SudokuBoku
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Find your kind of sudoku.

Classic grids, smaller puzzles and new rules to explore. Choose a game and make your next move.

Explore the collection
9×9 TOP-LEFT CORNER 19762855 5 5 5

One place for this digit

The two given 5s rule out the other spaces in the outlined box.

Hidden single
5 has one home in this box.
Find your next puzzle

A familiar grid.
A different way to think.

The best reason to try a variant is curiosity. You can keep the Sudoku skills you already have and give yourself something new to notice: a changed region, a diagonal, or a sum connecting a few squares.

What would you like to explore?

TryWhat changesLook for
X-Sudoku Two diagonals also contain 1–9. A familiar scan in a new direction.
Jigsaw Irregular regions replace the boxes. Where a shape meets a row or column.
Killer Coloured cages carry totals. Which combinations fit the sum.

These are different rules to explore; each game has its own level choices.

A new shape changes where you look

In classic Sudoku, you learn to recognise the nine squares of a box almost without thinking. Jigsaw makes you follow an outline instead. Both regions below contain every digit once, but the irregular one crosses four columns, giving you different places to check against the rest of the grid.

Classic One 3×3 box

628754193

Jigsaw One nine-cell region

628754193
Same digits, different boundaries. Each outlined region contains 1–9 once. Rows and columns still follow that rule.

A sum gives you another way in

A Killer cage tells you how much its cells add up to, with no repeated digit inside. Three cells totalling 6 must contain 1, 2 and 3. That is useful information before you have placed anything: all six other digits can be ruled out of those cells.

One three-cell cage

6 123 123 123

1 + 2 + 3 = 6

One possible set. Six possible orders.

The total identifies the digits; the rest of the grid decides where they belong.

Arrow uses addition too, but its total is a digit you solve for in a circle. Thermo replaces addition with order: values increase along the path. Choose the kind of clue you enjoy reading, then pick a level within that game.

Care that shapes the solve

A difficulty label should tell you something about the thinking ahead.

  • Check the answer

    A uniqueness check searches for a second valid completion. A puzzle passes when there is only one.

  • Assess the moves

    The grader tries known solving techniques and records the most demanding move it needs.

  • Show the reason

    A technique hint highlights the relevant squares and explains the deduction you can make.

A check on the labels

10,000 classic grids, graded again

This imported batch arrived as Evil or Extreme. Our grader put 1,915 of those puzzles in Hard or Expert.

Extreme
6,733 · 67.3%
Evil
1,352 · 13.5%
Hard or Expert
1,915 · 19.2%
Results from the imported classic bank. Here, Extreme means our built-in technique ladder could not finish the solve.

When the hint system runs out of deductions, it can offer a clearly labelled digit reveal. The full process guide explains the checks and their limits.

How we make and test the puzzles

Take a few puzzles to paper

Choose your grids and page layout, then print a pack with an answer key for later.

Make a puzzle pack