The Sudoku wiki

Sudoku: the rules and the solving techniques

Sudoku is a 9 × 9 grid you complete with the digits 1 to 9, never repeating a digit in a row, a column or a 3 × 3 box. A proper puzzle has exactly one solution, and you reach it by deduction: no arithmetic and no luck.

This page draws the techniques, then measures what they are worth on Neurostim's real grids. To play straight away, today's sudoku offers three grids, the same for everyone, against the clock.

In short

  • Genre: a single-player logic puzzle with no arithmetic.
  • Goal: fill all 81 cells so that each row, column and box holds every digit once.
  • Grids on Neurostim: one a day at each difficulty (Easy, Medium, Hard), renewed at midnight, Paris time. This game has no free run.
  • Clues given: 37 or 38 on Easy, 29 to 32 on Medium, 21 to 28 on Hard, by our measurements.
  • Techniques required: never more than locked candidates and naked pairs, even on Hard.
  • Ranking: at each difficulty, only your first try of the day counts.
  • Account: none, you play under a guest name.
  • Devices: computer, with keyboard or mouse, and phone or tablet, with the number pad under the grid.

The rules of sudoku

The grid

The grid has 81 cells, arranged in 9 rows, 9 columns and 9 boxes of 3 × 3 separated by thick lines. Some cells are already filled at the start: these are the clues, or givens. They never move.

The rule

Each digit from 1 to 9 appears exactly once in every row, once in every column and once in every box. Since each of those groups has 9 cells, a finished grid has no duplicate and no missing digit.

What the rule does not say

  • Diagonals do not count. A digit can repeat along one. Diagonals with no duplicate are a variant, not classic sudoku.
  • There is no arithmetic. The digits are only symbols: you never add them up, and nine letters would make the same game.
  • The solution is unique. A grid with two possible fillings is badly built. On Neurostim, the generator checks for uniqueness before keeping a grid.

Playing Sudoku on Neurostim

Controls

Action Keyboard Mouse or touch
Pick a cell arrow keys tap the cell
Write a digit 1 to 9 the pad under the grid
Erase Delete, Backspace or 0 the erase key on the pad
Switch to notes mode N the "Notes" button
Send the grid Enter the "Submit the grid" button

The arrow keys skip the givens. On an AZERTY keyboard, the top row writes digits without Shift. On a practice try, Esc then Enter leaves the game; your first try of the day has no exit shortcut.

What the grid shows you

The selected cell lights up its row, its column, its box and the cells holding the same digit. A duplicate shows as an error the moment you write it. The page never compares your grid with the solution: a wrong digit with no visible duplicate stays hidden until you send the grid.

Notes are small digits written in an empty cell; typing the same digit again removes the note. They do not update themselves: when you place a 4, removing the 4 notes from neighbouring cells is up to you. Your browser keeps your digits and notes if you reload the page.

The clock and sending the grid

The grid only appears once you start the clock. The server keeps the time, which carries on if you leave the page and stops when the grid you send is correct. An incomplete grid tells you how many cells are left. A wrong grid only tells you it contains a mistake, not where, and costs you nothing but time.

The ranking

You get ten tries a day at each difficulty: the first is ranked, the rest are practice. The daily leaderboard leads to the weekly and monthly ones and the records. The speedrun FAQ explains the points and how guests are treated.

With friends

In a room, everyone gets the same grid drawn for the race, at the difficulty chosen, and the first to send the right solution wins. A race lasts at most 15, 25 or 40 minutes depending on the difficulty. At the end of a game, the "Challenge a friend" button opens a private duel.

Solving a grid, from scanning to naked pairs

The techniques run from the most common to the rarest. Each one comes into play when the one before it stops giving anything. The diagrams show part of a grid, with this key:

  • a placed digit
  • the cell the text is talking about
  • a cell where the digit in question is still possible
  • a cell where the digit in question is ruled out
  • the thick line between two boxes

Scanning (hidden single)

Pick a digit and a box. Each copy of that digit already placed rules out its row and its column. If only one free cell is left in the box, the digit goes there. Here, the 7s in the first two boxes rule out the top two rows of the third; on the bottom row, only the marked cell is free.

The same reasoning works for a row or a column: it is the last possible place for a digit in a group. Players call it a hidden single.

The naked single

This time you start from a cell: which digits can it still take? Remove everything its row, column and box can see. If only one is left, that is the answer. Here, the row and the box already hold 1 to 8, so the marked cell can only be a 9.

Locked candidates

When those two techniques run dry, note the possible digits in the empty cells. What follows does not place a digit: it removes notes, until a hidden single or a naked single appears.

A box points along a row. If, inside a box, a digit can only go on one row, it will take that row in that box, so it is ruled out of the rest of the row. Here, the top and bottom rows of the first box are full and hold no 5, so its 5 has to sit in one of the two marked cells of the middle row, and the other six cells of that row lose it.

A row claims a box. This is the reverse: if, on a row, a digit can only go in one box, it is ruled out of the rest of that box. Here, the last 5 of the top row sits in one of the two marked cells, so the rest of the box loses its 5. Both forms also work with a column.

The naked pair

Two cells of a group with the same two candidates and nothing else share those two digits between them, so no other cell of the group can take either one. Here, the first two cells can only hold 2 or 7. The marked cell, which had 2, 7 and 9 noted, is left with just the 9.

Beyond that: the X-Wing

On two rows, a digit has only two places left on each, and those places fall in the same two columns. The two rows then share those columns between them, and the digit is ruled out of the rest of both columns. The diagram shows only five rows and five columns.

This technique and its relatives are for grids harder than the game's: here, none goes beyond locked candidates and naked pairs. If you like this kind of logic, takuzu uses it with two symbols, nonograms draw it in black cells and calcudoku adds arithmetic to it.

When you are stuck

  1. Scan again from the start, digit by digit: a hidden single may have slipped past you.
  2. Reread your notes and remove whatever your latest digits ruled out.
  3. Look in each box for a digit whose notes line up, then in each group for two cells with the same two candidates.
  4. Do not bet. On a Neurostim grid a deduction always exists, and a wrong digit that creates no duplicate only shows up when you send the grid.

Getting faster

  • Start with the digit you see most. The table further down shows the gap against the digit you see least.
  • Scan before you take notes. Writing candidates into forty cells takes time, while scanning already places several digits from the start.
  • Read in bands of three boxes. When a digit appears in two boxes of a band, the third has only one row left for it. Your eye ends up seeing this without counting.
  • Two candidates are not a certainty. Placing the digit that "looks" right costs dearly: unless it creates a duplicate, nothing warns you before you send the grid, and you have to find the error unaided.
  • Clean your notes straight away. A stale note creates false pairs. Get into the habit of removing the digit you just placed from neighbouring cells.

Benchmarks: clues, difficulty and records

What the generator shows

Across 1,300 grids drawn by Neurostim's generator in November 2026 (500 Easy, 500 Medium, 300 Hard), here is what each difficulty gives you at the start. The game's grader knows four techniques on three levels: the naked single, the hidden single, then locked candidates and naked pairs together.

Easy Medium Hard
Clues given 37 or 38 29 to 32 (30 in the middle) 21 to 28 (24 in the middle)
Central symmetry of the clues all all none
Digits you can place at once by scanning, on average 14.6 8.1 4.7
Naked singles available at once, on average 6.1 1.6 0.8
Grids finished by scanning alone 99.4% 86.8% 0%
Grids finished by naked singles alone 91.0% 0% 0%

What to take from this: start by scanning. At the start of a Hard grid, scanning offers five to six times as many moves as hunting for a naked single, and 42.3% of those grids have no naked single at all. Only one grid in 300 offered nothing to scan at first sight.

Which digit to look at first

For each grid, we ranked the digits by how many copies are given, then checked whether scanning places them right from the start.

Share of grids where this digit can be placed at once Easy Medium Hard
The digit given most often 90.2% 84.4% 77.0%
The digit given least often 49.6% 9.0% 5.0%

What a Hard grid asks of you

The grader runs out of naked and hidden singles only once at the median (1.4 times on average, 4 at most), but these techniques then remove several notes in one go: 12.1 per grid on average. After that the digits start falling again. The first block comes with 42 cells still empty at the median, so you have placed about fifteen digits before you need your notes.

On top of scanning and naked singles, locked candidates alone finish 72.0% of these grids, naked pairs alone 54.7%, and 10.3% need both. So learn locked candidates first. The generator throws out any grid that scanning and naked singles can finish: it draws three grids on average to keep one.

What the mathematics says

There are 6,670,903,752,021,072,936,960 finished sudoku grids, or 5,472,730,538 truly different ones once symmetries are taken out (Russell and Jarvis). A puzzle needs at least 17 clues to have a single solution: Gary McGuire, Bastian Tugemann and Gilles Civario searched every case by computer and found no 16-clue puzzle (preprint in 2012, journal paper in 2014). Solving sudoku at any size is also an NP-complete problem (Yato and Seta, 2003).

On Neurostim, Easy and Medium aim for a number of clues (38 and 30) and a maximum technique. Hard has no target: it removes clues as long as its techniques suffice, which is why a grid with 28 clues and a grid with 21 can share a name.

Records

We found no single table of records, and a time only means something for a given grid. According to the Xinhua news agency and Radio Prague, Wang Shiyao filled a 9 × 9 grid in 54.44 seconds at the World Championship in Prague in November 2018, well ahead of the 1 min 25 s Jakub Ondroušek had held since 2010. Xinhua adds, citing the organisers, that the best players in online competitions get under 40 seconds. Guinness World Records, for its part, credits Thomas Snyder with 1 min 23.93 s on a "very easy" grid, on 20 May 2006 in Washington (sources checked on 7 November 2026).

The World Championship has run since 2006; Dai Tantan won the individual title in 2025, in Eger. To compare yourself on identical grids, look at today's times instead.

The history of sudoku

  • 1782: Leonhard Euler poses the problem of the 36 officers, around Latin squares, where each element appears only once per row and column.
  • 1892: the French daily Le Siècle prints a partial magic square, still with two-digit numbers and solved by arithmetic.
  • 1895: on 6 July, La France prints a 9 × 9 "diabolical magic square" by B. Meyniel, found again by Christian Boyer and the closest to sudoku according to Pour la Science.
  • 1979: Dell Magazines publishes Number Place in the United States, most likely designed by Howard Garns, a retired architect from Indiana who died in 1989. His part only comes to light in 2005, through Will Shortz.
  • 1984: Maki Kaji, of the publisher Nikoli, launches the game in Japan in April as Sūji wa dokushin ni kagiru.
  • 1986: the name shortens to sudoku. Nikoli brings in central symmetry and limits the clues to 30 at most.
  • 2004: after six years building a generating program, Wayne Gould, a retired judge from Hong Kong, gets the game into The Times on 12 November.
  • 2005: the game makes the front pages in Britain. In France, La Provence prints its first daily grids on 27 June; Le Figaro, Libération and Le Monde follow.
  • 2006: the first World Championship takes place in Lucca, Italy, won by Jana Tylová of the Czech Republic.

Neurostim's Easy and Medium grids keep Nikoli's central symmetry. The Hard ones give it up.

Frequently asked questions

How do you play sudoku?

Fill each empty cell with a digit from 1 to 9, never repeating a digit in a row, a column or a 3 × 3 box. The digits given at the start stay put. Begin with a digit you see often and look for a box where it has only one place left.

How do you solve a hard sudoku?

First place everything scanning gives you, then write the candidates and look for locked candidates and naked pairs. On our 300 Hard grids, those two techniques were always enough, and at least half the time the grader got stuck only once. After each one, go back to scanning before anything else.

How do you solve sudoku when you are stuck?

Scan again from the start, digit by digit, because a hidden single may have slipped past you. Then check your notes, remove what is no longer possible and look for candidates lined up in a box or two cells with the same two candidates. Avoid betting: the error only shows at the end.

Can sudoku be solved without guessing?

Yes, a properly built sudoku always yields to logic, although some published puzzles demand techniques well beyond the usual ones. On Neurostim, the game's grader solves each grid with its allowed techniques before keeping it, so there is always a deduction available and you never have to guess.

Do sudoku numbers have to be different on the diagonals?

No, classic sudoku only checks rows, columns and 3 × 3 boxes, so a digit can repeat along a diagonal. Some variants add diagonals with no duplicates, but Neurostim's grids do not use them, and a repeat on a diagonal is never flagged as an error by the game.

Can a sudoku have more than one solution?

A proper sudoku has exactly one solution; a puzzle with two is considered badly built, and it forces a guess. Neurostim's generator counts the solutions each time it removes a clue and only keeps the removal if a single solution remains, so every grid you see has just one answer.

Is sudoku Japanese, and what does the name mean?

Not originally: the modern form appeared in the United States in 1979 as Number Place. Japan gave it its name, short for Sūji wa dokushin ni kagiru, roughly "the digit is limited to one", where sū means digit and doku means single. Nikoli claims the trademark in Japan.

Who invented sudoku?

Howard Garns, a retired American architect, most likely designed the modern form, published by Dell in 1979 as Number Place. Maki Kaji of Japan then named and spread it, and Wayne Gould, a retired judge from Hong Kong, brought it to the rest of the world from 2004. French newspapers printed ancestors of it in the 1890s.

Is sudoku math?

No, sudoku uses no arithmetic: you never add, multiply or compare the size of the digits, and nine letters or symbols would give the same puzzle. It is a logic puzzle that rests on one constraint. For a similar grid where arithmetic really matters, try calcudoku, which adds an operation to each cage of cells.

Is sudoku good for your brain?

Nothing proves it for certain. According to the University of Exeter press release carried by ScienceDaily, more than 19,000 adults aged 50 and over reported how often they play: the more often they do crosswords or sudoku, the better they score on tests of attention, reasoning and memory. The study's lead says this does not show that puzzles necessarily reduce the risk of dementia. A University of Illinois press release sums up a 2016 review of brain-training programmes: people mostly improve at the task they practise, and it is premature to conclude there are wider benefits. We only read these two summaries, not the papers.

How many sudoku puzzles are there, and how few clues can one have?

There are about 6.67 × 10²¹ finished grids, of which 5,472,730,538 are truly different once symmetries are removed. A puzzle needs at least 17 clues to have a single solution, as an exhaustive computer search released in 2012 found no valid 16-clue puzzle. Neurostim's Hard grids go down to 21 in our measurements.

What is the sudoku world record?

The reference time we found is 54.44 seconds on a 9 × 9 grid, by Wang Shiyao at the 2018 World Championship in Prague, according to Xinhua and Radio Prague, checked in November 2026. Guinness World Records gives an older time, 1 min 23.93 s on a "very easy" grid, which does not compare directly with that one.

Sources

Your turn

Today's Sudoku challenge is the same for everyone until midnight, Paris time. No account needed: you get a guest name with your first game.

Games of the same kind

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