An ordering that branches
Between two neighbouring squares you may find a sign. Its point aims at the smaller digit and its open side at the larger — the convention every printed version of this puzzle uses. Beyond that nothing changes: rows, columns and boxes still take 1 to 9 with nothing repeated. How many signs there are, and whether any of them span two boxes, depends on which of the two styles below you are playing.
This is the second rule on the site with a direction to it, and the first one is the right thing to measure it against. A thermometer is an ordering along a path, so its reasoning runs in one line: count up from the bulb, count down from the tip, meet in the middle. Signs are an ordering on a graph. A square can be under two neighbours and over two others at once, and the chains running through it fork, rejoin and arrive from four directions. You cannot walk it; you have to let bounds settle across it.
What the arrows say before you write anything
Here is the deduction that makes this variant work, and the useful thing about it is that it costs nothing to apply. Look at a square and count the longest chain of arrows running down from it. If three squares sit below it in a chain, those three need three different digits all smaller than this one, so this square cannot be less than 4. Count the chain running up from it and the same argument caps it from above.
That is true of an untouched grid. Before a single digit is entered, every square on the board already has a range. On a board carrying the full set of signs the chains reach surprisingly deep: counting the squares of one generated grid, 20 had nothing below them, 25 had one, 19 had two, 12 had three and 5 had four — and a square with four below it is pinned to 5, 6, 7, 8 or 9 before you have looked at a row.
Count the arrows beneath a square and you have its floor, on an empty grid, for free.
The board applies that much for you: the pencil marks you get from the Fill button already know the chain lengths. What it deliberately does not do for you is read the arrows against digits you have actually placed. That is a move, it has a name here, and the levels are built on the difference.
Four levels, and what separates them
Grading works the way it works everywhere on this site — the puzzle is replayed with human techniques and named after the hardest step the replay needed, and both styles are measured with the same ruler. The ladder for this board has four rungs, and the middle two are both about signs:
A comparison is one step: this square carries a sign against a neighbour that already holds a digit, so it must beat that digit or fall short of it. An inequality chain is more than one step: bounds carried through squares that are all still empty, two of them tightening each other without either being known. Splitting those two apart mattered more than it sounds. Run them as a single rung and the chain swallows every puzzle on the board — measured, three of the four level labels would have described nothing at all.
The level is how much of the grid you get
In the dense style the difficulty dial is not the signs at all. Every level shows the same 108. What changes is the number of given digits, and it changes hard: Easy hands you 34, Medium 30, Hard 12 — and Expert hands you four. A grid of eighty-one squares, four of them filled in, and a hundred and eight arrows to get the rest out of. The scattered style moves both dials together, from forty digits and thirty signs down to twenty-four and eighteen, because moving either one alone runs out of road.
Measured across generated grids, that ladder is clean: at 12 givens 95% of puzzles need a genuine chain, and at 4 givens one in ten also needs a classic pattern on top once the arrows have said everything they can. Going the other way, at 34 givens most puzzles fall to singles alone, because the chain lengths have already done the narrowing.
Two ways to use one rule
The switch beside the number pad picks between two genuinely different puzzles, and the difference is not decoration. Scattered is the familiar one: a normally-clued sudoku with a couple of dozen signs placed across it, including ones that reach between boxes. Every sign is the dense form — all 108 comparisons inside the boxes, on a grid emptied out until the signs have to carry it.
Cross-box signs belong to the sparse style and only to it. When a grid carries every in-box comparison, a sign spanning two boxes tells you little you could not already work out. When it carries twenty, those are the ones tying one box's reasoning to the next, and about a fifth of the signs on a scattered board are of that kind.
What load-bearing means, and what it doesn't
On a scattered board the signs are dug down to a target rather than to the bare minimum, which means some are individually redundant — you could rub one out and the puzzle would still have one answer. That deserves saying plainly rather than glossing, because it sounds like the thing this site refuses to do.
It isn't, and the distinction is the one that applies to a forty-clue Easy sudoku: most of those givens are redundant too, and nobody calls them decorative. What has to be load-bearing is the rule, and that is checked on every puzzle at every level — strip the signs off entirely and the grid must stop having a single answer, or it is discarded. From Hard upward we ask for more again: the graded solve has to use an inequality chain, not merely be capable of one.
Digging signs all the way to the minimum was tried and rejected on measurement. It leaves four to fifteen of them, and about two thirds of the resulting puzzles land beyond our technique ladder entirely — a minimal puzzle is a hard puzzle, in signs exactly as in digits. What does survive climbs steadily with difficulty, though, and that climb is the most honest summary of the two styles there is.
One classic technique is switched off in both styles. Unique rectangle arguments claim a pattern would give the grid two answers; the second answer they picture comes from swapping a pair of digits, and a sign can forbid that swap outright. Where the pattern is not deadly the deduction proves nothing, so the hint engine declines it across the whole board — the same refusal it makes on cages and thermometers.
Reading a board with almost nothing on it
A dense grid with four digits on it is intimidating in a way a normal sudoku never is, and the way in is not to look for a digit. It is to look for the longest chain you can find and work out what it forces at each end. Chains of four are the ones worth hunting: they cap five squares at once and they are visible as a run of arrows all pointing the same way.
The hint button walks the same ladder the grader does, so it will offer you a comparison before a chain and a chain before anything classical — and it names which it is giving you, so the two stop blurring together. The share button hands over the givens and the signs together, because the same four digits under different arrows are a different puzzle entirely; a shared link is proved to have one answer under its own signs, on a budgeted search, before this page will play it. A link whose arrows run in a circle is refused outright rather than loaded and discovered to be impossible twenty minutes in.