Choose a cell
Tap or click an empty cell. Related cells are highlighted to help you read the board.
Sudoku is a logic puzzle, not a math test. Use the numbers 1–9 so every row, column and 3×3 block is complete without repeats.
Tap or click an empty cell. Related cells are highlighted to help you read the board.
Use the number pad or your keyboard. Notes help track multiple candidates.
Keep eliminating possibilities until all 81 cells are filled correctly.
The starting digits are called givens. You do not move or change them. Every empty cell has one final value, and a valid puzzle can be completed by applying the same row, column and box constraints throughout the grid. Sudoku uses digits, but it does not require addition or multiplication.
Begin with a row, column or box that already contains many givens. Ask which digits from 1 to 9 are missing. For each missing digit, check where it is blocked by the same digit in a crossing row or column. If only one cell remains possible, enter the digit.
Then scan by number. Choose one digit—for example, 7—and look at all nine boxes. Existing 7s eliminate rows and columns inside the other boxes. This often reveals a placement that is difficult to see when you examine one cell at a time.
Repeat both scans. A new answer changes its row, column and box, so a quiet area of the grid can become solvable immediately after a placement elsewhere.
If a cell can accept more than one digit, do not guess. Turn on Notes and write the remaining candidates. To find them, remove every digit already present in the cell's row, column and box. The values left are the only legal possibilities for that cell.
A cell with one remaining candidate is a naked single. A digit that can appear in only one cell of a row, column or box is a hidden single, even if that cell still displays several notes. These two ideas solve most beginner positions and are explained with examples in the singles guide.
Notes store small candidate digits in the selected cell. Remove a candidate when a placement in the same row, column or box makes it impossible. Clean notes make patterns easier to recognize.
A hint can reveal or guide a useful next move. Before using one, perform one complete row scan and one complete number scan. If you use a hint, study why the revealed value is forced rather than treating it as a random answer.
Undo reverses your latest action. Erase clears an entry or note from the selected cell. Neither control changes a fixed given. Keyboard users can select cells with the arrow keys and enter digits with the number row or numeric keypad.
This order matters. Advanced techniques usually create a simple placement; they do not replace the basic scan. If you are moving from Easy to Medium, practice the routine slowly and favor accuracy over the timer.
If an entry is marked wrong, do not immediately try another digit. Check the selected cell's row, column and box, then compare its candidates with every given in those three areas. Use Undo if the incorrect entry changed several notes.
If a board feels impossible after several moves, inspect the earliest uncertain placement. A contradiction usually comes from a guess or an overlooked duplicate, not from needing a more complicated technique. The common Sudoku mistakes guide provides a longer recovery checklist.
Use Easy Sudoku to learn scanning and singles. Medium Sudoku introduces more candidate work. Hard Sudoku often needs pairs or locked candidates, while Expert Sudoku can require longer chains and advanced patterns. Difficulty labels describe the expected solving path, not a measure of intelligence.
When you are ready to learn beyond singles, continue with the complete solving-techniques guide. If you prefer paper, the printable generator produces practice sheets with optional solutions.