One rule, painted straight onto the grid
Hyper sudoku takes the classic board and shades four 3×3 squares — one sitting a single step in from each corner, their top-left cells at R2C2, R2C6, R6C2 and R6C6. Each shaded window must contain the digits 1 to 9 exactly once, on top of everything the rows, columns and boxes already demand. Thirty-six of the eighty-one squares answer to a window, and the count of houses rises from twenty-seven to thirty-one.
Unlike its cousin the X grid, whose extra houses hide in plain sight, this variant shows you exactly where the new pressure sits. That makes it kinder to start and stranger to master: the windows straddle four boxes apiece, so every deduction inside one drags four boxes, three rows and three columns along with it.
Three names, one puzzle
You'll meet this grid as hyper sudoku, as windoku — window sudoku — and as NRC sudoku, after the Dutch newspaper NRC Handelsblad, which began running it in 2005 and lent the variant its oldest name.
The five windows nobody paints
Here is the fact that makes this variant deeper than it looks. Take the top band of the grid — rows 2, 3 and 4. Those three rows hold every digit three times over, twenty-seven cells in all. Two painted windows sit wholly inside them, and each claims one copy of every digit. Subtract, and the nine cells left over — columns 1, 5 and 9, crossed with those same rows — must hold the third copy of each digit exactly once. That is a 3×3 all-different group the rules never mention.
Run the same subtraction over the bottom band, then sideways over the left and right stacks, and a fifth time on what remains, and you find the four painted windows secretly commit the grid to five more: the columns-and-rows left over between them behave as windows too. A hyper grid is really tiled by nine non-overlapping 3×3 all-different groups laid across the nine boxes — you were only ever shown four of them.
Paint four windows on a sudoku grid and you have silently ruled nine.
You can solve well without ever using this, and our hint engine deliberately plays by the four written windows only — a hint should never lean on a theorem the rules didn't state. But once you start seeing the hidden five, eliminations arrive from nowhere. The strangest of them is the last leftover group: the grid's four corners, its centre and the middle of each edge — nine cells that touch nothing shaded — can never repeat a digit among themselves. Write a 5 in the corner at R1C1 and the centre of the board has just lost its 5, though no row, column, box or painted window connects them. The strongest hyper solvers scan these scattered nine as routinely as any box.
What the windows do to the solve
Four more places a digit can hide
Every scanning habit you own gains new stops. Where can 7 still go in the top-left window? Nine cells, spread over four boxes — a shape your eye has never had to sweep on a classic board, wider than a box and squarer than a line. Digits with one home left in a window turn up constantly, because thirty-one houses thin the candidates faster than twenty-seven ever could. On this board those finds are announced by name, so the scan teaches itself.
The window interaction
The variant's signature elimination is a cousin of locked candidates, and here it runs in more directions than it does anywhere else on the site. A window shares three cells with each of six lines and up to four cells with a box. Corner a digit's last places within any of those overlaps and both houses pay for it at once: if row 2 can only put its 4 inside the top-left window, the window's 4 is spoken for, and every other cell of the window drops it — two rows down and a column across, in boxes the row never touches.
On an X board the equivalent move only ever trades between a diagonal and a box, because a diagonal crosses each line one cell at a time. Windows meet lines three cells at a time, so the interaction fires between windows and rows, windows and columns, and windows and boxes alike — which is why it carries the solve on our harder grids. One uniqueness-based technique goes the other way: the hint engine declines any unique rectangle whose corner sits in a window, since the window's own 1-to-9 promise can break the second solution that argument depends on.
Grids that prove their windows
There is a quiet failure mode in variant sudoku: a generator bolts the extra rule on, but the clues it leaves would pin down the same single solution under plain classic rules. The windows become decoration, and a solver who ignores them entirely loses nothing. We decided this page would be the first on the site to make that impossible by construction.
Every candidate puzzle is graded twice. Once under the full hyper rules, to find the techniques it demands. And once with the windows stripped away, counting how many solutions the bare classic grid would admit — if the answer is one, the windows carried nothing, and the puzzle is thrown away rather than served or kept as a fallback. The test bites hardest exactly where you'd least expect it: at generous clue counts. Leave forty givens on the board and over half of our candidate grids stay solvable without their windows; it took measuring that to settle Easy at thirty-four clues, where nine digs in ten land the right difficulty and nearly four in five genuinely need the glass.
Ignore the windows on this page's puzzles and yours will never be the only answer.
The other levels tighten from there — Medium digs to twenty-seven givens, Hard to twenty-three, Expert to twenty-two, each a couple below the equivalent classic targets because thirty-one houses squeeze a grid harder than twenty-seven. From Hard upward we additionally require the graded solve to fire the window interaction at least once, so the level that promises the variant's signature move measurably contains it. The ladder stops at Expert for the same reason the other variant pages stop there: our deepest levels rest on hand-verified banks that exist only for classic grids, and a label we can't measure is a label we won't print.
Playing it here, and taking it away
The windows wear the same sand wash the X board uses for its diagonals — one colour, one meaning across the site: these squares answer to an extra house. Select any washed square and its whole window lights alongside its row, column and box, which is the fastest way to grow the four-stop scanning habit. The share button hands anyone the same grid under the same rules — the link names the variant and the givens, the windows never move, and a shared game is saved separately so it can't trample one already underway here. And the pack builder above sends the wash to paper, where a printed booklet makes fine training for the moment a magazine springs windoku on you with no hint button in reach.