Minor update . Some bugfixes on Penpa links. Please tell me if you find anything wrong!
Last updated . I ran a Logic Showcase and submitted an entry to my own showcase.
Previously updated . Several bugfixes mostly about wrong/missing intra-page links.
Previously updated . 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 , 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.
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.
Variant rules: Each puzzle uses the abacus variant. 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".
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 and accepted 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. Turns out it's something related to logic puzzles, if I'm including its components here.
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. 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.
These links don't work yet. I haven't put the puzzles in the archive.
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 solve them anyway?
These links don't work yet. I haven't put the puzzles in the archive.
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.
PC's rounds were themed after Minor Arcana and Major Arcana (more commonly known as simply Tarot cards). The Minor Arcana set had puzzles in common genres — 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.
I, uh, appreciate the boldness. The puzzles were great by themselves, and I strongly recommend you to check them out and try them leisurely! But both rounds were over-scoped as contests; they were just 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 in Generation VIII just after The Isle of Armor DLC 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.
You might be asking, why did I write "(+1)" in the number of genres above? That's because the last puzzle was an English trivia question:
"In what year was I born?"
Yes, it wasn't meant to be a serious puzzle, just free points to celebrate my birthday.
The remaining 24 puzzles were real logic puzzles... well, sort of. Two of them were instructionless or "mysterious variants": you have to figure out the variant rule based on the example puzzle. They are reproduced as they are in this archive, but I will also put the actual rules in a spoiler box.
These links don't work yet. I haven't put the puzzles in the archive.
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 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; the second group would write for LMI tests we would run later in the year.
Several people then 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!
As of the time of publishing this section, 24HPC has just ended. Like, a few hours ago. I know we'll be sharing our sets, so I proactively added this year to my 24HPC archive (find the link here). The other rounds will be added once they are published.
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.
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.
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.
I don't remember what prompted me to write this puzzle, but I do know there are Akari puzzles with sophisticated (and often cursed) global deductions serving as the break-in. This is my attempt at writing one. I still like it.
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. (The 10x10 Slitherlink is likely my second.)
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.
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.
Themeless, pretty straightforward. However, I think this was my first ever Cave and I was feeling out the genre.
The theme is nice and the solve path is fun, but I don't remember why I wrote this. Maybe I was just feeling like it.
Part of Unusual and Strange Puzzle Collection.
Variant rules: The cells outside the loop must form a valid LITS. Specifically, it means the following. All cells outside the loop form an orthogonally connected area. No 2x2 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. (The division might not be unique; the puzzle only expects the loop.)
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.
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.)
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.
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.
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 10x10 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.
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 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.
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 a nice snack for experienced solvers and a reasonably filling meal for newer ones.
In Puzzlers Club, I once did a "livestream" of my thought process as I constructed a puzzle. It mostly turned into an incoherent rambling where I posted a bunch of images with little annotation. But this is the resulting puzzle, and it's quite nice.
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.
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.)
Part of 21st 24-Hour Puzzle Championship.
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 more obscure ones.
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 integral of 1/x can be bounded above using the harmonic series, 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 the numbers indicating the sizes, not just the 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 the numbers indicating the sizes, not just the 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 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.
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.
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.
NOTE: For the purpose of the abacus variant (explained below), treat the stars as black cells.
Variant 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.
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 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.
Gaps (Domino): 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 variant 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 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.
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.
The example is from the Instructions Booklet of 25 Years.
This genre was created for 24HPC in 2019. Check the puzzle in there for story about the genre.
After the invention of this genre, my friend athin 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.
Strictly speaking, this genre wasn't my invention. This being part of the Envy set in the contest, Joseph Howard was the one pitching the idea "the grass is always greener on the other side". We ended up at the idea that a neighboring region always has something you don't have, leading to this ruleset.
I don't remember why Joseph didn't write a puzzle for it, though. One possible theory is that he might have had, but we decided the puzzle wasn't good for one reason or another, and I took up the job to replace it.
Either way, the genre became associated with me, especially after I ended up using it in 25 Years. I'll call this genre my invention all right.
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 21st 24-Hour Puzzle Championship.
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 25 Years, 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.
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.
In the Puzzlers Club server, there are events known as Logic Showcase, where people design logic puzzles to a given prompt, and then people vote for their favorite. One of the showcases was to write a Haisu puzzle, so I wrote this one.
I intentionally kept it pretty simple; I knew Haisu was a mind-boggling genre and it was very easy to end up with something very difficult. Even so, this puzzle is far from trivial. It takes some work, although I believe there shouldn't be excessive lookahead.
One fun thing about Haisu is that there are two sources of asymmetry. The fact that the path is directed means S and G behave differently. Moreover, two regions that are symmetric might not only be visited differently, but a different number of times too; a 2 might be something early (if the region ends up being visited 3 or 4 times) or something late (if it ends up being visited 2 times). It's really fascinating, and I found myself setting a puzzle that was completely symmetrical (except for S and G), and yet resolved completely differently.
I ended up winning the showcase with this entry. I believe part of it was due to my simplicity and aesthetic theme. Many other submissions were much more difficult, and I think some of them went overboard: there was an entry that was 29x29 and had a "107" on the grid. In a way, my puzzle is among the easiest of the bunch, and so perhaps the most solved by people casting their votes. (What good is a puzzle that's pretty if you can't solve it to verify that?)
Part of 20th 24-Hour Puzzle Championship.
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 one of my Haisu puzzles, this was also an entry for 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.
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.
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.
Initially, I only contributed the Fillomino. I tested the other puzzles that lovemathboy wrote, though, and we decided one of them (a Slitherlink) wasn't fun or cursed enough. I also noticed we were lacking in region division puzzles, so I wrote another.
When I tested this puzzle to add to my archive, surprisingly it's also pretty cursed; I was staring at a half-filled grid for a good half an hour or so. I think it might just be because I didn't quite recognize the implications of the ruleset.
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 segment of white cells can therefore exist in two interpretations: "may not span over two thick borders" or "may not span over three rooms". Then people noticed the regions don't have to be rectangular. But with U-shaped rooms, the two interpretations differ, and ultimately people took the thick border approach.
Originally, this interpretation was called "Heyawacky", just to emphasize the wacky nature of the rooms. Over time, people decided this could simply be the default and started to call it "Heyawake". I resisted for quite a long time, still calling them Heyawacky anyway, but finally relented. These are now also Heyawake.
Worth noting that Japanese puzzlers as a whole generally simply didn't use wacky rooms at all; their Heyawake puzzles always had rectangular regions.
Now, some people have started putting internal borders into Heyawake: borders that don't separate regions and are instead inside a region. I still don't like that...
Part of 18th 24-Hour Puzzle Championship.
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.
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: Penalty theory in dynasty puzzles (by tckmn) and Teal's Mini Heyawake Guide :)) (by Teal).
Some time before this, I had also come up with a kind of penalty theory for Nurikabe (although it's less used). In addition, there was also something called river theory for Heyawake. The common thread to all of these is that they are all based on deep mathematical theory embedded in logic puzzles; nowadays, there are several enthusiasts for these kinds of puzzles, with some authors writing about them.
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 3x3 area centered at it.
Note that it's possible that multiple clues can be a Heyawake clue. Still only choose one of them; the rest must also be valid Minesweeper clues. Even so, it's still possible that multiple clues can serve to be the Heyawake clue (because they are also valid Minesweeper clues). The solution only expects the black cells to be unique; which clues are the Heyawake clues might not 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. 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 Surveyors Heyawake. On the blog post, updated in 2013 after Deception, I remarked that "the final version" looked different. Hahaha. I came back to my senses and decided this variation by itself was very good already, and stuck with this when it appeared in 25 Years.
Anyway, the main reason I'm adding this puzzle out of order from my blog archives 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, mainly about shading a dynasty and not having lines crossing 3+ rooms. However, the clues behave differently.
A clue inside the grid is either of two meanings: a Heyawake clue (counts black cells in the region) or a Minesweeper clue (counts black cells in the 3x3 area centered at it).
A clue outside the grid is either of two meanings: a Tents clue (counts black cells in the row/column) or a Coral clue (is the length of one of the white segments in the 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.
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. I'm guessing I liked the ambiguity between the two clue types from the original inception of Surveyors Heyawake, and extended it everywhere. Not only that, I introduced outside clues too. (They are not present here, but in the other puzzle of the test.) The outside clues were definitely too much. Heck, I think dropping the "one is lying" aspect lost some charm of the genre.
That said, the puzzle itself is pretty cute for what it has to work with. Normally, a clue position doesn't matter in Heyawake. It now does in Surveyors Heyawake, so having all clues to be on top-left of their regions gives you a pause, a "wait a moment..."
I think something that can make it even better is if the clues are rotationally symmetric, so only the different positions lead to the asymmetry.
Part of Deception.
Variant rules: Heyawake rules, mainly about shading a dynasty and not having lines crossing 3+ rooms. However, the clues behave differently.
A clue inside the grid is either of two meanings: a Heyawake clue (counts black cells in the region) or a Minesweeper clue (counts black cells in the 3x3 area centered at it).
A clue outside the grid is either of two meanings: a Tents clue (counts black cells in the row/column) or a Coral clue (is the length of one of the white segments in the 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.
Deception is divided into three sections. This puzzle is in the second section, "Ambiguity", with clues that don't tell much.
As mentioned in the previous puzzle, this attempt at the type suuuucks. I think it's just too bloated. That said, the Coral clues have some interesting interactions with the Heyawake "no line of three rooms" clause. Focusing on that aspect might be worthwhile.
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. 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.
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.
You might also notice that this puzzle is pretty recent! I don't know what came to me. I just felt like wanting to write something.
Variant rules: Hidoku rules. 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.
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: 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.
As a big Shaymin fan, I do like to feature the number 492. That might have been the only reason I wrote this puzzle. I just found it laying around on my Twitter puzzle account with no other reason.
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.
This is an incredibly unfortunate aesthetic theme. The theme was almost there! Not only a bunch of increasing sequences, but the left ones increase by one going up: 3-4-5, then 4-5-6, then 5-6-7. And what happens with the right one? There's 6-7-8 and 7-8-9, but the bottom sequence is also 6-7-8, not 5-6-7. Awful. I'm sure I tried so hard to make 5-6-7 work, but that failed.
I learned from an excellent article by Mark Rosewater, one of the game designers I most look up to, that "aesthetics matter". This puzzle has a good aesthetic pattern already — the multiple increasing sequences of three clues — but it was so, so close to having an even greater pattern, and that one thing broke the pattern and stuck out as a sore thumb. Either I would try to make it work more, or conversely, I would try to ruin the pattern so that it would only be increasing sequences, with no secondary pattern.
Anyway. The aesthetic issue is truly unfortunate. The puzzle is still good, though; it has a nice solve path, smooth and pleasant.
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.
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.
Part of Polyglot.
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.
Part of Polyglot.
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.
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.
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, 26 April 2011. Since I couldn't be bothered to figure out a way to break the tie, I just labeled them with different dates.
Variant rules: Minesweeper rules. Also, each row, column, and region contains the indicated number of mines.
Strictly speaking, on my old blog, the order of posting was: this one first, then the next one, then the previous one. But the difficulty was all over the place. I would call the previous one to be the easiest and the next one to be the hardest, so that's how I'm sorting these three puzzles.
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.
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.)
When I first invented this genre, the range was always 1 up to the length of the longest word. For example, if the longest word on the grid had 4 cells, then the range would be 1–4. I decided this doesn't have to be the case any more, but I also have never written another Number In Order since then.
This is the first genre that I could say I invented. That said, I might have been inspired from Str8ts, a similar puzzle genre that was commercialized. In fact, I went into a really dumb argument with its author, and now I hate Str8ts and also dislike this genre myself.
I later learned Naoki Inaba came up with a nearly identical genre. I swear Inaba comes up with all the genres ever.
Either way, at this point I still haven't learned how to explore a new genre, but there are some neat little tricks. I also thought a theme of 42 would be funny because it's the famous number.
I have no idea why this pattern of black cells was not offset correctly to make a symmetrical pattern. I would say it was probably intentional so that the solve feels different on the four edges of the grid. But also, it was equally likely it was simply because I was still new and inexperienced in puzzle-setting.
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.
I have absolutely no idea why I even thought of making this puzzle. Perhaps it's just to show off that I could have an unused cell?
Part of BM Puzzle Competitions.
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 2x2 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.
This puzzle originally had a 3 on R3C3. It was unique, but I realized I could change it into a 4 to give it a stronger aesthetic theme.
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 2x2 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.
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 Deception.
Variant rules: 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: 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".
This puzzle, though, is clearly something wild. A 43? The digits 3-1-4-1 might not have been inspired by pi, but I'll pretend it is.
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 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 2x2 area of black cells, but also there is no cycle of black cells anywhere. There is also no cycle of white cells anywhere, including 2x2 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 all 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.
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 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. I made a connection of putting posets into the puzzle type and was fascinated by the logic.
The six puzzles starting from this one are actually part of the same set: they were all given as practice puzzles for NEW, HUGE, AND CHALLENGING!. The contest brought a new genre, and the puzzle was massive and ruthless, so I figured some practice would be useful.
With a poset that is completely linear like this, the puzzle devolves into standard Futoshiki. Not that it's a bad thing; Futoshiki can also be fun by itself, and easing people with a "familiar" type isn't a bad idea. Wacky posets do lead to more fun, though.
The more incomparable pairs there are, the more strange the puzzle feels.
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.
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.
I personally like having absolutely no givens on the grid, which means the poset cannot have any automorphism. There must be no symmetry whatsoever, because I can't distinguish them without givens. Among the divisibility posets, this is true for 1, 2, 4, 6, 10 elements only. For example, for sizes of 7, 8, 9 elements, you cannot distinguish 5 from 7. (For 6 elements, there is no "7". For 10 elements, 5 is no longer a maximal element because 5 < 10 while 7 is not < anything.) For that reason, I tend to gravitate to Poset Futoshiki of size 6 so I can use this divisibility poset; 4 is too small and 10 is too large.
Strictly speaking, the exact numbers aren't important and I can use a different set if I want. But then it's hard to remember which numbers are being used, just like it's hard to visualize the poset, so I just don't bother.
This poset feels so bizarre. I guess it's because it has so few comparable pairs, that any inequality sign carries a lot of information. That makes the puzzle feel quite unusual and unique.
It's fun to showcase different posets with different properties. But ultimately, these six puzzles are to prepare you for the behemoth lurking in the next puzzle. Good luck!
The only puzzle in NEW, HUGE, AND CHALLENGING!.
Puzzle note: Ignore the gray borders in the middle of the grid; it's for theme only.
Behold. Hopefully the previous six puzzles prepared you for this.
I believe this is the second-largest puzzle I've created in terms of cell count. (The largest is the actual puzzle in the marathon, another Poset Futoshiki, but with a variant that splits it up into nine more manageable 6x6 grids.) If it looks intimidating, that's because it is meant to be so. But there is a logical way through the puzzle, a realization that will significantly reduce the amount of scanning you need to do. Will you find it? I hope you give it a try; I promise it will be a satisfying solve.
Part of We Are Puzzlers Club.
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.
Also, in the contest, this puzzle was presented using arrows; instead of X < Y, it was X → Y. When transcribing to this archive, I misread the arrows and basically flipped every single sign, and got confused at how to proceed. Whoops. I'm still not entirely sure what's the best presentation, but the one I'm using right now seems to be good.
Part of Puzzle Marathon 2016.
Variant rules: There are three Hasse diagrams at the bottom of the puzzle (Linked, Parity, and Divisor). Assign a diagram to each of the 6x6 grids. Each row/column of 6x6 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 3x3 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.
I believe this is the largest puzzle I've created by cell count. And it's also a number placement puzzle! (That said, the fact that it's split into nine grids, together with the identical rows and columns, makes this look much more approachable than the behemoth.)
As explained under the event of Puzzle Marathon itself, I initially wrote the 16x16 Poset Futoshiki as my submission for Puzzle Marathon, but it was too difficult. So I set out to write this; the separated grids made it feel more penetrable.
When adding this to the archive, I was contemplating whether I should solve this again. I decided to look for a solution booklet first... and I couldn't find it. Deb promised to publish one but never actually got into it. Since I wanted to publish the puzzle with answer checker, that meant I had to solve my own puzzle. Fun! The good news is that it's actually a pleasant solve despite its intimidating size.
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. The image is animated, showing the trajectory of each bull in turn.
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.)
I decided I would try my hand at making another genre that was interesting and simple. Then I remembered a math problem based on this procedure, and realized the bull behavior could lead to some very interesting logic. Unfortunately, it ended up being very complicated to write in the rules, so I didn't achieve the goal of "simple". But I certainly got "interesting".
Just like how the genre was inspired by a math problem, the puzzle genre itself is also quite mathy. You need to discover a lot of theory about this genre first, but I think it's worth the journey and it will be rewarding. Good luck!
I'm not sure how likely it is to write more puzzles of this genre. The main roadblock is perhaps how difficult it is to explain the rules. Also, I'm not sure about the depth of the genre after that initial discovery. We'll see.
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.
Part of Polyglot.
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.
Part of Polyglot.
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.
...except for this one. Putting this side by side with the Signal Loop version makes it clear this puzzle is a "Schrödinger", solvable (uniquely) under multiple rulesets. Signal Loop and Antisignal Loop make an especially good pair, too. The puzzle suffers as a result, but I think Schrödinger puzzles tend to do that.
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: 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 loathe given numbers in a Skyscrapers puzzle. For me, I don't find them that big of a sin. I did try to find several alternatives, but decided this pattern was much more striking (the given numbers are the same and rotationally-symmetric!) that I decided to go with it. I love the solve path here, because it starts off completely impenetrable, and once you get the break-in (tip: the variant carries a lot of work), it becomes much more doable.
Part of Deception.
Variant rules: 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 I won't force you to count them up.
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 do here. The puzzle isn't too difficult — although it has some tricks — but the theme is great.
Part of Deception.
Variant rules: 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 I won't force you to count them up.
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.
With puzzles that have two kinds of clues, another common theme (besides antisymmetric grids) is to use only one type of clues.
Well, I think that wasn't the start of this puzzle. I think I wrote this with the goal of putting as many clues outside (rather than inside) as possible, and I noticed a lot of them were able to be white circles, so that I strived for all white circles. The result is this puzzle, which is surprisingly rather grueling with a narrow solve path.
This puzzle is worth it. It's pretty difficult, but it's remarkable and a lot of fun to solve. That said, another take of this puzzle would likely have used a better pattern along the outside clues; the absence of some white circles makes it sort of obvious that those cells are not consecutive (otherwise I would have put more circles). Or does it?
Variant rules: 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. (The clues are given in white text so you can write on them if needed.)
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. He 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.)
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.
First puzzle I've ever written and published, on my first blog. That said, this was published simultaneously with a few other puzzles, so was it really the first?
During my early days, I think Slitherlink was my favorite genre. For some reason I didn't immediately jump to 10x10. 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.)
My first Slitherlink at 10x10, and it had no solution (I think I transcribed something wrong). At least it was only for the first time, when I posted this on my first blog; on my second blog, when I ported all my existing puzzles over, I noticed the issue and stealthily fixed it. This is that second version. Also, I'm amused that I called this puzzle "difficult" back then; it's now easy-to-moderate by modern standards.
I'm lying, this wasn't made in 2011. This was made in 2023, specifically 25 January 2023.
So, like the previous puzzle, this puzzle also didn't have a unique solution the first time I published it on my first blog. So, as above, I also "fixed" it when I re-published it for my second blog. But this time, the fix was also broken. So this is a different puzzle from either of the published versions. (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)
Also, this was actually also posted on the same day as the previous puzzle. I didn't want to bother with filename collision, so I just pretended this was one day later.
Part of BM Puzzle Competitions.
Yeah no the pattern is so sad.
Part of BM Puzzle Competitions.
For a 2011 puzzle, this has quite a pretty aesthetic with the large empty middle.
Part of BM Puzzle Competitions.
Despite its size, and a note in BMPC that this puzzle is "only given once the participant has scored 150 points (out of 250) in the previous puzzles", it's still an easy puzzle. It's mostly overclued.
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". Writing a good one is tricky; you usually don't want Latin Square-esque deductions to determine where the liars might be. In the past, I wrote a puzzle of a similar nature of placing stars so that each row/column has exactly one star, but the placement of the clues made it very easy to close off a large swath of star possibilities. So, what did I do for this puzzle? Well, simply give every possible clue, so that it's not a concern.
The theme is pretty cute. There being a large amount of 2's is partially a theme, and partially to help with construction: I think 2 is the least informative Slitherlink clue and is the most flexible to guide the solution, so that it's okay to have a lot of them. I think the main problem is that the grid becomes extremely busy and it's not very easy to read things, but overall 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 2x2 area can be entirely inside the loop. (It is fine for it a 2x2 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 put this in the archive around early 2023, I remarked that Penpa+ didn't have sheep and wolves. So, I instead used shapes: white diamond to represent sheep, black diamond to represent wolf. This was motivated by the coloring of Castle Wall. The original presentation on my old blog also used diamonds, although the colors were reversed.
As you can see, now I have sheep and wolves in there. Did Penpa+ finally add them? Nope, at least I couldn't find it. These are done using text entry, inserting the sheep and wolf emojis into the cells.
Is this presentation better than diamonds? No idea. You can give it a try! Tell me which one you like better. Here's the exact same puzzle, but with diamonds (white inside, black outside): Diamond version
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. But past me actually thought this kind of use of a variant was okay. Nowadays I want to make use of 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 port 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.
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: 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, there was a discussion in Puzzlers Club about 9x9 Regionless Star Battle. They can lead to visually striking puzzles. There might be only a small number of cells taken out, giving the impression that there are few clues and that it's difficult to break into, and yet the puzzle ends up unique and solves very nicely anyway.
I decided to try my hand on it, and this is the puzzle I wrote. The theme is that "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.
Variant rules: 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 9x9 Star Battle Regionless puzzles. I had an idea that I could place a 3x3 hole on the grid and that would break all symmetry. The hole isn't quite 3x3, but it's close.
Sometimes I wonder whether puzzles are invented or discovered. In many cases, they are invented, but sometimes the stars (🥁) align and something ends up unique by seemingly pure coincidence. I think this 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; there are only two ways to orient this hole. (The other orientation led to two solutions, by the way.) And just like that, the puzzle's unique without needing to do anything else. It felt like pure chance.
Put a number in the range 1–9 into each cell. Each row, column, and 3x3 box must contain each number exactly once. Some numbers are already given and cannot be changed.
Different sizes: In puzzles with a different size, the range is 1–N. N is the length of the grid.
Different symbols: The actual symbols/numbers for a Sudoku puzzle don't actually matter, as long as they are 9 different ones; 1–9 is just the norm. In some puzzles, there is a list of symbols/numbers to be placed. In this case, each row, column, and 3x3 box must contain each listed symbol exactly once. (If a symbol/number appears multiple times in the list, it must appear exactly that many times in the row, column, or 3x3 box.)
Irregular Sudoku: Instead of 3x3 boxes, there are regions outlined by thick borders. Each region (instead of 3x3 box) must contain each number exactly once.
I'll be honest, 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. 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.
Apparently I posted three Sudoku puzzles here, because a (high school) friend asked me to write some puzzles. When I posted them to my blog, though, they were rife with issues: the first one had no solution, the second one had three solutions, the third one had an off-symmetry given. I apparently promised to get around to fix them, but never did.
Well, until now. This is the first one (the one originally posted with no solution), but it's now fixed. Apparently I just had to change one cell, so it was likely just a wrong transcription. Despite the small change, I found that fixing this puzzle was hard and took quite some time; there were many givens and many ways I could have made the mistake, and figuring out my original intent was difficult. (The puzzle itself is pretty easy.)
What about the other two? I feel they are embarrassing enough that I don't want to replicate them or add them to this archive. I only fixed the first puzzle so I would have space to tell this story. If you're interested to try to fix them, though, here are Puzzlink versions: the one with three solutions and the one with off-symmetric given.
Part of BM Puzzle Competitions.
Very straightforward puzzle, but the more important thing is that it's valid, and it has a pretty decent theme.
Part of BM Puzzle Competitions.
Wow, I wrote so many Irregular Sudoku puzzles for these competitions. Part of the reason was because the target audience was also pretty new and didn't know too many other genres, so I just stuck with the most well-known stuff. Not only that, but the puzzles themselves were made to be relatively easy.
I don't have much to say for all the other Irregular Sudoku puzzles, so I'll just present them without any comment.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Part of BM Puzzle Competitions.
Variant rules: 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 the next puzzle were a pain to typeset with Penpa+. Hope you can live with this.
In addition, nowadays I feel that equations are overly general. It's pretty easy to make a huge mess with equations and make it hard to read anything. I think arithmetic-related genres want to be more restricted than this; for example, Sudoku XV (pairs of adjacent numbers that add to 5 or 10 are marked) seems like a better way to execute it.
Part of BM Puzzle Competitions.
Variant rules: 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.
As I said in the previous puzzle, I think this variant is kind of flawed. But it's worth to set up this gorgeous puzzle. If I were to redo the competition, I would keep this and replace the previous one with a better puzzle.
Part of BM Puzzle Competitions.
Rules: Put a digit or a bomb (💣) into each cell. Each row, column, and 2x4 box must contain the digits 0–4 exactly once each, as well as three bombs. Bombs may not be placed in 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 — I think it's over-saturated, with a lot of logical steps being codified — but Sudoku variants are fine, especially the ones that lean much more heavily on the variant, the non-Sudoku part. 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 this one is key for this puzzle, and I still manage to end up with an incredible puzzle.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2x2 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.
Here's a tip for solving Tapa puzzles: it's useful to mark borders in which not both cells can be black. It helps when you want to use connection-based deductions. The problem is, most Tapa interfaces don't usually give you an easy way to do that.
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. 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.
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. Turns of the loop are marked in green.
Puzzle note: Ignore the shading; it's for theme only.
I was thinking up of new genres. At this time (December 2023), 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.
Variant rules: 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.
Also, you might notice this image has dashed gridlines, while the previous Turnaround puzzle has solid gridlines. I'm starting to lean into using dashed gridlines for loop-drawing genres, although I'm ultimately still undecided.
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 10x10. 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 9x9 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.
Wait, isn't this puzzle fully symmetrical— ooooh. Yeah, that was my first response too when I looked at this puzzle again.
The problem with this puzzle is that the solves for the two halves weren't sufficiently varied. Aesthetic theme like this can be extremely striking, but only if the solve paths are actually different.
Part of Deception.
Variant rules: Place the given fleet of ships on white cells (not gray cells). 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 one of the dumbest puzzles in the test. It uses the "rotate but no reflect" rule, only to disambiguate something at the end. Its presentation during the test made the tiny 1-ship look like it's part of the S-shaped ship; there was also a solution with that, and someone complained about it. It feels I forced the "CHAOS" theme way too much. (If I wanted a full-on "CHAOS" theme, I shouldn't have included the 1-ship, and the O-ship probably wanted to be a 3x3 donut.)
Part of Deception.
Variant rules: Place the given fleet of ships on white cells (not gray cells). Ships may be rotated. 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 the previous one in the test. At the very least, there's no trap of "rotate but no reflect" with this standard fleet.
The 0-up clue on the top edge of the grid tells me that this puzzle was written before I embraced gray cells in Yajilin. (It might even have been before this became commonplace.) I do wonder if this puzzle would look different if I only kept the 0-5 sequence and put a bunch of gray cells elsewhere.
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 do, though.
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 it's obviously something interesting: the presence of a clue, the two directions, already tells something, namely that their counts differ by 1. That means the number itself might not be necessary. Would it make for a good puzzle? Who knows.
Part of 20th 24-Hour Puzzle Championship.
Variant rules: Instead, each clue (one or more arrows in a cell) 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 "wall": black cells must form an orthogonally contiguous area, and no 2x2 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.
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.
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.
Part of Polyglot.
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.
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.
Part of 19th 24-Hour Puzzle Championship.
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).
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.
Part of 18th 24-Hour Puzzle Championship.
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. NOTE: 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.
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. I think I'm not too big of a fan of that, but it sure allows for some wacky stuff.
I'm pretty sure the "<3" rows are intended.
Part of 21st 24-Hour Puzzle Championship.
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. NOTE: 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.
Penpa+ note: The numbers are fractions with numerator 1, so those numerators have been placed in the boxes. 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 $1,000,000.
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 got something I'm pretty satisfied with, even if the URL ends up being 2000 characters long.
Part of 20th 24-Hour Puzzle Championship.
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 clue outside the grid indicates that ship segment, in that orientation, appears somewhere in the row/column.
Penpa+ note: You may either place the ship segments properly, or simply shade black the cells containing ship segments. Either will be accepted.
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 10x10 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.
Part of 21st 24-Hour Puzzle Championship.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2x2 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.
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.
Part of 19th 24-Hour Puzzle Championship.
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. (If a number appears multiple times in the list, the number must appear exactly that many times in each row/column.) Each number outside the grid indicates the sum of the numbers between the two black cells in the row/column.
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.)
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 20th 24-Hour Puzzle Championship.
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.
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.
Part of The Great Abacus.
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.
Variant 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.
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.
Fun fact: When adding these puzzles to the archive, I mistakenly extended the G one square further (overlapping the middle-left square). I only noticed that was wrong when I got to this puzzle and found that interpretation broke the puzzle.
Part of The Great Abacus.
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.
Loop variant rules: Then, 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.
Variant 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.
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.
Part of 20th 24-Hour Puzzle Championship.
Shade some cells black. Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2x2 square is entirely black. The remaining white cells form islands of orthogonally connected cells. Each island must be orthogonally adjacent to the border of the grid. Each number indicates the length of the first black segment seen in the row/column.
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.
Part of Unusual and Strange Puzzle Collection.
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; some cells might be left 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.
Gapped rules: Exactly one cell in every row/column is not used.
Penpa+ note: You can either draw the lines (using Line) or the region borders (using Edge).
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 Fox's list of puzzle rules doesn't even list that alternate name!) This puzzle appeared as "Eminent D'OHmain", so that's clearly where the pun came from.
It's a common topic in Puzzlers Club to discuss about puzzle genre categorization, such as whether something is a shading puzzle or a region division puzzle or such. One common discussion is how Grandmaster Puzzles categorizes Cave as a region division genre, when it's usually solved by either drawing a loop or shading outside cells. (I initially thought it's bullshit, like many others did. I now think it's correct. By the way, Nurikabe is also a region division genre.) Four Winds presents an interesting case, since it's quite unlike a lot of genres. I think it's most suited to be a region division genre, though, hence why I presented a version of the rules using region division.
I also 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.
Part of 19th 24-Hour Puzzle Championship.
Draw a directed path traveling orthogonally or diagonally connecting cell centers. The path must visit all white cells. The path may not touch or cross itself, not even crossing on a vertex (of two diagonal segments). Whenever the path moves in a direction, it must continue moving in that direction until it can't (because it would hit a black cell, go off the grid, or touch or cross the path before this).
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 website 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.
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.
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: In addition, 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. You only have to determine the shaded cells; you don't have to determine the actual numbers, and there is no promise the actual numbers can 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. Star Battle (Regionless) in 2023 was written directly as a response of people liking the potential of 9x9 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 draw a Spheal on every cell). 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.
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.
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.)
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 21st 24-Hour Puzzle Championship.
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.)
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.
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 Deception.
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 3x3 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.
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 — sorry, "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. The problem with a fully-clued grid is that your intent becomes muddy; I think I broke into the puzzle without any particular notable 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.
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 3x3 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.
Deception is divided into three sections. This puzzle is in the first section, "Falsehood", with clues that lie in a way or another.
The second Smullyanic Dynasty of the test now has empty cells. 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.
Part of Unusual and Strange Puzzle Collection.
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 snake has the indicated length. The endpoints of the snake are not given to you.
Each number indicates the length of the first black segment seen in the row/column.
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.
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 6x6 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 6x6 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 6x6 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.
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 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.
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 The Great Abacus.
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.
Variant 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.
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.
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.
Wall variant rules: Black cells form a "wall": black cells must form an orthogonally contiguous area, and no 2x2 square is entirely black.
Abacus variant 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.
When solving this again, I was forced to use quite some bifurcation to figure out how to continue. Are you? Please contact me if you find a way to not simply bifurcate here!
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.
Part of 21st 24-Hour Puzzle Championship.
Place each word in a cell; each word is used exactly once. Two orthogonally adjacent cells must contain words that match in all but one position.
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. (I used this fact as a basis for the name of one of my OCs.) 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. A puzzle was posted on Grandmaster Puzzles, but I remembered 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, so 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).