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Sudorkle

LOGIC

An empty sudoku grid you must guess before you solve: submit full rows of 1 to 9, and the colors returned become the clues that make the grid deducible.

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Sudorkle

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At a glance

Platforms
Web

What is Sudorkle?

Sudorkle takes an empty sudoku grid and first asks you to guess it. You propose an entire row composed of the digits 1 to 9, each used once, and the game colors each digit according to its correctness: it is this feedback, accumulated row by row, that becomes the set of clues with which you will then solve the grid. The site puts it this way: here you are both the one who poses the problem and the one who solves it. New grid every day.

How to play

  1. Compose a complete row with the number pad: a guess must contain each of the digits 1 to 9.
  2. Confirm the row with the Enter key; this confirmation is what starts the timer.
  3. Read the colors returned on your guess, digit by digit.
  4. Cross-reference the clues obtained from successive rows to deduce the grid and fill it in.

Why play Sudorkle?

Because the inversion is striking: in an ordinary sudoku, you're given digits and you look for the others; in Sudorkle, you have nothing and you make your own clues by making smart mistakes. The grid must be earned twice.

Reading the feedback

Three colors, with one subtle distinction that makes all the difference. Green: the digit is in the correct cell. Yellow: it was in the correct row OR in the correct column of its 3x3 block. The reference is the block, not the whole grid. Gray: neither. The header also displays a counter and two time values, and the game explicitly manages pausing, with pauses and resumes recorded in the browser in the same way as cell annotations.

Modes

Core play
A single default puzzle, a new grid every day, and no alternate game modes. Play consists of composing complete rows (each a permutation of the digits 1 to 9), confirming a row to start the timer, and using the three-color feedback (green/yellow/gray), returned for each digit to deduce and fill the full sudoku grid.

Tips & strategy

  • Reread the yellow rule before getting carried away: it refers to the row or the column within the 3x3 block, not the row or column of the whole grid. A misinterpreted yellow can send your entire deduction into a dead end.
  • The timer only starts when the first row is confirmed: thinking time for the opening guess is free.
  • Since a guess is always a permutation of 1 to 9, each played row is a complete test: it's the placement, not the choice of digits, that carries the information.

Popular questions

Is Sudorkle played by chance or by deduction?

Both, in that order. The first rows are blind guesses, whose colored feedback provides the clues that make the grid deducible.

What exactly does a yellow cell mean?

That the digit was in the correct row or in the correct column of its 3x3 block, without being in the correct cell.

When does the timer start?

When the first row is confirmed, not when the page is opened.

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