016.
There are three Hasse diagrams at the bottom of the puzzle (Linked, Parity, and Divisor). Assign a diagram to each of the 6×6 grids. Each row/column of 6×6 grids must have each diagram exactly once. Then solve each grid as a Poset Futoshiki puzzle. Each pair of cells between different grids separated by a gap must have the same number filled. (In other words, the bottom row of each grid is exactly identical to the top row of the grid below it, and the rightmost column of each grid is exactly identical to the leftmost column of the grid to its right.)
Penpa notes: Below, next to the diagrams, you're provided a 3×3 grid telling you to assign the posets. You must also fill this grid using L
, P
, and D
as appropriate according to how you assign the diagrams.
As explained under the text for Puzzle Marathon 2016, I initially wrote [2016-03-NHC-1] Poset Futoshiki, but it tested too hard. Breaking it into 6×6 grids seems to help.
When adding this to the archive, I obviously needed the solution grid for the answer check, but I was deciding whether I wanted to solve this all over again or simply reference the solution booklet for Puzzle Marathon. As it turns out, the solution booklet does not exist; Deb promised to publish one but never actually did it. So I solved it again. Fun! It might look big, but it's a pleasant solve.
On retrospect, I think the Latin square aspect of assigning posets was too much and could have been cut. Either I had a bunch of posets and you would have to assign each to a grid with no other restrictions, or I would just outright tell you the poset for each grid. The linked variant is pulling a lot of the weight, especially for a poset like Parity that is clearly ambiguous otherwise. But I'm pretty satisfied with how that aspect is used in this puzzle.
Divide the grid into dominoes. Each number represents a rampaging bull, which behaves as follows. The bull first moves to the other cell of the domino it's in, and then moves one extra space (thus breaking through the opposite short edge into a new domino). It then repeats this procedure with the new domino it's in, and so on. The number indicates how many dominoes the bull passes through, including the initial one. As a special case, if the bull never leaves the grid, the number is infinity (∞).
Example: Below is an example puzzle and its unique solution (ignore the gray symbols). The gray symbols indicate the trajectory of the top-left bull: it charges at the indicated direction and stops at a circle to get a new direction. It takes 5 steps for the bull to exit the grid.
This genre was inspired by a mathematical problem about a bull that behaved the same way as described above. The problem was to prove that, on any rectangular grid of even area, the bull would always leave the grid. (In other words, on rectangular grids, there would never be infinity clues. But if there were holes, or the grid was not rectangular, all bets were off.) One reference for the problem is from Math Hour Olympiad 2018 (Grade 6–7) at the University of Washington, although I don't know if it is known before then.
Classic Rampage rules.
After bringing Contact to more people, I decided to try making another genre that's interesting and simple. Then I remembered this math problem; see the text under Rampage above for more about this problem. So I was curious about turning it into a logic puzzle genre, and here we are.
Somewhere along the way, I definitely dropped the "simple" condition since the ruleset is pretty tricky to write about, although arguably it's still pretty intuitive. Not just that, the solve was absolutely not simple at all. The genre brings so many wonderful theorems to discover, but you kinda have to figure them out before you can reasonably solve puzzles in this genre. And I'm not yet sure about the depth of the genre after those fundamental theorems.
I haven't tried my hand in writing another Rampage puzzle; the complexity of the ruleset does make me nervous. But perhaps one day, and perhaps I'll also learn how to write Rampage puzzles with aesthetics.
There are two independent genres here, although they are closely related.
Signal Loop: Draw a loop traveling orthogonally on cells. The loop visits all cells other than those with black circles. The loop goes straight through each white circle.
Antisignal Loop: Draw a loop traveling orthogonally on cells. The loop visits all cells other than those with white circles. The loop makes a turn on each black circle.
I don't remember where I learned about Signal Loop, but it's one of the simplest "full loop" types. Others include Simple Loop (no circles, just visit all non-black cells) and Dutch Loop (visit all cells, white/black circles are straights/turns).
Of course, it just means these can, in theory, be combined together into a single type featuring black cells, as well as white and black circles. I think it will simply be called a Dutch Loop variant.
While Signal Loop is not original, I believe Antisignal Loop is my invention, or at least I've never seen it before. But it's barely anything original, I wouldn't really call it my genre.
Part of Polyglot.
Classic Signal Loop rules.
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
But maybe you want to look at the next puzzle [2015-01-Polyglot-57].
Part of Polyglot.
Classic Antisignal Loop rules.
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
This one is special, though. This and the previous [2015-01-Polyglot-52] have the exact same grid, making it a "Schrödinger puzzle". I absolutely have a sweet spot for these, especially when the genres are contrasting. Nikolai Beluhov used to maintain a list of these. That said, they are very difficult to construct for obvious reasons.
Since this is part of a hunt puzzle, though, I'm not sure how many people appreciated it. Also, it has no aesthetic theme whatsoever. That's fine, due to the structure of the hunt puzzle; besides, making Schrödingers is a very hard job, and adding more constraints on top of that might be too much. But it would be pretty nice.
Part of 25 Years.
NOTE: The rules for this puzzle are pretty different from the base genre. Read everything carefully.
There are two grids, and some dashed circles that occupy the same positions on both grids. Replace each dashed circle with either a black circle or a white circle, so that each pair of dashed circles at the same positions are replaced by the same color. After that, solve the left grid as Signal Loop and the right grid as Antisignal Loop.
Penpa note: You only need to draw the loops. (The circles are implied.)
As explained in the Instruction Booklet, this genre was invented to capture the process of creating Polyglot, where I had to occasionally make a Schrödinger — the same grid being solvable under multiple rulesets. One of the Schrödinger pairs were [2015-01-Polyglot-52] and [2015-01-Polyglot-57] above. Now you get the experience of constructing the grid so that both rulesets have a solution.
This genre is pretty difficult by itself. You basically can't trust anything, since you have no idea whether a dashed circle is black or white, and that leads to entirely different conclusions on either grid. I think you need to do some bifurcations here. Mild bifurcations that break quickly, but still trying out cases anyway. Still though, there's some quirky elegance to the ruleset.
Part of 25 Years.
NOTE: The rules for this puzzle are pretty different from the base genre. Read everything carefully.
There are two grids, and some dashed circles that occupy the same positions on both grids. Replace each dashed circle with either a black circle or a white circle, so that each pair of dashed circles at the same positions are replaced by the same color. After that, solve the left grid as Signal Loop and the right grid as Antisignal Loop.
Penpa note: You only need to draw the loops. (The circles are implied.)
Linked Signals only has one clue type, so it's hard to do aesthetic themes. Although, the definition of the ruleset doesn't prohibit me putting black/white circles directly onto the grids, and they don't even have to line up. It just feels inelegant if I do so.
Place a number into each cell. Some numbers may already be given and cannot be changed. If a cell contains number X, it means, among the cells in the same row or column (including the cell itself, but only counting it once), there are exactly X copies of the number X.
This genre was invented by Wand. There was a genre called "Gako", in which each cell had two numbers: the second number says, the first number appears that many times among all numbers in the row/column. But why have two numbers if one is enough? So Simple Gako was born. I imagine both of these genres were also inspired by autograms.
The name might be simple, but the solve is all but. It's very hard to wrap your head around, and I don't think I can confidently set Simple Gako puzzles. There was a puzzle in 24HPC 2024 (in a Puzzlers Club round, but not authored by me), which was a 5×3 Simple Gako. It still wasn't trivial at all.
Part of Serbian Puzzle Championship 2024.
Classic Simple Gako rules.
You would think a 5×5 puzzle wouldn't pose any problems. Well, you're wrong. This puzzle wasn't solved by anyone in the championship. And this is the small one!
It's probably possible to intuit into the solution, but the solution is pretty unusual-looking for a Simple Gako puzzle, so even that isn't straightforward. And while I can prove the solution is unique, note the word choice I used. "Prove". I had a fairly involved mathematical argument to show the solution must indeed look like so.
Part of Serbian Puzzle Championship 2024.
Classic Simple Gako rules.
With the large puzzle, I decided Simple Gako was too difficult to put pretty patterns, so I opted with a very weak aesthetic theme. The givens come in diagonal pairs. If you realize that you can permute the rows and columns of a Simple Gako puzzle, you'll realize this is a very weak theme. I focused entirely on the logic here.
In a way, I think this puzzle is more straightforward than [2025-05-Serbia-11] above, in the sense that intuition can likely carry you better. The part I'm struggling was with the uniqueness proof. I think I have a proof, but I'm not 100% confident. That's how cursed Simple Gako puzzles are to solve and write.
Put a number in the range 1–N into each cell. Each row/column must contain each number exactly once. (N is the length of the grid.) Some numbers may already be given and cannot be changed.
Treat each number as the height of a skyscraper. Each number outside the grid indicates an observer that looks into the grid on that row/column. The observer must see exactly that many skyscrapers, where taller skyscrapers hide shorter ones behind them.
For example, if a row contains 2-5-3-4-1, then an observer from the left can see two skyscrapers (2 and 5), and an observer from the right can see three (1, 4, 5).
This concept is also known as records of a sequence. Formally, given a sequence (a1, a2, ..., aN), a record is an index K such that aK > ai for all i < K; it's "a new record high" when scanning the sequence from left to right. There are some fun math theorems about records, although I don't think they are particularly useful in Skyscrapers puzzles.
Part of 18th 24-Hour Puzzle Championship.
Variant rules: Skyscrapers rules. However, all 3's outside have been given. In other words, every unclued observer cannot see exactly 3 skyscrapers.
Penpa note: You should only fill numbers inside the grid. Do not enter numbers for outside clues.
Some people think Skyscrapers puzzles shouldn't have given numbers inside the grid. (I believe the pzpr implementation didn't even allow inside givens in the past, although apparently now it does allow them.) It's definitely cleaner to have no given numbers, but sometimes I think the trade-off is worth it.
In this case, the 1s inside the grid are symmetrical and equal, so I feel they are still quite pretty. I did try to find several alternatives, but nothing came out nice, and I decided this was acceptable.
I really like the logic; the variant rule has some surprising implications. It's one of the harder puzzles in the set, but I think it's logical and clean, and it's rewarding to solve it.
Part of 25 Years.
Variant rules: Skyscrapers rules. However, all 3's outside have been given. In other words, every unclued observer cannot see exactly 3 skyscrapers.
Penpa note: You should only fill numbers inside the grid. Do not enter numbers for outside clues.
According to the Solution Booklet, I constructed this puzzle with computer assistance, probably in a similar way as [2020-07-Typed-18] Starry Night. There aren't that many solution grids, so I threw in various clue patterns that looked cute, and if there was a unique solution, I tried solving it by hand to check if the logic was acceptable and interesting.
That said, I'm not sure why I had inside givens. Both this and the large puzzle [2020-11-25Y-16] had the "25" pattern (representing my age of course), although this one as inside givens while the large had outside givens. So I might have constructed the large puzzle first, and decided to put the "25" as inside givens for this small puzzle. Otherwise I certainly wouldn't have thought of putting inside givens for a 5×5.
So, was the logic acceptable? For sure. I think this one is a pleasant solve. It doesn't use the variant rules too much, but it does at a couple key moments, and it can serve as some sort of tutorial to prepare you for the large puzzle.
Part of 25 Years.
Variant rules: Skyscrapers rules. However, all 3's outside have been given. In other words, every unclued observer cannot see exactly 3 skyscrapers.
Penpa note: You should only fill numbers inside the grid. Do not enter numbers for outside clues.
Brutal. There were four puzzles worth 200 points (out of 2525), but I think this one is the hardest of those four. There exists a logical solution path, but it's very narrow and very long. In a way, it resembles [2018-05-24HPC-27], the puzzle that inspired me to put this in the contest in the first place. I think it's incredibly worthwhile to solve, though, with virtually no lookahead.
Part of Deception.
Variant rules: Skyscrapers rules. In addition, there are Kropki dots between cells. A white circle means the two numbers touching it are consecutive: one is exactly 1 more than the other. A black circle means the two numbers touching it have ratio 2: one is exactly double the other. Some Kropki dots involve cells outside the grid; for a cell outside the grid, use the number that would be there as an observer.
Penpa note: For answer checking, enter numbers in all white cells. These are the cells inside the grid, and the cells outside that are involved in Kropki dots — you'll likely fill them during your solve anyway. The gray cells are for those outside that aren't involved in Kropki dots, so they don't need to — and shouldn't — be filled.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules.
I love involving outside clues as if they were cells of the grid, and Skyscrapers is a huge breeding ground for those kinds of variants. In addition, like Masyu, there are only two types of clues in Kropki, meaning an antisymmetric layout is often a striking aesthetic theme.
That's exactly what I did here. The puzzle isn't too difficult — although it has some tricks — but the theme is great.
Part of Deception.
Variant rules: Skyscrapers rules. In addition, there are Kropki dots between cells. A white circle means the two numbers touching it are consecutive: one is exactly 1 more than the other. A black circle means the two numbers touching it have ratio 2: one is exactly double the other. Some Kropki dots involve cells outside the grid; for a cell outside the grid, use the number that would be there as an observer.
Penpa note: For answer checking, enter numbers in all white cells. These are the cells inside the grid, and the cells outside that are involved in Kropki dots — you'll likely fill them during your solve anyway. The gray cells are for those outside that aren't involved in Kropki dots, so they don't need to — and shouldn't — be filled.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules.
In [2013-05-Deception-17] above, I mentioned genres with two kinds of clues can try to do an antisymmetric pattern. Another way to execute a striking aesthetic theme is to use only one kind of clues.
That said, that wasn't entirely how this puzzle started. I believe it was initially "many clues on the outside", and I found out a lot of them could be white circles, so "all white circles" became a second theme.
Now, you might notice almost all of the outside ring is almost entirely white circles, but not all. It suggests the ones that don't have them are not consecutive, otherwise I would have put more circles there. Is it true? You'll have to find out. But still, I think I could have given a pattern on the outside, so that the absence of white circles can be more meaningfully attributed to the aesthetic theme, rather than because the circle doesn't fit there (or that I'm trying to trick you).
How does it solve logically? Oh boy. It's hard. The solve path is narrow. But it's there. Good luck!
Variant rules: Skyscrapers rules. However, each of the four sides of the grid has exactly one clue that is lying, i.e. it does not tell the correct number of skyscrapers seen. Clues are given in white so you can write on them.
Penpa note: You need to fill numbers inside the grid, as well as the correct count of every given clue. Do not enter numbers for outside clues that are not given clues.
I don't remember the exact circumstances that led to this puzzle, but it likely involved Jamie Hargrove. Jamie likes his liar puzzles, and I thought about whether it made sense for a Skyscrapers puzzle. Turns out it could make sense, and it's a pretty silly theme, too: all the clues are staring at this one lone guy at the top side, which is clearly lying.
Part of Something is Off.
Variant rules: Skyscrapers rules. However, there are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
Obviously the two solutions are obtained by symmetry. Compared to other puzzles in this set, the symmetry is through rotational symmetry, which isn't common.
But that's the easy part. Once you break symmetry (the 1 in column 3 has to be along an edge), the solve just halts. Maybe I'm missing my own solving notes from when I wrote this, but when I tried to solve it again, I had to essentially bifurcate in two or three places, each time bringing the grid almost to completion before something broke. I wonder if I missed something simpler, or the puzzle was just horrifying like this.
Draw a loop traveling orthogonally on gridpoints. The loop may not touch or cross itself. Each number indicates how many sides of the cell are part of the loop.
Classic Slitherlink rules.
This is the first puzzle I've ever published online. I don't remember if I've written any before this, but what are puzzles if not meant to be shared? I believe I published a few puzzles at once, not just this one, but this was puzzle number 1 on my first blog.
Classic Slitherlink rules.
Clearly Slitherlink was my favorite genre during my early days.
The blog post that had this puzzle said that I was "in a happy mood today; how did you know that?" Safe to say my jokes were corny. (They still are.)
Classic Slitherlink rules.
The first time I posted this puzzle on my first blog, it had no solution (I think I transcribed something wrong). But I published it to my second blog too, and I definitely recognized the issue then because I made a stealth change to fix it.
I think this might be my first 10×10 puzzle? It's the first Slitherlink one, at least. Also, I'm amused that I called this puzzle "difficult" back then; it's now easy-to-moderate by modern standards.
Classic Slitherlink rules.
I'm lying, this wasn't made in 2011. This was made in 2023, specifically 25 January 2023.
As I described in [2011-03-18] above, originally it had no solution when I first posted it on my first blog, but I recognized the issue and fixed it for my second blog. This puzzle also originally had no solution and I also fixed it for my second blog… except the fix was also broken. So I fixed it up again for this archive, meaning this is technically a different puzzle from either of the two. Hence why it's made in 2023. (As an aside, on my second blog it was posted as "a beginner would be able to practice with this puzzle". ha ha not if it's not unique)
Part of BM Puzzle Competitions.
Classic Slitherlink rules.
Yeah no the pattern is so sad. I don't know why I made this pattern.
Part of BM Puzzle Competitions.
Classic Slitherlink rules.
For a 2011 puzzle, this has quite a pretty aesthetic with the large empty middle.
Part of BM Puzzle Competitions.
Classic Slitherlink rules.
In BMPC, this puzzle would only be given "once the participant has scored 150 points" (out of 250). Because 10×10 is obviously large and menacing. It's still relatively easy for modern standards; it's mostly overclued.
Classic Slitherlink rules.
On my blog, I remarked that this puzzle had "a 31% density of givens" and was thus "quite a difficult thing to solve". Over a decade later, I'd be inclined to agree with Robert Vollmert's comment, "it is not difficult at all". Shows how I've grown over the years.
Part of Deception.
Variant rules: Slitherlink rules. However, exactly one clue in each row and column is lying and must not give the correct count.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
Quite a number of liar variants rely on "exactly one clue is lying in each row/column". Why don't I make your job as hard as possible and give all the clues, so it's the maximum possible confusion in what clues are lying?
On one hand, this puzzle becomes pretty tedious. You have to scan the grid to figure out where the break-in is; there's no clue from the pattern of what cells have givens, since all cells have givens. On the other hand, I do think it's pretty cute. I think "2" is the least informative Slitherlink clue, so spamming the entire grid with it does work. The logic is pretty nice, and I think I like the idea.
Part of Deception.
Variant rules: Slitherlink rules. However, exactly one clue in each row and column is lying and must not give the correct count.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
I think I really like the idea of the break-in for this puzzle. It's something that feels uniquely due to the liar variant. I think the execution could have been a bit better — the puzzle feels a bit too symmetrical — but it's still really interesting.
Variant rules: Slitherlink rules. No 2×2 area can be entirely inside the loop. (It is fine for it a 2×2 area to be entirely outside the loop.)
I find it fascinating when Slitherlink variants basically want you to shade cells to be inside or outside the loop. It's a different way to look at the genre, and often it leads to interesting deductions. This puzzle, while small, uses quite a wide variety of techniques; for a puzzle written during my early days, I'm still rather proud of this puzzle.
Variant rules: Slitherlink rules. In addition, sheep (🐑) must be inside the loop and wolves (🐺) must be outside the loop.
When I first put this in the archive, I remarked Penpa didn't have sheep and wolves, so I used shapes: white diamond for sheep, black diamond for wolf. This was inspired by the coloring for Castle Wall. (The presentation on my old blog was similar, but the colors were reversed, and the diamonds there were Unicode symbols.)
Later on, I replaced these with sheep and wolf emojis, which were cute.
Even later on, I found out Penpa changed its font to render emojis, and sheep and wolf now looked awfully similar. So I had to re-introduce white/black too to distinguish them, this time with circles.
Why am I trying to avoid using "S" and "W" so hard? I guess I just want to be cute.
Variant rules: Slitherlink rules. In addition, place some stars (★) in the grid, each star occupying a cell. Each row/column must have the indicated number of stars. Stars must be inside the loop, but not on given numbers.
NOTE: Unlike in Star Battle, stars may touch or be adjacent to each other.
Penpa note: You have to indicate both the loop and the stars.
This puzzle barely uses the variant, which I also recognized back then. I would even say the variant was a "patch", a rule that was added mostly just to resolve a small uniqueness issue at the end. Noawadays, I would use the variant much more, something like Serkan's puzzle in 2021.
Back then, the variant rule was called "Star Battle". For some reason, I didn't include the rule about non-touching stars, so I'm changing the variant name for this archive. I would even change it further by using objects other than stars, but I couldn't find any good one.
Variant rules: Slitherlink rules. In addition, place some stars (★) in the grid, each star occupying a cell. Each row/column must have the indicated number of stars. Stars must be inside the loop, but not on given numbers.
NOTE: Unlike in Star Battle, stars may touch or be adjacent to each other.
Penpa note: You have to indicate both the loop and the stars.
In the original version of the puzzle, I introduced a new element that simply marked a cell couldn't have a star. When I was porting it here, I realized it simply meant the clue was a question mark: you don't know what number goes there, but you know it's not a star.
Part of 25 Years.
Variant rules: Slitherlink rules. In addition, the grid contains tetromino shapes. Each shape can be filled with the clue numbers 0, 1, 2, 3 in some order.
Penpa note: You only need to draw the loop, you don't need to fill in the numbers.
This variant was invented by me a long time ago, but I hid the shapes. Later on, Nikolai Beluhov tried constructing one, and like all Nikolai's puzzles, it's so pretty to see and so intimidating to solve. In particular, though, it showed all the boundaries, and I liked it enough to adopt it.
A similar genre also appeared on Grandmaster Puzzles, Slitherlink (Sudoku) by Carl Worth, with the additional constraint that each row/column contains each number once (among the hidden cells). I think it can be neat, but ultimately might be too restrictive. The shapes alone already give some logic, the row/column restriction is not further necessary.
When the clues are hidden, it's very easy to make ridiculously difficult puzzles, so for this first puzzle, I gave one visible number in each shape. That helps making it more approachable.
Part of 25 Years.
Variant rules: Slitherlink rules. In addition, the grid contains tetromino shapes. Each shape can be filled with the clue numbers 0, 1, 2, 3 in some order.
Penpa note: You only need to draw the loop, you don't need to fill in the numbers.
Theory-based puzzles are always fun. Those are puzzles that require some sort of theorem to be proven separately, and then the puzzles themselves are an application of the theorem. Gridpoint counting in Nurikabe ([2019-05-19] Nurikabe) and penalty theory in Heyawake ([2020-05-09] Heyawake) are examples of them.
This one turns out to require a small, perhaps pretty specialized theorem for Slitherlink (Tetromino) puzzles. The 2×2 square shape is repeated many times, but in such shape, the 0 and 3 are in close proximity with each other. Surely there aren't many ways this can happen.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area.
Each number indicates how many black cells are in the 3×3 area centered at it. (This includes the cell itself. The area might be smaller if the number is on the edge of the grid.) However, numbers on black cells must be false; they must not give the correct count.
Part of Deception.
Classic Smullyanic Dynasty rules.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
This genre was invented by Zotmeister. I believe this is where the term "dynasty" comes from. The "Smullyan"-ic part comes from Raymond Smullyan, who wrote a lot of puzzles involving knights (which tell the truth) and knaves (which lie), tasking the solver to figure out who's what. This genre was invented in 2005 (!) and it was under-explored back then, so I decided to take this into the test. (It is still under-explored now, although there are several more puzzles out there.)
Every cell is clued. Not only that, the clues are all 1 and 2, pretty uninformative ones. What can you do?
Turns out the puzzle is still fairly easy. Once you figure out any one black cell — "knave" as per Zotmeister's wording — you basically solve the entire puzzle because fully-clued Minesweeper is pretty easy. I also found it difficult to figure out what kind of logic I wanted. And similar to [2013-05-Deception-01] Slitherlink (Liar) in the contest, a fully-clued grid obscures your intent, in a way that's not very fun. It's easy to have alternative break-ins, and I think I went into the puzzle without any particular remarkable logical step.
For a puzzle I wrote early in my puzzling journey, it's pretty good. Nowadays I might try to tweak things and see if I can get something better, by e.g. emphasizing the logical step better. The theme can be immensely rewarding if I can nail it; I just need to complement it with nice logic.
Part of Deception.
Classic Smullyanic Dynasty rules.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
I feel like I didn't find anything particularly notable from this puzzle, other than its aesthetic theme is nice. But for a contest puzzle, a quiet, chill puzzle isn't a bad one.
Shade some cells black to form a "snake": a path going through orthogonally adjacent cells such that it doesn't touch itself, even diagonally. (More precisely: if two cells touch, even at a point, then they must be at most two cells apart along the path.)
The length of the snake may be given. Each black circle indicates an endpoint of the snake. Each white circle indicates the snake passes through it, but does not end on it.
Each number outside the grid indicates the number of cells in that row/column that are part of the snake.
Part of Unusual and Strange Puzzle Collection.
Variant rules: Snake rules. However, each number instead tells the length of the first black segment in the row/column seen from that direction. Note that if a row/column has identical numbers on their ends, those clues might be looking at the same segment.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2015, which seems to have some pretty wild genres. I guess this is what having Cihan Altay and Serkan Yürekli does, with their creative ideas.
Snake genres are generally my weakness. I usually solve them through intuition and "feel", seeing that something looks right as it has just the right fit. So constructing one is difficult as I can't use such feel.
Instead, I came up with this puzzle. I think the puzzle has three very distinct steps, each one logical but with quite some bifurcation to make sure you're not missing any possibility. It's bizarre, but I think it feels at home with other Snake puzzles.
Divide the grid into square-shaped regions. No four regions may meet at a point (forming a plus-shaped junction). Each number indicates the side length of the region containing it.
This genre was invented by Eric Fox in 2022. The genre is incredibly elegant, and quickly becomes popular. I'm still learning how to set it well; the "tatami rule" has some far-reaching implications.
Part of Serbian Puzzle Championship 2024.
Classic Square Jam rules.
It's impressive how few clues a Square Jam puzzle needs to make it unique.
This also serves as the easiest puzzle in the set. True, with completely novel genres, even a simple puzzle might prove a challenge since you're not familiar with it. But this hit the mark, getting the most solves out of all the puzzles.
Part of Serbian Puzzle Championship 2024.
Classic Square Jam rules.
Square Jam also feels flexible. It's true that a few clues are enough to make a puzzle unique, but you also generally have free reign on where you can place the clue. That means it's pretty easy to design puzzles with certain aesthetic themes. Here are two rings, in a puzzle genre about squares.
Place some stars (★) in the grid, each star occupying one cell. Each row, column, and region must have the indicated number of stars. Stars may not touch, not even diagonally.
Variant rules: Star Battle rules. However, there are no regions, and no requirement that a region also has the indicated number of stars. Only each row and column has to have the indicated number of stars.
A few days before this puzzle, there was a discussion in Puzzlers Club about 9×9 Regionless Star Battle puzzles. 9×9 is a tight grid (with 2 stars), so you often only need to rule out a few cells to force the rest of the grid to resolve. It leads to visually striking puzzles, where at first they look impenetrable, but they still end up having a unique solution and resolving very nicely anyway.
I decided to try my hand on it, and this is the puzzle I wrote. The theme is "the grid is torn". I'm sad I need an extra empty cell at the top-right, but I'm still very happy with this puzzle, especially since I think it's has a pretty unusual solve path for a Star Battle.
A basic deduction in Star Battle is that a 2×2 block can only have at most one star. Consider rows 1–2. We can fit in three 2×2 blocks on the right (marked with circles), so they collectively have at most 3 stars. The remaining 2 cells, R1C3 and R2C1 (joined with green line, the upper one) must then have at least 1 star. We can do the same deduction in columns 2–3, so R1C3 and R3C2 (lower green line) must have at least 1 star too.
Now, these two pairs of cells overlap at one cell (R1C3), and the other cells of the pairs (R2C1 and R3C2) are adjacent. If the overlap was empty, the other cells would have a star each, but then two stars are adjacent. So the overlap must have a star, as indicated.
You can do the same deduction elsewhere, and these two stars will lead the solve.
Variant rules: Star Battle rules. However, there are no regions, and no requirement that a region also has the indicated number of stars. Only each row and column has to have the indicated number of stars.
For some reason, I thought of more 9×9 Star Battle Regionless puzzles. I had an idea that I could place a 3×3 hole on the grid and that would break all symmetry. The hole isn't quite 3×3, but it's close.
Sometimes I wonder whether puzzles are invented or discovered. In many cases, they are invented, but sometimes the stars align (get it?) and something ends up unique by seemingly pure coincidence. I think this puzzle is an example of that latter case. This hole position is the only one that's internal (not touching the border) and breaks all symmetry of the grid. There are only two ways to orient this particular hole shape. (The other orientation led to two solutions, by the way.) And just like that, the puzzle's unique without needing to do anything else, and the solve is pretty nice. It felt like pure chance.
Place the given bank of shapes on the grid. Shapes may be rotated and reflected. Shapes may not overlap, and shapes may not be orthogonally adjacent. All remaining white cells must form an orthogonally contiguous area. Black circles must be part of shapes. White circles must not be part of shapes.
This genre was invented by Palmer Mebane. As he first invented it, each shape was marked with a letter, and some black circles may have letters, which indicates that specific shape covers it. He and the community soon found out that was largely unnecessary.
Part of Polyglot.
Classic Statue Park rules.
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
Put a number in the range 1–9 into each cell. Each row, column, and outlined 3×3 box must contain each number exactly once. Some numbers are already given and cannot be changed.
Irregular Sudoku: The range is 1–N. (N is the length of the grid.) Instead of 3×3 boxes, the regions might have different shapes, but each region must still contain each number exactly once.
Note that the rules for Irregular Sudoku above also cover the case of non-9×9 grids.
I'm not really a Sudoku person. The fact that there are Sudoku solvers out there, together with a large list of deduction steps, kind of turns me off from the genre. It feels like a lot of scanning to find the right next step, it's not really about making a logical leap. This might not be a rational reason, given that you can say the same with many other genres. Maybe it's the popularity of Sudoku. I do know, if I write more Sudoku puzzles, that they will likely be variants that are "puzzly", using deductions that rely more on the variant rather than standard Sudoku deductions.
Classic Sudoku rules.
I actually posted three Sudoku puzzles on this day, because a (high school) friend asked me to write some puzzles. But they were rife with issues: the first one had no solution, the second one had three solutions, and the third one had an off-symmetry clue. I promised to get around to fix them, but never did.
Well, until now, to some extent. This is the first puzzle, but now fixed to actually have a (unique) solution. I only had to change one cell, so it's likely a wrong transcription. But because I've entirely forgotten how my original puzzle worked, even a one-cell fix like that took a long time; I had to solve as much as I could, I had to try to ignore different combinations of cells to figure out where I might have made a mistake, and so on.
For that reason, I'll only fix this one puzzle, at least for the time being. (And even the reason I fixed this one was just to have space to tell this story.) The other two are low priority, if I ever get around to them at all. You can look at them though: three solutions and off-symmetric clue. Feel free to try and see if you can repair them.
As a side note, the smiley face pattern of givens is identical to [2011-03-10] Slitherlink a few months ago.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Wow, I wrote so many Irregular Sudoku puzzles for BM Puzzle Competitions. Mainly because the target audience was pretty new and barely familiar of anything else, so I stayed with known and easy stuff. These are basically fillers, so I'll just present the rest without comment.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Classic 6×6 Irregular Sudoku rules.
Part of BM Puzzle Competitions.
Variant rules: 6×6 Sudoku rules. Each equation must be correct. NOTE: Equations are read left-to-right or top-to-bottom; they ignore the usual operator precedence.
Puzzle note: The equations in this puzzle are not very clear. In row 2, there are two equations: one from R2C2 to R2C4 (in green), and another from R2C4 to R2C6 (in pink).
This and [2011-05-BMPC2-2] below were a pain to typeset. Hope you can live with this.
There are many mathematical variants (on Sudokus and other puzzle genres). But I think equations are overly general. It's pretty easy to make a huge mess with the equations and make things hard to read, like in this puzzle. I think even TomTom is a bit pushing it. Arithmetic-based variants want a more restricted form; for example, Sudoku XV (pairs of adjacent numbers that add to 5 or 10 are marked) is cleaner.
Part of BM Puzzle Competitions.
Variant rules: 6×6 Sudoku rules. Each equation must be correct. NOTE: Equations are read left-to-right or top-to-bottom; they ignore the usual operator precedence.
Puzzle note: The equation through the center is oriented diagonally.
The one saving grace of this variant (see [2011-05-BMPC2-1] above) is that it can be used to produce beautiful puzzles. I think this one has an excellent theme, and it's perhaps worth setting up the variant to present this puzzle. If I were to redo the competition, I would keep this and replace the previous one with a better puzzle.
Part of Unusual and Strange Puzzle Collection.
NOTE: The rules for this puzzle are very different from the base genre. Read everything carefully.
Put a digit or a bomb (💣) into each cell. Each row, column, and 2×4 box must contain the digits 0–4 exactly once each, as well as three bombs. (Note that the 2×4 boxes are not all aligned the same way.)
Bombs may not be placed in cells with squares. A digit in a square tells the number of bombs orthogonally adjacent to the cell. All squares are given; a digit not in a square must not give the correct count.
Penpa note: You must mark all digits and bombs. Use the bomb shape (in Shape → Special 2) to mark the bombs.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2013. I'm normally not big on Sudoku (see my intro text on Sudoku), but Sudoku variants are fine, especially the ones that lean much more heavily on the variant portion. So when I noticed this genre, I was intrigued.
I set out to write a puzzle, and I think what I ended up with is incredibly pretty. No givens, rather sparse squares which still manage to form pretty shapes (like the diagonal and the U), a narrow yet fully logical solve path that's satisfying to figure out. Don't you think so? This puzzle is definitely a highlight.
I also normally aren't big on negative constraints ("all squares are given", so non-squares must not satisfy the count rule), because they usually make construction particularly difficult. But it is key for this puzzle, and I still managed to end up with a pretty aesthetic theme.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black. Cells with numbers may not be shaded black. Each cell with numbers indicates the lengths of black segments among cells touching the clue. As a special case, the empty set symbol (∅) indicates there is no such black segment.
Some people use the digit 0 to represent the empty set. I think that doesn't line up with how the clues are supposed to work.
Tapa is notably very flexible, with a lot of variants used in the Tapa Variations Contests. For me, some of the variations are... honestly pretty dumb. But there are still an impressive number of interesting ones.
It is often useful to solve Tapa puzzles by marking borders in which not both cells can be black; it helps to visualize connectivity. But most Tapa interfaces don't allow that. Well then.
Part of Deception.
Variant rules: Tapa rules. However, one digit in each clue is superfluous and should be removed; the clue describes the black segments around it using the remaining digits.
Penpa notes: I don't think it's possible to mark the removed digit; you have to remember it yourself.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
Elimination is a pretty common variation of Tapa. It's not common to have a puzzle genre that fits this style: digits in a clue represent different segments, so that it makes sense to add digits and ask you to remove one.
Likewise, Elimination allows for an interesting theme of making many clues look similar, as I did on this puzzle. I think I went with it a tad too far, though; the puzzle became pretty easy logically, possibly way too easy.
This is a lesson I would learn over and over again: aesthetic themes are nice, but they shouldn't get in the way of logical themes.
Part of Deception.
Variant rules: Tapa rules. However, one digit in each clue is superfluous and should be removed; the clue describes the black segments around it using the remaining digits. A question mark (?) indicates an unknown digit.
Penpa notes: I don't think it's possible to mark the removed digit; you have to remember it yourself.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
One aesthetic theme that often catches my attention is "almost symmetric". The whole puzzle is almost fully symmetric, givens and all, except for a difference. This puzzle shows one: only the clues on R2C3 and R9C8 are different, everything else are equal with its rotationally symmetric pair. Of course, such puzzles are the best if the solution is as non-symmetric as possible.
Overall, I think I like the theme and the logic of this puzzle; also note how all digits are 1's and 2's. There's only one blemish, though: the two "? ?" clues. I think I just needed those cells to be empty. I should have tweaked the puzzle better to not have those cells, but I think I'm still pretty happy with the puzzle, especially for something I wrote in 2013.
Part of 18th 24-Hour Puzzle Championship.
Variant rules: There are multiple grids. Solve each one as a Tapa puzzle. In addition, there are numbers between grids. A number between two grids indicates that, when the corresponding row/column of the two grids are laid on each other (without rotation/reflection), there are that many cells that are shaded in both grids. (Cells that are only shaded in one grid, or not shaded in either grid, are not counted.)
As part of the set planning, we thought of some variant involving three interconnected grids. One of the most common variants for interconnected grids is Mastermind, and it's commonly applied to Tapa, so this was natural. We made sure to keep the grids small, because a "puzzle" would count the sizes of all grids — making this a respectable 147-cell puzzle, somewhat larger than a usual 100-cell one — and also because there wasn't that much space on the page.
Obviously you see all the 3's lined up between the grids, but did you also notice the 1-2-3 theme across the grids (top-left and bottom-right clues)? On the other hand, the shared 4 among all grids is likely a coincidence; a lot of the clues were fixed due to the Mastermind clues restricting quite a lot of it.
Shade some cells black. Each region (outlined by thick borders) must have its cells either all black or all white. Each number indicates how many cells in the row/column are black.
Part of The Great Abacus.
Tile Paint rules. In addition...
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
Abacus variant is particularly strong for Tile Paint, as it appears. That said, I'm not sure the puzzle is very fun; it's kind of bifurcation-heavy. But maybe I missed some more logical way!
I mostly chose the genres to have the TGE initials. I'm not sure why I didn't chose Tapa, though.
Part of The Great Abacus.
Tile Paint rules. In addition...
Wall variant rules: Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black.
Abacus rules: There are abacus lines on the grid. For each abacus line, look at the lengths of segments of black cells encountered along the line. (Any positive amount of white cells separate consecutive black segments. This is reminiscent of Nonogram clues.) All abacus lines on the puzzle must read exactly the same way. It's up to you to decide where to start reading each abacus line. See more information under the section for The Great Abacus.
⚠ Prototype warning: The abacus rules were made when I was still trying out how abacus variant would work. As such, the rules are different from how I'm currently using abacus variants. Make sure to read these rules carefully instead of using what you know about abacus variants.
(The image is still PNG because Penpa has some bugs when exporting arcs into SVG.)
More Tile Paint, more... bifurcation? Well, the Wall variant helps, but the pattern of the regions is exceptionally awful for walls.
Place each word in a cell; each word is used exactly once. Two orthogonally adjacent cells must contain words that match letters in all but one position.
This genre was invented by Palmer Mebane. There was a puzzle posted on Grandmaster Puzzles, but I know of its even earlier origin, in USAMTS Year 2017–2018 Round 1. It used the digits 1, 2, 3, but no reason those had to be the symbols. Strictly speaking, the rules also allow for words with only 2 positions, or with 4 or more positions, but I think 3 seems to be a sweet spot.
Part of 21st 24-Hour Puzzle Championship.
Classic Triplets rules.
In the Greek round, every puzzle is themed after a Greek letter. The theme is meant to appear in the puzzle itself; it's not necessary for the theme to appear in the genre. Eta, though, isn't really used much anywhere, so I had to look deeper, probably away from the Greek letter itself. I then realized that E, T, A are three of the most common English letters. One fun peculiarity is that ATE, EAT, TEA are all common English words. ETA itself is a word, obviously. What genre could make use of it?
Three-letter words, each letter has three possibilities. I remembered a genre by Palmer Mebane: Triplets. In the original, it had 3-digit numbers made of the digits 1, 2, 3, but there's no reason the symbols had to be those. I adapted it to use the symbols A, E, T. Then I could give ATE, EAT, TEA, and of course ETA itself as givens in the puzzle. I also realized TEE was also a common English word, and having five givens really helped.
The genre itself was... "cursed", in a way. I tried constructing a puzzle, and it was frightening how the possibility space initially looked really open, only to suddenly close shut into zero solutions. I think this might be true for genres where you have to place each thing once on the entire grid in general, because it means things you put on the grid can affect very distant places.
I ended up with a really difficult puzzle that required a lot of some high-level analysis, but I'm immensely proud of the puzzle and fought to keep it in. The grid also managed to be shaped like an eta (η).
Draw a loop traveling orthogonally on cells. The loop must visit all numbers. Each number indicates how many turns the loop makes among the three cells: the number itself, and the cells immediately before and after it in the loop.
Example: Below is an example puzzle and its unique solution (ignore the gray circles). The gray circles mark the turns of the loop, so you can more easily verify that each clue has the correct count.
Classic Turnaround rules.
Puzzle note: Ignore the shading; it's for theme only.
In December 2023, I was thinking up of new genres. At this time, I had started to publicize Contact, and invented Rampage just a few days ago. Both of them were region division puzzles, so I tried thinking of other things. I came up with the idea of loops. Personally, I find the rules for loops a bit inelegant; it takes some time to explain the loop can only travel orthogonally, cannot cross, and so on. (Although it's easier than explaining the rules for a wall like Nurikabe and Tapa.) So I looked for something particularly simple to complement this.
I then thought of Masyu, and how its clues depended on turns on the cell with the clue, as well as cells immediately before and after it. What if I made a different clue type for it? Counting turns was the most straightforward, and the genre came out that way.
The genre seems to have a lot of freedom. (Contact and Rampage tend to wow people by how few clues are being used, but that does mean it's pretty hard to set puzzles, given a clue has far-reaching effects.) For this puzzle, I went for a theme of today's date, in addition to my usual schtick of symmetric clue placements.
Part of Serbian Puzzle Championship 2024.
Classic Turnaround rules.
I suspect Turnaround has similarities with Masyu, in that there are patterns you can learn. This puzzle focuses entirely on the number 2, and you'll pick up a few patterns made of 2's that exist in this genre.
Part of Serbian Puzzle Championship 2024.
Classic Turnaround rules.
There are lots of patterns you'll have to figure out and apply here.
I forgot how I wrote this puzzle, and when I solved it again, I ended up having to bifurcate near the end. That's a blemish, but for this beautiful aesthetic theme and solid logic elsewhere, I think it's acceptable.
Variant rules: Turnaround rules. In addition, there are abacus circles (thermometer shapes forming loops) on the grid. Every time the loop visits an abacus circle, note the number of cells visited contiguously along the abacus circle before the loop leaves it. All abacus circles must read the same way, starting from somewhere on the circle and reading in one of the two directions.
The following example shows a loop on two abacus circles. Each abacus circle reads 1-2-2-3 (the left one clockwise, the right one counterclockwise). Note that what matters is the order along the abacus circles, not the order along the loop.
Puzzlers Club has a series of events called "Logic Showcase", where people are invited to write a logic puzzle based on a particular prompt, then the puzzles are published and people vote for their favorites.
I have just run Logic Showcase 61, where the prompt was "a genre I invented". I received quite a lot of entries and compiled them on a special webpage. But I didn't want to miss out on the fun; I decided to also write one entry myself and presented it along with the others.
This is that entry. It combines Turnaround, a genre I invented (which I think has great potential), with the Abacus variant, a variant I implemented after an idea from TheGreatEscaper. Be warned, I think it's very tough.
The idea for the puzzle was driven by the circles with a number inside. I actually didn't start with circles; I wanted to put usual abacus lines instead. However, the number of cases ended up being quite a lot. For example, a 3 inside a closed circle will guarantee two segments of length 2+ in the circle; with a line, one of those segments might be split into two 1's. I did try to stick with the abacus lines for a while, but I couldn't manage the cases and I reduced it down to circles.
At first, I also wanted a fully antisymmetric layout of clues, where each pair of rotationally symmetric clues summed up to 3. This broke down quickly because 0's were way too telling, but I couldn't drive the solve with just 1's and 2's. I did, however, explored the abacus circles with 1 and 2 inside them having nearby 1 and 2, and both of them are present in the actual puzzle.
I also started with a 10×10. After several attempts at tweaking the circle with the 3, I realized it could interact with adjacent circles in a really big way, so I reduced the grid down to 9×9 to make them immediately interact.
I think one major problem I got was resolving the circle with the 0. Although a 0 by itself is telling, it cuts the grid off and makes the corner quite spacious, making it difficult to disambiguate. I'm incredibly glad I found the 3 near the corner to resolve quite a good chunk of the area, so that I didn't need too many clues (which would make the circle with the 3 crowded).
Ultimately, the puzzle ended up being way more difficult than I expected. But I think the solve path is unlike most logic puzzles, and I'm very proud of the puzzle.
Draw a loop traveling orthogonally on white cells, and shade black all white cells not visited by the loop. (Gray cells are not part of the loop and are not shaded black.) The loop may not touch or cross itself. Black cells may not be orthogonally adjacent. Each number indicates how many black cells are in the direction pointed. (Gray cells or other clues do not block this line of sight.)
Penpa note: You only need to draw the loop; you don't need to shade black the remaining cells. (The black cells are implied; they are the cells not visited by the loop.)
Part of 18th 24-Hour Puzzle Championship.
Classic Yajilin rules.
In theory, I really like the concept here: a puzzle that seems fully symmetrical, except the center of rotation is not the center of the grid.
In practice, the solves for the two halves aren't sufficiently varied. Symmetrical designs are fun, but only if the solve is not symmetrical. Otherwise, you only have half a puzzle.
Part of Deception.
NOTE: The rules for this puzzle are pretty different from the base genre. Read everything carefully.
Place the given fleet of ships on white cells (not gray cells). For clarity, each individual ship has its segments joined together. Ships may be rotated, but not reflected. Ships may not touch each other, not even diagonally. Then draw a loop traveling orthogonally on all remaining white cells. The loop may not touch or cross itself. Each number indicates how many black cells are in the direction pointed.
Penpa note: You only need to draw the loop; you don't need to draw the ships.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules.
This is probably the dumbest puzzle in the contest. Spoiler, it uses the "rotate but no reflect" rule. But only to disambiguate something at the end. When it was presented in the test, the ships were packed more tightly, and that 1-ship looked like it was part of the S-shaped ship. There was a solution with that assumption, and someone complained about it.
Even thematically it's a mess. First, the fact that I needed a 1-ship was bad, I should have tried to ditch that. Second, I'm "chaotic", or "chao" at best; I should have dropped the S too. And perhaps more minor, but the O probably wanted to be a 3×3 donut.
I think this is the weakest puzzle of the set, and I should have cut it. But my 2013 self was still learning things.
Part of Deception.
NOTE: The rules for this puzzle are pretty different from the base genre. Read everything carefully.
Place the given fleet of ships on white cells (not gray cells). For clarity, each individual ship has its segments joined together. Ships may be rotated, but not reflected. Ships may not touch each other, not even diagonally. Then draw a loop traveling orthogonally on all remaining white cells. The loop may not touch or cross itself. Each number indicates how many black cells are in the direction pointed.
Penpa note: You only need to draw the loop; you don't need to draw the ships.
Deception is divided into three sections. This puzzle is in the third section, "Annexation", where each genre takes up another genre to modify the rules.
This puzzle is a much better execution of this genre, compared to [2013-05-Deception-13] above. At the very least, there's no trap of "rotate but no reflect" with this standard fleet.
There's an 0-up clue on the top row. That tells me, this puzzle was written before I embraced gray cells in Yajilin. (It might even have been before this became commonplace in the puzzle community in general.) Originally I removed it to try to clean it up, but I decided it's better to present it as is so I can also explain the story. But I can't help but think, given that we now have gray cells in Yajilin, whether this puzzle would look different if I only kept the 0–5 on the top-left there, and only used empty clue cells to construct the rest of the puzzle.
Anyway, the puzzle itself is quite tricky. There's a deduction involving dense Battleships rows that I haven't quite fully fleshed out even now, other than mostly trying things out and seeing whether they may lead to a solution. It's worthwhile to try, though.
Part of 25 Years.
Variant rules: Yajilin rules. However, each straight segment of the loop has length at most 2. Equivalently, whenever the loop moves straight through a cell, it must turn both before and after it.
I originally invented this variant for a puzzle contest named "EVIL", which had novel variants. But the test didn't happen; I didn't manage to follow it through. (I do still have some files about it; I'll see about publishing them here.)
Considering the name of the test, this variant is relatively tame. The short condition does force some unusual deductions, though.
Also, yes, the "Yajilin" part is axed here with all the clues, it's just a Simple Loop. I even called it out in the Puzzle Booklet. I think Simple Loop with this variant might already be interesting enough.
Part of 25 Years.
Variant rules: Yajilin rules. However, each straight segment of the loop has length at most 2. Equivalently, whenever the loop moves straight through a cell, it must turn both before and after it.
As I explained in the Solution Booklet, I gave up constructing this Yajilin with symmetric givens. I decided to just stick with a very simple (and weak) theme of three 1s and three 2s. On the other hand, I could give it all the logical polish I could. This is a delight to solve, with some deductions you don't usually see in Yajilin.
Part of Unusual and Strange Puzzle Collection.
Variant rules: Yajilin rules. However, each clue contains two arrows. The indicated number is the correct count for one of the directions pointed by the arrow. For the other direction, the indicated number is 1 more or less than the correct count.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2017, which had several "almost" genres (basically just variants of the base genres, one way or another). It's definitely a pretty unusual variant for Yajilin, which might have inspired me to pick it.
Since I wanted the puzzle to mimic the presentation of the original, I didn't include any question marks. But a question mark does, in theory, lead to something useful: the counts on the two indicated directions differ by 1. Would a puzzle full of question marks be interesting? Perhaps!
Part of 20th 24-Hour Puzzle Championship.
Variant rules: Yajilin rules. However, clues are in the form of one or more arrows in a cell. Each clue indicates all among the four cardinal directions in which the first black cell seen is closest to the clue. Other directions must have the first black cell seen, if any, to be strictly farther away. (Gray cells or other clues do not block this line of sight.)
Since part of the "hindsight" round is revisiting past genres, this is one of them. The genre originally appeared in 17th 24HPC Round 3, written by Yunus Emre Büyükkale & Serkan Yürekli.
Honestly, this is a pretty fun variant. This might be influenced by the puzzle, which was kind of tough with a crucial step in the middle, but it's a satisfying solve.
Shade some cells black. Black cells form a "dynasty": black cells may not be orthogonally adjacent, and the remaining white cells must form an orthogonally contiguous area.
There are some cells with clues, in the form of a number and an arrow. If a clue is unshaded, it tells the number of black cells in the indicated direction, up to the edge of the grid. If a clue is shaded, it tells nothing. It may or may not be true.
In Puzzlers Club, Yajisan-Kazusan is associated with Jamie Hargrove. Probably because Jamie really likes clues that don't mean what they say, and Yajisan-Kazusan is exactly that. What can you do when you can't trust the clues are even truthful?
Classic Yajisan-Kazusan rules.
Apparently I wrote this out of nowhere. I wanted to stream some construction process to Puzzlers Club, and I chose to do Yajisan-Kazusan. I've barely written or solved any, so this was also a new experience for me. It's not too weird, but I like the theme.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2×2 square is entirely black. The remaining white cells also form a wall. Cells with circles must be colored as their circles: black circles are shaded black, white circles remain unshaded.
Penpa note: Only shading is accepted. The answer check will not recognize placing circles.
Some people ask to place black/white circles instead of shading cells. I think that's dumb; the wall rule is much, much more visible by shading cells rather than placing circles. The Puzzlink implementation asks you to place circles, though, so good luck.
Part of Polyglot.
Part of Polyglot.
Genres for which I don't expect to write many puzzles about. If I end up having enough, I'll move the genre out into its own section.
Reconstruct the games of a football tournament. The standings are given on the left side, and work as follows:
Penpa note: For each game, fill in the number of goals scored: the left side for goals scored by the row team, the right side for goals scored by the column team. If the game has not been played, fill in X-X (the letter "X" on both sides) instead. Note that the table should be symmetric over the main diagonal, except that the left and right sides of each cell are swapped.
(My Penpa-fu is not good enough to get the table headers neatly centered yet.)
This puzzle was originally written for 24HPC 2023 (which was meant to take place in ). One of the subthemes of our sets was "past genres in 24HPC", and Football Tournament did appear in 2018 (Round 12, by Andrey Bogdanov and Vladimir Portugalov). There's a very subtle theme: the goal aggregate for B is 2-0 (representing 2020, or at least what it would have been), and for C is 2-4 (representing 24HPC).
Football Tournament is a genre that's likely unfamiliar for most logic puzzle solvers. Some people would categorize it as "casual", similar to puzzles like Letter Weights ([2020-12-IPC4-04]), just because it doesn't fit the usual categorization of grid puzzles. Except that the genre is far from casual. It has a ton of info that can be used in a variety of novel ways. There's no locality, which means there's basically no clue on which piece of info is relevant next.
The two puzzles in 2018 both involved 5 teams, and apparently the original ruleset guarantees all games are played. This puzzle uses 6 teams, and some games are unplayed. It is incredibly tough. But I think the solve is fully logical, and incredibly rewarding to find.
Also, you might want to get your own pen and paper, or some place to take notes other than Penpa.
Part of 19th 24-Hour Puzzle Championship.
Draw a directed path, starting from S, that travels orthogonally or diagonally connecting cell centers. The path must visit all white cells. Whenever the path moves in a direction, it must continue moving in that direction until it would hit a black cell, go off the grid, visit a cell it previously visited, or cross its own path (this last one might happen when two diagonal lines cross on a gridline intersection).
NOTE: This genre is very similar to Full Queen on Erich Friedman's Page, but with an exception: the path cannot cross itself, not even crossing on a vertex. (In Erich's ruleset, the path only cannot visit the same cell twice, but can cross on a vertex.)
We were having trouble figuring out something for Wrath sin, I'm pretty sure, because this doesn't seem like a very wise genre.
I looked at Erich Friedman's Puzzle Palace some time ago and was impressed by the wealth of puzzles. (I later learned that those puzzles generally aren't very logical, but it's still quite an impressive output with unusual genres.) I'm sure I remembered this genre at the time, and realized that it was very wrath-like: you're charging straight, as if mad and angry, only stopping when you really can't go further. So I set one and gave it the genre name "Rampage".
I'm not sure why there's a difference from Erich's ruleset, though. Admittedly, I actually think it's for the better; you know you really, really can't go past your own path, even if it's diagonal, which helps sectioning off parts of the grid. But also, I was having trouble proving the puzzle was unique, so I'm not sure I want to try writing more.
Update: I put this puzzle up on this archive, like, in February 2024. I only realized the Penpa is broken (it showed a different puzzle) now, August 2025. And I only noticed this because I had a file with my Penpa edit links and realized this one was missing, when I was doing a full update through all the puzzles. Nobody told me in the 1.5 years, geez.
Part of Unusual and Strange Puzzle Collection.
Divide the grid into eight regions, one of each size 1–8, then put a number into each cell indicating the area of the region containing it. Each clue tells the sum of the numbers in the row/column.
Penpa note: You may draw the region borders, or fill all cells with numbers (indicating the area of the region the cell is in). Either will be accepted.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2014.
The concept behind this genre is cute. 1+2+3+…+8 = 62 is a square number; the next one is 1+2+3+…+49 = 352 which is certainly too big. (Although it's possible to present this genre with a number set indicating the region sizes, having a clean 1–8 definitely adds to the elegance.)
The problem with relying on such mathematical fun is that a lot of the puzzles of this genre will be quite mathematical in nature, with a lot of summing and all. I suppose that's a fair price to pay, as the resulting puzzle feels quite unlike your standard logic puzzle fare.
Place a number 1–3 into some cells. Some numbers have already been given and may not be changed or erased. Each region must contain one of each number. All cells with numbers must form a single orthogonally connected area. Cells with the same number may not touch, not even diagonally.
Penpa note: The original presentation of Hakoiri uses circle, triangle, and square (as in the pzprxs link). Due to technical limitations (Penpa cannot check for those shapes), the Penpa version uses numbers 1–3, as presented in the rules above. They are translated circle = 1, triangle = 2, square = 3.
Hakoiri? What the heck is this genre even? I have absolutely no memory of why I made this puzzle specifically. Did I just look through genres on pzprxs (well, Puzzlink at that time) and choose one that caught my attention? Did I see something on Puzzlers Club that inspired me to write this? I have no idea. (Quickly searching PC, this puzzle is actually the first mention of Hakoiri at all.) Not just that, I think the puzzle itself is highly unusual for the genre, requiring unusual global deductions.
Well, it's here. I might not have remembered how I got this idea, but I think the puzzle is very nice to solve. Previous experience with Hakoiri might not help.
Part of 20th 24-Hour Puzzle Championship.
Draw a loop traveling orthogonally along the gridlines. The loop may not touch or cross itself. The loop must pass through all circles. This way, each circle has two loop segments emanating from it, each going until the loop makes a turn (ignoring other circles). Each black circle indicates the two loop segments have lengths that form a ratio of 2. Each white circle indicates the two loop segments have lengths that differ by 1. Note: Not all circles are necessarily given.
Since part of the "hindsight" round is revisiting past genres, this is one of them. The genre originally appeared in 19th 24HPC Round 5, written by Matúš Demiger.
The original genre was actually a variation of Slitherlink (and named "Fences Kropki"), allowing for Slitherlink clues in addition to Kropki clues. I figured the Slitherlink clues weren't necessary. Since this puzzle doesn't have any Slitherlink clues remaining, I think it's unreasonable to call it a Slitherlink variant, so I just replace the name for this archive. There might have been another name for this genre; I couldn't remember.
That said, not using Slitherlink clues made this genre really hard, and this was one of the hardest puzzles in the round. The theme is striking: it's completely symmetrical except for a pair of swapped circles, and the solution completely diverges with no resemblance between the two halves. But the difficulty is certainly through the roof. That said, our set had plenty of puzzles at lower difficulties too, so a couple at this level were fine.
Part of Indian Puzzle Championship 2020.
Assign a number from the list onto each letter, so that each number in the list appears exactly once. When replacing each instance of a letter with its assigned number, each word below must have the given sum.
Penpa note: The words have letters written in white so that you can write numbers on top of them. Due to Penpa limitations, for the answer check, you must also replace each white letter with its associated value, and you may not have any other text on the grid. (Consider it an additional protection from simply testing permutations randomly.)
Letter Weights puzzles tend to have clues that are meaningful words. I'm guessing I found it unfair for people that don't speak English — even though using English alphabet already gives that advantage in the first place, and the fact that this is an Indian Puzzle Championship where people usually have some English knowledge already — so I decided to have clues that sound like English, but aren't actual words.
I also like the fact that the puzzle only has 3 clues for 6 letters; that's unusually low.
Part of Unusual and Strange Puzzle Collection.
Put a digit from the given range 1–N in each cell. From each side of the grid, aligned with a row/column, we can read a N-digit number, for a total of 4N such numbers. All numbers read this way must be distinct. Each clue X means the number read from that direction is the X-th lowest number among all 4N numbers.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2012, and it's rather horrifying to think about. To start with, there's a theorem you have to realize right away — in this sense, it's not unlike Yin-Yang or Rampage. Then it feels so weird to think about, although you'll likely get used to it after you realize the theorem.
Could I have chosen a different genre? Maybe. This feels so weird and unsettling, though, and I do like trying to explore new genres this way.
Part of Polyglot.
Place a black/white circle on each cell. In each row/column, exactly half of the cells have black circles; the other half are white. No circle may be sandwiched between two circles of the opposite color in the same row/column. (That is, there is no pattern black-white-black or white-black-white found in any orthogonal direction.)
Penpa note: Instead of placing circles, you may shade cells black. For answer checking, shaded cells are treated as black circles, and unshaded cells as white circles. (It does mean you need to shade black the given black circles.)
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
...I do have a comment about the genre, though. What? How did I end up picking this genre instead of something like Binairo? I think this genre is not particularly deep.
Part of 21st 24-Hour Puzzle Championship.
Draw some borders to form a proper maze. That is, all cells must be connected and reachable, but there may not be any cycle, so that there is exactly one path connecting any two cells. There is no 4-way intersection anywhere in the maze. All 3-way intersections are marked with an O. All dead ends are marked with an X.
From each 3-way intersection (O), exactly one of the branches must lead to a dead end (X). The other two branches must not lead to a dead end; either they lead to other 3-way intersections, or one of the exits of the maze. An equivalent condition is that the solution path from one exit to the other must pass through all 3-way intersections.
In the Zodiac round, every puzzle is themed after either one of the animals in the Chinese/Eastern zodiac, or one of the constellations in the astrological/western zodiac. We were having trouble figuring out what would fit "Ox". It's just not an animal that naturally appears in puzzles. The name is fun, though: it's made of two letters, O and X, resembling a circle and a cross. Those are some common symbols in logic puzzles. Maybe we could theme the genre after something using O and X.
Whenever you're not sure what genre to write for, always look at Naoki Inaba. There's just an insane output, of both puzzles and the variety of genres. It's a good inspiration for some incredibly obscure genres that might be under-explored.
I skimmed through all the various genres. (Someone on Puzzlers Club kindly compiled a PDF full of Inaba's puzzles; it's much easier looking through the book instead of navigating the Japanese website.) One genre that caught my attention was リメイズ, which seems to be transliterated as "Remaze". Not only it has O and X clues, but it's themed after a maze. I recall the tale of Minotaur, very closely related to mazes. And the Minotaur is a bull. Well, a bull is not an ox, but sure looks pretty close that I decided to call it so. I decided the genre was a perfect fit.
Then I tried to write a puzzle. I was having some trouble getting deductions. I went back to the puzzles on the page and tried a couple of them. I had all sorts of ambiguities. What?
Turns out, when I machine-translated the rules (with both Google Translate and DeepL), I missed the key rule about an O only having one branch to X. Some of my O's led to two X's (and some others not to any X at all). Well, of course I was having ambiguities. After someone pointed out that rule to me, I was able to solve the puzzles, so I went back to write a puzzle.
A lot of the puzzle was actually based on deductions I got before the key rule; for example, I realized a deduction based on parity that didn't rely on that rule. I kept most of it in the puzzle, although I added various parts based on the rule that helped drive the puzzle better.
Part of Unusual and Strange Puzzle Collection.
Draw a directed path traveling orthogonally connecting cell centers. The path must visit all white cells exactly once. The cells of the path are numbered 1, 2, 3, ... in order from the start. Each clue means that number must be found on one of the cells touching the clue.
Penpa note: You may draw the line, or enter the number going to each cell. Either will be accepted.
Although this is part of a hunt puzzle, the individual logic puzzles were mostly constructed independently. That said, there may be some spoilers for the hunt puzzle, so my comments are hidden in a spoiler block.
This genre comes from US Puzzle Championship 2010. It feels quite a lot like Hidoku, except moving only orthogonally imposes a lot more deductions which you can figure out here. Overall, though, it also has some flavor of Snake.
Part of Typed Logic.
Place some symbols on the grid: stars (★), suns (☀), and moons (☽). Each row/column must contain exactly one of each symbol. Identical symbols may not touch, not even diagonally.
Each clue outside the grid indicates, in the row/column, which of the sun or moon is closer to the star. A sun or a moon symbol indicates that symbol is strictly closer to the star than the other. A star symbol indicates both of them are equally close to the star.
Penpa note: Instead of using stars, suns, and moons, use the characters *
, S
, and M
respectively. (This is due to technical limitations.)
Did you know Penpa can't check for suns and moons? Now I know. The choice of symbols for this genre is pretty neat, though, and I'm hesitant to change them. Maybe star and two colors of circles?
I ended up writing a lot about this puzzle, so I'm collapsing it to save space.
As described in the story for Typed Logic, I was busy at this point for some reason, so I didn't contribute much. I did notice, though, that we were struggling to fill in the Fairy type. I remembered this genre existed and tried to write something.
What I figured out about this genre was, it is easy to brute-force the solution with a computer. Consider just one kind of symbols, say the stars. Remember the rules: each row/column has exactly one star, and stars may not touch. Turns out, for a 6×6 grid, there are only 90 possible arrangements. Now, there are three kinds of symbols, but that just means there are 903 = 729,000 possible solutions on a 6×6 grid, something a computer can enumerate. (Some of these are not valid because multiple symbols occupy the same cell, but it's easy for a computer to check this.) Therefore, given a puzzle, just enumerate all the possible solutions and then check if the clues are satisfied; this will take only a couple of seconds.
In fact, because of this brute-force strategy, I actually wrote the puzzle with assistance of a computer. I threw in several different clue arrangements that looked pretty, looked at those that gave a unique solution, and tried solving each of them. I ended up picking this one, mostly because I was impressed it gave a unique solution. It ended up being my only contribution to the test.
I think this puzzle is pretty bad. There is a single way to resolve several of the clues together... but only up to symmetry. There are eight different cases depending on the symmetry, and you will likely work on this partial progress elsewhere instead of on the grid. Only the other clues will disambiguate which case you should pursue.
This is a particular trait that appear in some of my puzzles, something I call "disambiguate later". A symmetrical puzzle quickly broke symmetry, so you would have two (or more) potential solutions that were rotations/reflections of each other. But you couldn't disambiguate which one it was until a very late clue.
At first I thought this would lead to interesting kinds of puzzles, but over time I ended up realizing it wasn't so fun. It required you to have a secondary working space. You wouldn't fill in the grid just yet, because filling the grid meant you had to commit to one case. If it was wrong, you had to erase it all over. This was a pain for people that solved on paper or on online interfaces. (This was very simple for people that solved on an image editor, because they could just manipulate the grid. Or if the puzzle asked for answer key, you could just rotate/reflect the answer key instead of fixing the grid. But it's really bad.)
I'm not sure if this genre has much potential. The fact that it can be brute-forced is kind of bad, but the more important aspect is why we can brute-force it. It's because there are a relatively small number of solution grids. Placing just a few clues might be enough to make a puzzle unique, so it seems it's easy, perhaps too easy, to set unfair puzzles.
The discussion is for 6×6 grids, though. What about larger grids? Then the problem is that the clues are too weak by themselves. This is similar to Skyscrapers; a larger grid also makes clues weaker, so it's not easy to write a Skyscrapers puzzle that is too large. I feel the same might be true here.
Part of Polyglot.
Draw a loop traveling orthogonally on cells. The loop must visit all cells, therefore also visiting all circles. Between two circles visited consecutively by the loop: if they are the same color, the loop doesn't make a turn anywhere between them; if they are different colors, the loop makes exactly one turn between them. (The loop may turn freely on a circle.)
This puzzle is part of a hunt puzzle, Polyglot. It's intricately interlinked with the structure of the hunt puzzle as a whole, so I don't really have comments for individual puzzles.
...I do have a comment on the genre, though. I have no idea where I got the idea of this genre. It feels that the genre isn't particularly deep, although whether it's simply because this puzzle is not representative of it, no idea.
Part of Something is Off.
Tetropia rules: Place the given bank of shapes on the grid. Shapes may be rotated and reflected. Shapes may not overlap. Shapes may not touch, even diagonally. There are clue cells (containing arrows). Shapes may not cover any clue cell. Each clue cell points to all orthogonal directions for which a shape is the closest.
Variant rules: There are multiple solutions, specifically two solutions.
Penpa note: Since Penpa can only check for one solution, the Penpa link from the image also can only check for one of the solutions. Pray and be lucky. There is an alternate link below the image that accepts the other solution.
The two solutions are extremely different, and I think each one is a very nice solve.
The problem is that it's not very motivated. It's not just a symmetric solve. There are many clues here that can be bifurcated; for example, R1C3 and R5C7 both can see either at distance 1 or 2, and it's reasonable to assume either one might break into the two solutions. Which one works? When constructing this, I used R1C3 as the break-in, but this was not inspired at all. (I think R5C7 also works, but by sheer coincidence because the two solutions are different.)
Part of 18th 24-Hour Puzzle Championship.
Shade some cells black, forming islands of orthogonally contiguous black cells. Each black island must have exactly three cells. If two black cells are orthogonally adjacent, there must be a thick border between them. (In other words, each trimino is cut into three separate cells.) Each region (outlined by thick borders) must have exactly three black cells.
I didn't know this genre was not supported on Puzzlink until today; it sounded like a "classic" genre that Puzzlink would have. And this is also not the kind of genre I would normally even think about, so I have no idea why I ended up writing this puzzle. I'm guessing we brainstormed several ideas, including genres that were related to the digit 3, for anyone to pick up and write a puzzle for.