Suguru solving techniques
These are the six moves my puzzle generator knows. It solves every daily puzzle the way a careful person would, always reaching for the easiest move that works, and the hardest move it needed decides how difficult the puzzle is. So this page doubles as a map of the week.
You might know the puzzle as Tectonic or Number Blocks; the moves are the same whatever it's called. If you've never played, start with the beginners' guide.
Which moves you'll need, day by day
- Monday and Tuesday only ever need the first two.
- Wednesday, Thursday and Sunday can need anything up to number 5.
- Friday and Saturday can need all six.
The generator checks this for every puzzle, so a Wednesday can always be finished with techniques 1 to 5. If one has you stuck, the move you need is somewhere on this page.
How to read the pictures
Each example is a small board, drawn the same way as the game. I've left out any numbers that don't matter for the step, so they look emptier than a real puzzle would.
- A number already on the board.
- The number this step works out.
- Circled or ringed: the reason for the step.
- Hatched: the number in question can’t go here.
- Notes, the small pencil marks for what a cell could still be. Red ones have just been ruled out.
I call the outlined shapes blocks. Some books and apps call them cages or regions. Two cells touch if they share a side or a corner.
1. The only number left
Also called a naked single
Pick an empty cell and ask what it could be. Its block sets the limit: in a block of 5, it's 1 to 5. Cross off every number already in the block, then every number touching the cell, corners included. If one number survives, that's the answer.
Most numbers in most puzzles go in this way. When a cell seems to have two options, check its corners before anything else. Diagonals are by far the easiest thing to miss.
2. The only place left
Also called a hidden single
Now turn the question round. Pick a block and a number it still needs, and ask where that number can go.
On its own, the yellow cell could be anything from 1 to 5. You'd never find this by staring at the cell. You find it by staring at the block.
1s are the best numbers to hunt with. Every block has one, so the board is full of them, and each one rules out up to eight cells around it.
3. Shared neighbours
Also called pointing
Sometimes you can't place a block's number, but you can narrow it down to two or three cells. That's still worth something. A cell outside the block that touches all of them can't hold that number, because wherever the number ends up, it'll be touching.
This is the first of the medium techniques, and my favourite of the six. Sudoku has something like it, but in Suguru it works round corners, and spotting one still feels like a small win.
4. Pairs
Also called a naked pair
Two cells that touch, or share a block, can never hold the same number. So if two such cells are both down to the same two options, say 1 or 4, one of them is the 1 and the other is the 4. You don't know which way round yet, and you don't need to: a cell that touches or shares a block with both of them can't be either.
In sudoku a pair sits inside one row, column or box. In Suguru the two cells can be in different blocks, like these, as long as they touch. That's the version people miss.
Triples work the same way with three cells and three numbers. They only turn up in the hard puzzles, and not often.
5. Hidden pairs
Also called a hidden pair
A pair turned inside out. If two numbers a block still needs can only go in the same two cells, those two cells belong to them, and anything else pencilled in there can go.
Hidden pairs are the hardest of the six to spot, for me anyway. What helps is going block by block with notes on and asking each missing number where it can go. When two numbers give the same answer, you've found one.
6. What if?
Also called forcing, or a forcing chain
On a Friday or Saturday you'll sometimes run out of everything above. Then find a cell with just two options, pencil one of them in, and follow what it forces using techniques 1 and 2. If you hit something impossible, like a block with nowhere left for a number, the option you pencilled in was wrong, and the other one is right.
Why can't that block's 1 or 3 go anywhere else? Its bottom cell touches the 1 and the 3 below it. Its top-right cell touches a 1, and it can't be a 3 either, because the block underneath has to put its 2 and 3 in the two cells just below it. That's technique 3 twice, which is typical of a hard puzzle: by the time you need a what-if, your notes are doing a lot of quiet work.
Say it’s a 4
Nowhere for a 4
This isn't guessing. A guess is writing a number in and hoping. A what-if is a small proof: you follow it until it breaks, and then you know. If it hasn't broken after a few steps, rub it out and try another cell. The what-ifs the generator allows only ever need techniques 1 and 2 along the way, so you can hold them in your head, or in notes.
A what-if is often the long way round to a pattern you haven't spotted. That's fine. Nobody's marking you on style.
Two shortcuts
Every 2×2 square holds four different numbers
Each cell of a 2×2 square touches the other three. So if a block of 2 sits inside one, it holds the 1 and the 2, and the square's other two cells must be 3 or more.
A cell that touches a whole block can't share its numbers
If a cell touches all three cells of a block of 3, it can't be 1, 2 or 3, whatever order they end up in. Small blocks tucked in beside a single cell are worth a look.
Both are technique 3 in a form you can see at a glance, before you've pencilled in a thing.
Where to practise
Monday's puzzle is the place to make the first two moves automatic. Wednesday is good for shared neighbours and pairs. Save the what-ifs for Saturday's 8×8.
More guides
- Suguru for beginners
The two rules, the mistake nearly everyone makes at first, and a small puzzle solved one step at a time. - Suguru vs sudoku
What carries over from sudoku, what doesn’t, and why the two feel so different to solve.