How to Play Sudoku
Sudoku has exactly one rule, and you can learn it in a minute. What changes between an easy puzzle and an expert one is not the rule — it is which kind of reasoning the grid forces you into. This page covers the rule and the vocabulary once, then splits into a separate guide for each of the four levels, so you can read only the one you are stuck on.
The board
A Sudoku grid is 9 squares wide and 9 squares tall, so 81 squares in total. It is divided three ways at once:
- Nine rows, running left to right.
- Nine columns, running top to bottom.
- Nine boxes — the heavier 3×3 blocks marked by the thick lines.
Rows, columns and boxes are collectively called units. Every square belongs to exactly three units: one row, one column, and one box. The squares that share a unit with a given square are its peers, and every square has 20 of them. On this site the peers of whichever square you have selected are shaded, which saves a lot of squinting.
The one rule
Fill every empty square with a digit from 1 to 9 so that no digit repeats within any row, any column, or any 3×3 box.
That is the entire game. The digits already printed when the puzzle starts are called clues or givens, and they never change. A properly formed Sudoku — including every puzzle generated here — has exactly one arrangement that satisfies the rule, and that arrangement can always be found by deduction alone. You never need to guess, at any level.
A guide for each level
The four levels differ in how many clues you start with and, more importantly, in which technique the puzzle is built to demand. Pick one below — the guide changes with it, and the button at the end starts a puzzle at that level.
Learn the rule by using it. Nothing here needs pencil notes.
Easy Sudoku
- Clues to start
- about 42
- Key technique
- Cross-hatching
- Speed bonus under
- 8 min
Easy puzzles are not a watered-down version of the game — they are the same game with enough clues left in that every step is findable by looking. There is always, at every point in an easy puzzle, at least one square you can fill in with certainty. Your only job is finding it.
Start with the nearly-full unit
Look for a row, column or box with eight of its nine squares already filled. Whatever digit is missing goes in the ninth square — nothing else can go there, and it can go nowhere else. Beginners skip this because it feels too easy to count as a move. It is a real move, and easy puzzles are stuffed with them.
Every digit you place removes a blank from three units at once, which often creates a new nearly-full unit somewhere else. This is why easy puzzles unravel in bursts: nothing, nothing, nothing, then six squares in a row.
Then cross-hatch, one digit at a time
When no unit is nearly full, switch to scanning. Pick a digit — say 5 — and a 3×3 box that has no 5 in it yet. Three rows pass through that box; if a 5 already sits in one of those rows, the box's 5 cannot be anywhere in that row. Do the same for the three columns.
Very often that leaves exactly one square standing, and it must be the 5. Work the digit all the way across the grid — all nine boxes — before moving to the 6. Sweeping for one digit is far quicker than staring at one box trying to place all nine.
A worked example
Say the top-left box already holds 1, 2, 3, 5, 6, 8 and 9. Two squares are empty, and the missing digits are 4 and 7. On its own, that tells you nothing about which is which.
Now look outward. One of those two empty squares sits in a row that already contains a 7 further to the right. That square cannot be the 7, so it must be the 4 — and therefore the other one is the 7. Two placements from one observation, and neither came from staring harder at the box.
You do not need notes yet
The pencil button exists, but on easy puzzles writing candidates everywhere costs more time than it saves. Try to finish easy grids without notes at all. It builds the scanning habit that carries every harder level, and it keeps you honest: if you cannot see the reason, you are not meant to place the digit yet.
One habit worth starting now — finish the sentence "7 goes here because…" before you commit. A wrong digit is flagged the moment you enter it and three of them end the game, so a move you cannot justify is a move worth leaving.
Medium Sudoku
- Clues to start
- about 34
- Key technique
- Hidden singles
- Speed bonus under
- 12 min
Medium puzzles begin exactly like easy ones, and then stop. You will clear a dozen squares by scanning, sweep all nine digits again, and find nothing. Nothing is wrong — the grid has moved past the point where a square announces itself, and the deduction you need is now about a unit rather than a square.
The hidden single
A hidden single is a square that has several digits still possible for it, but is the only square in its row, column or box where a particular digit can go. The digit is hidden among the square's other options.
Easy asks "what can go in this square?". Medium asks "where can this digit go in this unit?" — and the answer is one place.
This is what trips people up: the square looks unremarkable. It might accept 2, 6 or 7 as far as its own peers are concerned. But if the 6 has nowhere else to live in that column, the 6 goes there, whatever else the square would also have tolerated.
How to hunt one
Take one unit — a box is easiest to eyeball — and list the digits it is still missing. For each missing digit, count the squares in the unit that could take it. The moment a count comes to one, you have a placement. Boxes first, then rows and columns, then repeat.
A worked example
A box is missing 3, 4 and 6, and has three empty squares. Nothing is forced by count alone. But two of those three squares sit in rows that already contain a 6 elsewhere. So the 6 has exactly one home in this box — even though that square could equally have held a 3 or a 4 if you had only asked about the square. Place the 6, and the remaining two squares are usually a short step from resolving too.
Notes, but only where you need them
This is the level to start using pencil notes deliberately. Press N or tap the pencil, and the number pad writes small candidates instead of committing an answer. Do not fill in the whole grid. Pick the emptiest box or the most constrained row and note only that, then read the hidden single straight off the marks.
Whatever you note, keep it current. Update the marks the instant you place a digit. A stale candidate is the single most common source of a confident wrong answer.
A routine that works
- Cross-hatch all nine digits across the grid.
- Sweep every box, then every row and column, for hidden singles.
- If both come up empty, note one unit fully and look again.
- Repeat from the top — each placement reopens the earlier passes.
Hard Sudoku
- Clues to start
- about 28
- Key technique
- Naked pairs, pointing pairs
- Speed bonus under
- 17 min
Hard puzzles reach positions where no single square can be resolved on its own. The next move does not come from finding a square with one option — it comes from proving that two squares between them own two digits, and clearing those digits out of everything else nearby.
Fill in full notes first
At this level, notes are not an aid, they are the working surface. Go through the grid and mark every legal candidate in every empty square before you look for anything clever. It feels slow and it is: budget a few minutes. Every technique below is invisible without it.
Fill notes by digit, not by square. Take the 1s: cross-hatch them across the grid and mark a 1 in each square that could still hold one. Then the 2s. Working digit by digit is faster and far less error-prone than trying to answer nine questions at each of forty squares.
Naked pairs
Two squares in the same unit whose notes show exactly the same two digits — say both show only 3 and 8. Between them, in some order, they will consume that unit's 3 and its 8. You do not know which way round, and you do not need to: 3 and 8 can be erased from every other square in that unit.
The same logic extends to triples and quads. Three squares whose candidates all come from the same set of three digits lock those three digits down — and they do not each need the full set. Squares showing {3,8}, {3,9} and {8,9} are a valid triple over {3,8,9}.
Pointing pairs
Look inside a box at one digit. If the only squares in that box that can hold a 4 all sit in the same row, then the box's 4 is going somewhere in that row — you do not know which square, but you know the row. So no other square in that row, outside the box, can be a 4. Erase them.
The reverse works too, and is worth checking separately. If the only places a 4 can go in a given row all fall inside one box, then that box's 4 must be in the row, and every other square in the box loses its 4. This one is called box/line reduction, and it is the elimination most often missed.
What a hard solve actually looks like
Notes go in. A naked pair in one box clears three candidates, which turns a nearby square into a single. That placement breaks a row open, four more squares fall to plain scanning, and the grid is easy again for a while — until it stalls a second time and you go back to hunting pairs. Two or three of those hinges is a typical hard puzzle.
When you stall, resist the urge to try a digit and see. Three mistakes end the game, and undo cannot untangle a grid whose notes were built on a wrong placement. Go back over your notes for one unit and check them against the board instead — a stale mark is a far more likely explanation than a puzzle with no next move. Every puzzle here has one.
Expert Sudoku
- Clues to start
- about 24
- Key technique
- Hidden pairs, X-Wing
- Speed bonus under
- 25 min
Expert puzzles are not made of exotic rules. They are mostly the same scanning and the same pairs as hard — with the entry points removed, so you have to earn the first crack. Expect several minutes with no placement at all, then a run of fifteen squares once it gives.
Complete notes are not optional
Every technique below reads patterns out of the candidate marks. If your notes are partial, the pattern you need is invisible; if they are stale, you will "find" one that is not there and spend a mistake proving it. Mark every empty square, digit by digit, and update every affected square the moment you place anything.
Hidden pairs, to cut the clutter
The mirror of a naked pair. If two digits can each only go in the same two squares of a unit, then those two squares hold those two digits between them — so every other candidate can be erased from those two squares.
This one places nothing on its own, which is why people skip it. Its value is that it turns two cluttered squares into a clean pair, and that pair then eliminates across the rest of the unit. On expert grids that is frequently the move that makes the next move visible.
The X-Wing
Pick a digit and look at it across rows. Find two rows where that digit has exactly two possible squares, and where those squares fall in the same two columns. Those four squares form a rectangle.
Whichever way the digit resolves, it takes one corner in each row, and those two corners are in different columns — so between them the two rows use up that digit in both columns. Every other square in those two columns loses the candidate. The same works with rows and columns swapped.
To hunt one, do not scan the grid at large. Take one digit, count its candidate squares in each of the nine rows, and look only at the rows with a count of exactly two. Two such rows sharing a column pair is an X-Wing. Then repeat down the columns.
When you are stuck, in order
- Re-derive the notes of one crowded unit from the board. Stale marks are the usual culprit.
- Sweep for hidden singles again — placements from ten moves ago may have created one.
- Check pointing pairs and box/line reduction in both directions, box by box.
- Hunt hidden pairs to clean up, then look for an X-Wing digit by digit.
What is never on that list is guessing. Every puzzle here has exactly one solution reachable by deduction, so a guess that happens to be right teaches you nothing and a guess that is wrong poisons your notes. If you would rather move on than grind, spend one of the three hints — it costs 75 points, which is a far better trade than a mistake at 50 apiece plus a corrupted grid.
Two habits that prevent most mistakes
This board flags a wrong digit as soon as you enter it, and three mistakes end the game. That is a deliberate constraint: it rewards placing a digit only when you can say why it goes there, rather than because it looks about right.
- Say the reason out loud (or in your head) before committing. "7 goes here because the other two squares in this box are in columns that already have a 7." If you cannot finish that sentence, do not place the digit.
- Update your notes immediately after each placement. Stale candidate marks are the single biggest source of confident wrong answers.
Where to go next
Work up a level at a time: when a level stops feeling like a puzzle and starts feeling like typing, move on. If a level feels impossible rather than merely hard, that is almost always one missing technique rather than a lack of talent — the solving techniques guide covers each one in the order you actually need them, and the FAQ answers the rest.
If nine columns still feel like a lot to hold in your head, or you are teaching a child, start on a smaller grid: Sudoku for kids has 4×4 and 6×6 boards where the same scanning works but a puzzle takes a couple of minutes.
Two other things here are worth knowing about. The Sudoku solver will finish a grid you have copied in from somewhere else, and tell you whether it was well-formed to begin with — a puzzle with two answers is not your fault. And the printable Sudoku sheets produce fresh puzzles at any level, one to six per page, if you would rather work on paper than on a screen.