mindGames

an eclectic collection of games to pass the time and challenge the mind

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Math games

Connect

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Connect is a varaiation of the Number Link puzzle (by Nikoli - 2006).
The player has to connect a node (a circle) with a number using as many cells as the number. Count of cells used includes the circle and the number as well. The lines cannot branch off or cross over each other, and the numbers have to fall at one end and the circle at the other. All cells must be filled with line and there is only one unique solution for a puzzle. 20,000 Puzzles provided with this program have unique solutions. Program handles puzzle size 5x5 to 16x16.

Generally Connect puzzles are rather easy to solve - size 8x8 and below in particular. Nevertheless they are good fun to try. This program will generate puzzles that have unique solutions. Caution - puzzle size 12x12 and above may take some time to generate.

How to Play

Normally you would print a puzzle and solve it on paper at your leisure. You can also connect numbers on screen using the following commands:
  1. Leftclick mouse on a cell and drag mouse to the new location
  2. Release leftclick to draw a line
  3. A line can only be vertical or horizontal
  4. Can draw a line in many horizontal and vertical segments if necessary
  5. Cannot cross lines
  6. Cannot draw a line through a number or a circle
  7. Must connect one number with one circle only
  8. Each puzzle has a unique solution

Program Options

  1. Select line, number and circle colours of your choice
  2. Use circle or a rectangle as a node
  3. Save and reload puzzles
  4. Print puzzles and their solutions
  5. Use one of 20,000 puzzles or let program create one at random
  6. Set display colour schemes
  7. 20,000 puzzles with solutions Download
  8. Set display colour schemes

FutoShiki V2


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FutoShiki puzzle is normally played on a 5x5 grid. The objective is to place the numbers 1 to 5 in each row, ensuring that each column also only contains the digits 1 to 5. Some digits are given at the start. In addition, constraints are also specified between some of the squares, such that one number is higher or lower than its neighbor. These constraints must be met as the grid is filled out.

  1. Create new puzzles manually or automatically. Automatic creation offers unique puzzle each time with different levels of difficulty.
  2. Solve existing puzzles manually or let program solve it.
  3. Save puzzles
  4. Print puzzles and solutions

New in Version 2:

  1. Puzzle size 3x3 to 9x9
  2. Different levels of difficulty


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Hashiwokakero

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Hashiwokakero is played on a rectangular grid with no standard size, although the grid itself is not usually drawn. Some cells start out with (usually encircled) numbers from 1 to 8 inclusive; these are the islands. The rest of the cells are empty. The goal is to connect all of the islands into a single connected group by drawing a series of bridges between the islands. The bridges must follow the criteria below:

    • They must begin and end at distinct islands, traveling in a straight line in between
    • They must not cross any other bridges or islands
    • They may only up/down or across
    • At most two bridges connect a pair of islands
    • The number of bridges connected to each island must match the number on that island
Solving a Hashiwokakero puzzle is a matter of procedural force: having determined where a bridge must be placed, placing it there can eliminate other possible places for bridges, forcing the placement of another bridge, and so on.

This program helps you solve existing Hashiwokakero puzzles as well as create new ones. Main features of this program are:
    • Create new puzzles manually or automatically; automatic creation offers puzzles with different grid sizes from 7x7 to 25x25
    • Solve existing puzzles manually or let program solve it
    • Save puzzles as bitmap files
    • Print puzzles and solutions
    • Display options include: circular or square islands, island size and display color schemes
    • Puzzle size limitation of 7x7 to a maximum 25 rows and 25 columns
    • 20,000 puzzles with varying levels of difficulty and solutions are provided. Download


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Heyawake

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This program helps you solve existing Heyawake puzzles as well as create new ones. Heyawake is another Japanese number puzzle (yes another one). Heyawake is played on a rectangular grid of cells with no standard size; the grid is divided into variously sized rectangular "rooms" by bold lines following the edges of the cells. Some rooms may contain a single number, typically printed in their upper-left cell; as originally designed, every room was numbered, but this is rarely necessary for solving and is no longer followed. Some of the cells in the puzzle are to be painted black; the object of the puzzle is to determine for each cell if it must be painted or must be left blank (remaining white). Main features of this program are: In this program you can:

  1. Create new puzzles manually or automatically. Automatic creation offers unique puzzle each time with different levels of difficulty. This program has a puzzle size limitation of maximum 16 rows and 16 columns.
  2. Solve existing puzzles manually or let program solve it.
  3. Save puzzles
  4. Print puzzles and solutions

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Hitori

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This programs solves existing Hitori puzzles as well as creates new ones. Hitori is mathematical game where a square grid is filled with numbers. Some numbers in a row or a column are duplicated. The object of the game is to locate these duplicates and mark them blank, given the following three rules:

  1. Numbers may never appear more than once in each row or column
  2. Black cells are never adjacent in a row or a column
  3. Empty cells create a single continuous area, undivided by black cells

This program has a puzzle size limitation of maximum 17 rows and 17 columns.


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Kakuro

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This programs helps you solve existing KaKuRo puzzles as well as create new ones. KaKuRo (or Cross Sums) is a puzzle that is solved much like a crossword puzzle, using digits instead of letters. Where an entry in a regular crossword may form a word, the digits in a Cross Sums entry add up to a sum. The sums, or clues, are embedded in a shaded square of the puzzle. The top right number is the across sum while the bottom right number is a down sum. Only the digits 1 through 9 are used and no digit may appear more than once in any sum. The object of the puzzle is to insert a digit from 1 to 9 inclusive into each non-shaded cell such that the sum of the numbers in each entry matches the sum associated with it and that no digit is duplicated in any entry.

Main features of this program are:

  • Manually solve existing Puzzles
  • Auto Solve existing puzzles
  • Create and save new Puzzles
  • Compile new Puzzles from existing layouts
  • Print single or multiple puzzles

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Make9

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Introduction
This is a popular game with younger children traveling in a car. You pickup number plate of a car passing by, take first six numbers and add, subtract these to get a total of 9. This program simulates that game. A good exercise in mental maths.

How to Play

  1. Click Next to start a new game
  2. Six digits will then be given for you to make number 9 using the following rules:
    • Left click on a number to be used in a calculation
    • Click on + and - sign to select addition or subtraction, result will be calculated and displayed
    • Right click on a number to undo its inclusion in a calculation
    • Must use each number once and once only
    • Can only add or subtract numbers, no multiplications or divisions
    • Cannot have zero or negative numbers as answers
    • Can use an intermediate result in calculations
    • There could be several solutions to a puzzle
  3. Scoring is based on the number of puzzles solved within a time limit of three minutes

Magicsquare

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A magic square is an arrangement of the numbers from 1 to n^2 (n-squared) in an nxn matrix, with each number occurring exactly once, and such that the sum of the entries of any row, any column, or any main diagonal is the same. It is not hard to show that this sum must be n(n^2+1)/2.

Sometimes the magic squares above are called 'normal' squares, where cells are filled with numbers 1 to n for a grid of size n. Another set of magic squares is where a cell may be filled with any number, with the sum of rows, columns and diagonals being a pre-selected number.

This program computes 'normal' as well as the 'variable' types of magic squares. Following options are provided:

  • Grid Size can be 3 to 50. Note that larger grid sizes will take a long time to solve
  • Solve - Auto, computer will calculate the MagicSquare. For variable magic squares, the program uses a combination of random guesses and solution of equations in order to arrive at a solution quickly. Each variable magic square solution is likely to be different. For normal squares a combination of La Loubere and LUX methods are used
  • Solve - Manual, a blank grid is presented for user to enter numbers in the grid and solve the puzzle. Right click on a cell to a get drop-down menu for manipulating cell values
  • Print - Print the solution and the empty grid for attempting solution on paper. Maximum grid Size that can be printed is 30
  • Many more interesting options

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Makenum

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The purpose of this challenging game is to make a number from a set of six numbers.

The computer selects the number that you are required to make along with six other numbers. You select any two numbers and apply addition, subtraction, multiplication or division to get an answer. This answer is added to the set of remaining numbers. You repeat this process until the desired answer is obtained.

In order to make 468 from 1,22,34,7,13,25 one solution would be:

  1. 7 + 13 = 20
  2. 25 - 1 = 24
  3. 20 * 24 = 480
  4. 480 + 22 = 502
  5. 502 - 34 = 468

Note that you may use a number only once. You may use the required number for intermediate calculations. In order to select a number click left-mouse-button on the number Click on + - / or * for mathematical operations. All six numbers must be used for the target.

The updated version has auto solution by computer and user can specify a puzzle for computer to solve.


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Masyu

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Masyu is played on a rectangular grid of squares, some of which contain circles; each circle is either white or black. The goal is to draw a single continuous non-intersecting loop that properly passes through all circled cells. Rules of the puzzle are:

  1. Make a single loop. Lines must pass through the centers of cells horizontally or vertically and never cross, branch off, or go through the same cells twice.
  2. Lines must pass through all cells containing black and white circles.
  3. Lines passing through a white circle cell must go straight through the cell, then make a right-angled turn in the very next cell (on at least one side of the white circle cell).
  4. Lines passing through a black circle cell must make a right angled turn immediately, in the black circle cell, then go straight for the next two cells.

This program helps you solve existing Masyu puzzles as well as create new ones. Main features of this program are:

  1. Create new puzzles manually or automatically; automatic creation offers puzzles with different grid sizes from 6x6 to 20x20, with maximum Rows x Columns limit of 256.
  2. Solve existing puzzles manually or let program solve it
  3. Create new puzzles interactively or in bulk
  4. Save puzzles as Ascii or bitmap files
  5. Print puzzles and solutions
  6. 20,000 puzzles with solutions Download

maThjong

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Mahjong (also spelled mahjongg) is a Chinese board game involving skill, strategy, and calculation, as well as a certain degree of luck. There are many variations of this game but basic objective is to build complete suits, usually of threes, from a given set of tiles. MaThjong is Mahjong with a mathematical flavor.

Basic rules of this variant are:

  1. The board consists of a number of tiles. Exact number depends on the size of the board, larger board will have more tiles.
  2. Tiles are stacked on each other, except those at the edges of the board
  3. Each tile has a randomly selected number. Maximum number depends on the size of the board, larger board will have a longer range of numbers.
  4. You are required to remove tiles from the board by selecting three tiles at a time
  5. A selected tiles must be open, that is there is no tile on top of it
  6. Numbers on three tiles MUST be related mathematically (sum, product etc) as specified in the rules of the game
  7. Three matching tiles will be removed from the board. Any tiles directly beneath will be opened.
  8. You play against a given time. More time is given for larger boards.
  9. You continue removing tiles until: timer has expired; board has 2 or less tiles or you decide to end the game
  10. Scoring is done when you play within a given time limit. You can play without any time limit - no scores are kept in this mode.

This game requires considerable visual and mathematical thinking. Main features of this program are:
  1. Grid size from 3 to 16
  2. Tiles shapes: square flat, square raised, square rounded, circular or octagonal
  3. Try to beat the clock with maximum score or play without time limit
  4. Get hints or let computer solve a grid
  5. Different colour schemes

nashE

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Introduction
This program is a simple game using a board layout based on Nash equilibrium (named after John Forbes Nash, who proposed it). This game is not about demonstrating the equilibrium theory or its application. Nevertheless some principles of the equilibrium theory would apply when you play this game against the computer.

Board Layout
A 3x3 matrix contains nine numbers distributed randomly. Player 1 has numbers 1 to 9 in the bottom left while player 2 numbers 1 to 9 are in the to right corner of a cell.

Objective of the Game
Players 1 and 2 move alternatively. Purpose of this game is for a player to maximise its score.

How to Play

  1. Player 1 start first by selecting a one of the three rows
  2. Once a row is selected, player 2 must select a column in that row
  3. Player 2 then selects a column:
    • If player 2 selects same column as the row number (eg column 3 if row 3 was selected by player 1) then the respective numbers in the common row/column are added to player scores and game ends
    • If player 2 selects a column (eg column 1 in row 2 selected by player 1), numbers at the intersection row and column are added to player scores
    • Game continues and player 1 selects another row - then step 2 above follows ...

Program Options

  1. Select player types: manual or computer. User can play player 1 or 2 but player 1 always starts the game
  2. Select how a game ends:
    • When same row/column are selected (default and normal mode)
    • When only one cell is left. This game would last longer.
  3. Board and player colours
  4. Pause at computer moves

nDrop

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A small but tough puzzle. The layout is that there are three numbers at the top and three rows of 4 numbers each underneath. Each of the three rows has an empty cell. You are required to align three empty cells under one of the three numbers at the top. The number will drop down the empty column if the number is greater than or equal to numbers on the left and right of the empty column. Game ends when you drop down all three numbers.

How to Play

You can rotate rows and columns covering 12 numbers and three spaces. Your aim is to align numbers on the left and right of an empty column so that the number at the top may be dropped down. Note that a number can be dropped down the empty column if the number is greater than or equal to numbers on the left and right of the empty column.
  1. Click the control button on the right of a row of numbers. Left click to rotate left and right click to rotate right.
  2. Click the control button at the bottom to rotate a column up or down. Left click to rotate down and right click to rotate up.
  3. When an empty column has been aligned beneath a number at the top, click the control above the top number. Number will drop if it is greater than or equal to numbers on the left and right of the empty column.
  4. Game ends when all three numbers at the top have been dropped
  5. Each puzzle has a valid solution

nLock

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Break the lock combination and make four numbers from a set of eight numbers and four plus and minus. Given numbers are on two circles, four horizontal and four vertical, and signs are on one circle in the middle. A pair of numbers and a plus/minus sign are aligned forming an equation and a resulting number. Rotate circles - and numbers and signs on them to get four target numbers. Like a locker combination there is only one unique set of locations that will give the desired four numbers. Use your spare time to stretch your mental math capabilities.

How to Play

  1. Left click on a number or a sign to rotate all numbers and signs on the circle to left. Resulting numbers will be recalculated.
  2. Right click on a number or a sign to rotate all numbers and signs on the circle to right. Resulting numbers will be recalculated.
  3. All games are solvable

noneighbors

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NoNeighbors is a Suduko look alike with some subtle differences. This puzzle has following rules:

  1. A puzzle has a 9x9 grid
  2. Each row and each column must be filled with numbers 1 to 9; no duplicate numbers in a row or a column
  3. Neighboring cells cannot have neighboring numbers.
    • Left, top, right or bottom numbers around a cell cannot have numbers +1 or -1 of the number in the cell.
    • For example if a cell has value 5, none of the left, top, right or bottom cells can have numbers 4 or 6.
    • Neighboring numbers for 1 will be 2 and 9, and for 9 will be 1 and 8.
    • Following is a list of neighboring numbers:
      1=2 and 9; 2=1 and 3; 3=2 and 4; 4=3 and 5; 5=4 and 6; 6=5 and 7; 7=6 and 8; 8=7 and 9; 9=1 and 8
Like Suduko, this puzzle can be rather difficult to solve. This program helps you solve existing puzzles as well as create new ones.
This program helps you solve existing noneighbors puzzles as well as create new ones. Main features of this program are:

  1. Create new puzzles manually or automatically; automatic creation offers puzzles with different levels of difficulty
  2. Solve existing puzzles manually
  3. Create new puzzles one at a time or in bulk
  4. Save puzzles as Ascii or bitmap files
  5. Print puzzles and solutions
  6. 20,000 puzzles with solutions Download

nSequence

Help

You are required to adjust a series of numbers to be in sequence. Numbers are adjusted by taking away 1 or 2 from one cell and transferring to another. A numbers in a cell must be taken away only once. However, numbers can be added to a cell more than once. 20,000 puzzles with solutions are provided with this program.

How to Play

During play you try to sequence the numbers by taking away and adding numbers from one cell to another:
  1. A puzzle will comprise 4 to 10 cells.
  2. Cell numbers must be adjusted to number 1 at left increasing by one to number N at right, where N is the number of cells
  3. Left click on a cell, move mouse over to another cell and left click again. Source cell value will be reduced by one and target cell value increased by one.
  4. Right click on a cell, move mouse over to another cell and left click again. Source cell value will be reduced by two and target cell value increased by two.
  5. A cell value can be reduced by one or two, and once only
  6. A cell value can be increased multiple times
  7. All cells must be used

Program Options

  1. Save and reload puzzles
  2. Create puzzles with random or selected number of cells
  3. Set display colour schemes
  4. 20,000 puzzles with solutions Download
  5. Set display colour schemes

nSeq2D

Help

You are required to adjust a series of numbers to be in sequence. Numbers are adjusted by taking away 1 from one cell and adding it to one of its neighbouring cells. A numbers must be added to a cell once only. However, numbers can be removed from a cell more than once. 20,000 puzzles with solutions are provided with this program.

How to Play

During play you try to sequence the numbers by taking away and adding numbers from one cell to another:
  1. A puzzle will comprise 3x3 to 9x9 grid
  2. Each cell has a random number, maximum number being the grid size
  3. Cell numbers must be adjusted such that row 1 of the grid has number 1 in all columns, 2 in row 2 and n in the last where n is the grid size. For example in a puzzle of size 7x7 the last row must have 7 in all columns.
  4. Left click on a cell, move mouse over to a neighbouring cell (left, top, right or bottom) and left click again. Source cell value will be reduced by one and target cell value increased by one.
  5. A value can be added to cell only once while values can be deducted multiple times
  6. A value must be added to each cell in the grid

Program Options

  1. Save and reload puzzles
  2. Create puzzles with random or selected number of cells
  3. Set display colour schemes
  4. 20,000 puzzles with solutions Download
  5. Set display colour schemes

nTangle

Help

Welcome to nTangle: Untangle a web of intersecting lines, from very easy to very hard. A simple and relaxing way to pass your time.

Download More than 20,000 puzzles with varying level of difficulty

This is how you play:

  1. Set the number of nodes (8 to 128) and click Generate, a new tangled puzzle will be created
  2. Click and drag each node, tangled lines connected to the node will move
  3. Reposition the nodes to untangle lines

The following program options are provided:

  1. Specify puzzle size: fixed, range, above or below a specified number of nodes
  2. Create new puzzle, each puzzle is unique
  3. Create multiple puzzles and save to a file
  4. Append new puzzle to existing puzzle files
  5. Save new puzzles, 20,000 puzzles are provided with this program
  6. Load new puzzle files
  7. Select a puzzle to tackle from a file
  8. Zoom in and out of tangled lines to get more space to work with
  9. Adjust puzzle location to focus on a specific area of a puzzle
  10. Get status of untangled lines; shown in green
  11. Set different color schemes
  12. Adjust the size and color of dots and lines
  13. Let computer untangle a puzzle
  14. Undo your moves
  15. See bubble help for different command buttons


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NumberLink

Help

Number Link is a Japanese logic puzzle published by Nikoli (2006).
The player has to pair up all the matching numbers on the grid with single continuous lines (or 'paths'). The lines cannot branch off or cross over each other, and the numbers have to fall at the end of each line (i.e. not in the middle). All cells must be filled with line and there is only one unique solution for a puzzle. Fans of Sudoku, Kakuro, Hashi and the like are sure to find this logic puzzle a refreshing challenge! 20,000 Puzzles provided with this program have unique solutions. Program handles puzzle size 5x5 to 16x16.

Generally NumberLink puzzles are rather easy to solve - size 8x8 and below in particular. Nevertheless they are good fun to try. This program will generate puzzles that have unique solutions. Caution - puzzle size 12x12 and above may take some time to generate.

How to Play

Normally you would print a puzzle and solve it on paper at your leisure. You can also connect numbers on screen using the following commands:
  1. Leftclick mouse on a cell and drag mouse to the new location
  2. Release leftclick to draw a line
  3. A line can only be vertical or horizontal
  4. Can draw a line in many horizontal and vertical segments if necessary
  5. Cannot cross lines
  6. Cannot draw a line through a number
  7. Must connect same numbers together
  8. Each puzzle has a unique solution

Program Options

  1. Select line and number colours of your choice
  2. Save and reload puzzles
  3. Print puzzles and their solutions
  4. 20,000 puzzles with solutions Download
  5. Set display colour schemes

Numgrid

Help

In this game you are given a set of four numbers located at the corners of a 7 x 7 grid. You are required to fill the grid with numbers 1 to 9 and signs + - * to make the given four numbers.

How to play

Use left/right mouse buttons to place numbers and signs on the grid. You can print the puzzles, three puzzles and solutions per page.

The computer can also solve number grids. Under the Puzzle menu click 'Set a Puzzle for computer to solve'. Then set four numbers on the grid corners and click solve.


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nPairs

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In this game a set of 50 numbers (numbers 0 to 9 in five colours) are placed in 10 columns, 5 rows each. First 9 columns are the Working area. You are required to match and eliminate pairs from the working area. Game ends when all numbers have been removed. The tenth column is the Reserve area, a number can be moved any time from Reserve to Working area. Rules of the game are:

Rules:

  1. A pair can be removed when:
    • A number is adjacent to another, at: left, right, above, below, or diagonally adjacent
    • Two adjacent numbers are of different colour
    • Two numbers differ by one
    • For example red 7 can be paired with black 6 or green 8. Nine can be paired with 8 or 0.
  2. A number can be moved from Reserve column to the Working area, but in the same row
  3. An entire row in the Working area can be shifted left or right eliminating all empty spaces, similarly
  4. A entire columns in the Working area can be shifted up or down eliminating all empty spaces
  5. After you eliminate pairs, you move rows and columns around in order to create possibilities for other pairs to remove
  6. Game ends when all numbers have been removed
  7. You can play this game with 3, 5, 7 or 9 columns working area with maximum number being 3, 5, 7 or 9 respectively. Same rules apply including the rule that the maximum number can also be paired with 0.
  8. Score is maintained only for the most difficult 9-column game

How to play:

  1. Left click and drag-drop a number to the paired number. Both numbers will be removed if they are a valid pair.
  2. In order to shift a row left, click on the board left to the start of the row
  3. In order to shift a row right, click on the board right to the end of the row
  4. In order to shift a column down, click on the board below the start of a column
  5. In order to shift a column up, click on the board above the end of a column
  6. Right click on a number in the Reserve column. The respective row will be moved left and the number will be moved to the first empty space in the row
  7. Resize window to increase or decrease number size
  8. Use Options to set number of columns, and fonts and colours of your choice

OddEven

Help

In this simple puzzle you are required fill in a grid with numbers such that:

  1. There are no duplicates in a row or a column
  2. An odd number must have even neighbors (left, top, right and bottom)
  3. A number must be used as many times as the size of the grid
  4. Maximum number is the size of the grid
  5. Grid size is 4x4, 6x6 or 8x8. Some numbers in the grid are fixed

How to Play

Normally you would print a puzzle and solve it on paper at your leisure. However you can also solve on screen using the following commands:
  1. Move and place mouse cursor on a cell; no need to click
  2. Enter the number
  3. Program validates a number for the following:
    • No duplicate numbers
    • Odd number has even neighbors
    • Cannot enter a number greater than the grid size
  4. In case of invalid entries, status bar at bottom right turns red
  5. If entries are correct, status bar at bottom right is green
  6. Puzzle is solved when all entries are correct and all cells have been filled
  7. Use menu Puzzle/Autosolve to let computer solve a puzzle

Program Options

  1. Create new puzzles
  2. Solve puzzles on screen
  3. Display colour schemes
  4. Three grid styles: flat, depressed or raised
  5. Select foreground and background colours of fixed value cells
  6. Save and reload puzzles
  7. Print puzzles and their solutions
  8. Use one of 20,000 puzzles or let program create one. No two puzzles will be same. Download
  9. Set display colour schemes

PyraNum

Help

    PyraNum is a simple math puzzle. You complete a pyramid of numbers by filling in blank positions given three rules:
  1. A cell value must be sum or difference of the two cells below
  2. A row cannot have duplicate numbers
  3. A number cannot be less than one or more than the grid size

Some numbers in the grid are given as clues. Puzzle cells are stacked like a pyramid with size varying from 5x5 to 9x9. 20,000 ready made puzzles are provided with the program.

How to Solve a Puzzle

Normally you would print a puzzle and solve it on paper at your leisure. However you can also solve on screen using the following commands:
  1. Use menu Puzzle/Create to create a fixed or a random size puzzle, or
  2. Load an existing puzzle file and select a puzzle
  3. Move and place mouse cursor on a cell (no need to click) and enter the desired number (one digit)
  4. Can also right-click a cell and enter a number from the drop down menu
  5. Program validates the number: no duplicates in a row; no number greater than the puzzle size; and an incorrect number when the two numbers beneath are known.
  6. In case of invalid entries, status bar at bottom right turns red
  7. Puzzle is solved when all entries are correct and all cells have been filled
  8. If entries are correct, status bar at bottom right stays green
  9. One would normally build the puzzle bottom up. However easy or single solution cells should be tackled first.
  10. Each puzzle can be solved by logic alone; smaller size puzzles would obviously be easier to solve
  11. Use menu Puzzle/Autosolve to let computer solve a puzzle

Program Options

  1. Create a puzzles with grid size of your choice
  2. Solve puzzles on screen
  3. Set display colour schemes
  4. Select foreground and background colours of fixed value cells
  5. Save and reload puzzles
  6. Browse through multiple puzzles file, 9 puzzles per screen
  7. Print puzzles and their solutions
  8. 20,000 puzzles with solutions Download
  9. Set display colour schemes

ReCycle

Help
    In this simple puzzle you are required arrange numbers 1 to 9 on a circle:
  1. There are 10 spaces on the circle filled randomly with numbers 1 to 9, the 10th space is empty
  2. Numbers must be arranged 1 to 9 or 9 to 1 in 10 spaces with blank being anywhere in the sequence
  3. There are two vertical spaces aligned with the top and bottom numbers on the circle
  4. You can push and pull numbers into or out of the circle using the vertical spaces
  5. Rotate the circle left or right and push pull numbers into vertical spaces until you get numbers in order

Puzzle is not easy to solve, moving numbers without a plan would make the puzzle even more difficult. With clear thinking a puzzle is normally solvable in less than 10 moves. Every puzzle is unique and solvable.

How to Solve a Puzzle

Basically you will rearrange numbers using two types of moves:
  1. Rotate the circle left or right with left or right click at the centre of the circle. You can also use left or right arrow for this purpose.
  2. Move a number into the top or bottom space. Click uparrow button or downarrow button or use up or down arrows for this purpose.

You can also use mouse click with left button down and then:
  1. Move mouse little bit to left and release button. Circle will rotate left.
  2. Move mouse little bit to right and release button. Circle will rotate right.
  3. Move mouse little bit down and release button. Top space will be pushed down.
  4. Move mouse little bit up and release button. Bottom space will be pushed up.

When a push button is clicked all four numbers: top space, number below on the circle, bottom space and number above on the circle will move together.
Puzzle is solved when all numbers on the circle are in order - 1 to 9 or 9 to 1. One space on the circle can be in any position between the numbers.
Use Autosolve with or without pause to let computer show you the solution.

Program Options

  1. Create new puzzles
  2. Solve puzzles on screen
  3. Display colour schemes
  4. Save and reload puzzles
  5. Use one of 20,000 puzzles or let program create one Download
  6. Set display colour schemes

Reversudoku

Help

This game is Sudoku in reverse - simpler but with even bigger challenge. Basically a 9x9 grid is already filled in with number 1 to 9, nine times. All you have to do is to identify nine segments of nine cells each, with each segment containing numbers 1 to 9. All 9 cells in a segment must be connected in one chain. Only hint you have is that if a number in a cell and a number in any of its four neighbors (left, top, right and bottom) add to 9 then both cells will belong to one segment. There are no other rules.

How to Play

Puzzles come in three levels:
  1. Easy - One out of nine segments is already shown in the puzzle. And there are more of same numbers together in the grid making it easier to identify segment boundaries.
  2. Hard - A segment is not ready marked. But there are more of same numbers together in the grid making it easier to identify segment boundaries.
  3. Very Hard - No segment is ready marked and there are fewer placements of same numbers together.

Normally you would print a puzzle and solve it on paper at your leisure. You can also try a solution on screen using the following commands:
  1. Create a new puzzle of difficulty level of your choice. You can also load or print one of the 20,000 ready made puzzles (1.1Mb) supplied with this program
  2. There are nine colours available to markup a cell for a segment
  3. Select a colour by clicking the top right hand button
  4. Click on a cell to assign it to a segment. Cell will be painted with the selected colour. Click again to clear a cell.
  5. Click Show-9 pairs command button to see which cells must belong together in a segment.
  6. When you mark a cell and there is a valid neighboring cell with total 9 then the neighboring cells will also be marked
  7. Continue marking cells until you have identified all the nine segments
  8. When marking cells, program will verify validity using the following checks:
    • Duplicate values are not allowed in a segment. For example cannot mark number 1 twice in a segment.
    • A cell not linked to a chain will not be marked. For example if you have marked two adjacent cells as red. Now you try to mark third cell which is not a neighbor of the existing two - this is not valid.

Hints

Reversudoku puzzles are simple but could be very difficult to crack. Here are a few tips to assist you with the solution:
  1. Spot 9-pairs and mark them as each pair belonging to same segment
  2. Note same numbers next to each other. There must be a segment division line between the two.
  3. A number or a set of numbers (other than a full 1-9 segment itself) cannot be isolated. Connect such areas with adjacent segments.
  4. Numbers in a segment must be all in vicinity of each other and must be connected horizontally or vertically. Look for shortest route to make a cluster of number 1-9.
  5. However the best guide is visual scan and your intuition. Scan, relax and look for patterns of unique numbers together.

ShuntDown

Help

Numbers 1 to 9 in four colours are arranged randomly in two stacks. Rearrange these numbers, ascending or descending, in four stacks of four colours. You have nine working places and five reserve places to work with. This game is not easy and requires considerable planning and forethought as you move numbers around.

Rules

A game starts with 36 numbers - numbers 1 to 9 in four colours. 30 numbers are placed in Source Stacks and 6 in the Working Stack. Basically you have to shift numbers from Source Stacks to Solution Stacks as per rules below:
  1. Draw numbers from the Source Stack into the Working Stack sequentially. Six numbers are ready filled at the start of a game
  2. Move numbers around in 9-space Working Stack
  3. Drop a number from the Working Stack to one of the four Solution Stacks. The number must be positioned over the stack.
  4. A Solution Stack must be filled with numbers of same colour and in ascending or descending order
  5. Use 5-space Reserve Stack to hold numbers and use them later in the Working Stack
  6. As positions in the Working Stack become empty, draw additional numbers from the Source Stacks
  7. Repeat steps 2 to 6 until all numbers from Source Stacks have been moved into the Solution Stacks
You need to examine each puzzle carefully and plan your moves upfront. Without a strategy the Working Stack will become full with no spaces left to move.

How to Play

You move and numbers around in different Stacks using the following:
  1. Working Stack: You can move numbers to empty spaces in the row. Left click on a number, move mouse (without drag) to an empty space and left click again. Right click on a number to drop the number to a Solution Stack below.
  2. Reserve Stack: Click on one of the empty positions in the Reserve Stack. The number below in the Working Stack will be moved up to the Reserve Stack. Click again to move the number down.
  3. Source Stack: Click on number in Solution Stack in the same row as the Working Stack. When a number is shifted, the empty position in the Source Stack can be filled by the next (above or below) number in the Source Stack.
  4. Solution Stack: Numbers in Solution Stack must be same colour and ascending or descending value. A number 1 or 9 of any colour may be dropped into an empty Solution Stack.
  5. Automove: Program will move valid numbers automatically to a relevant Solution Stack. You can disable automove while shifting numbers in Working Stack. For this purpose left click on a number, move mouse (without drag) to an empty space and Right click again. The number or the numbers between two clicks will be shifted to the empty space without any automove to follow.

sLitherLink

Help

This program helps you solve existing sLitherLink puzzles as well as create new ones. Slither Link (also known as Fences and Loop the Loop) is a logic puzzle played on a rectangular lattice of dots. Some of the squares formed by the dots have numbers 0 to 3 inside them. The objective is to connect horizontally and vertically adjacent dots so that the lines form a single loop with no loose ends. In addition, the number inside a square represents how many of its four sides are segments in the loop. In this program you can:

  • Create new puzzles manually or automatically. Automatic creation offers unique puzzle each time with different levels of difficulty
  • Solve a puzzle manually or let program solve it
  • Save puzzles in different file formats
  • Print puzzles and solutions

This program has a puzzle size limitation of maximum 12 rows and 12 columns.


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SnakesLadders

Help

Snakes&Ladders is a well known old board game using a board and a dice. Its simplicity makes it popular with younger children, but there is a lack of any skill component. In this Mindgames variation, you use your brains instead of dice and play on your own. Basic rules and the features of this game are:

Rules

  1. There is a square grid of size 5x5 to 16x16, populated with a number of snakes and ladders
  2. You are given a set of numbers or steps
  3. Purpose of the game is for you to start from number 1 and reach to the last number on the grid:
    • Can only use the given step numbers
    • Upon reaching a stair square, must jump up to the designated number- top of stair
    • Upon reaching a snake square must move down to the designated number - end of snake
  4. In order to win, you must reach the end of the board by using ALL the given steps
  5. Games are provided in Easy and Hard mode
    • In easy mode ALL snakes and ladders will be used in the solution
    • In hard mode not all snakes and ladders are required; this makes the game difficult as you will also have to figure out which ones not to use
  6. Normally you would print and the solve a puzzle on paper - you can also solve on screen if desired
  7. Every puzzle generated with this program is of unique layout with a single solution
  8. 20,000 puzzles of varying difficulty are provided with this program

This game looks deceptively simple. As you will find out a lot of visual thinking and mental addition subtraction is required, for hard games in particular.

Options

Main options of this program are:
  1. Grid size - 5x5 to 16x16
  2. Difficulty level - Easy or Hard
  3. Snake and Ladder display style - single line or staggered
  4. Line colours and Line width
  5. Display colour schemes
  6. Grid style - flat, raised or depressed
  7. Print puzzle, solution or both - single or in bulk
  8. Generate single, or multiple puzzles in one go

How to Play

You would normally print a puzzle and solve it at your leisure. However you can also solve on screen:
  1. Left click a cell and drag to another cell to draw a line
  2. Corresponding step will be removed from the given set if your move matches a step
  3. Move destination will be adjusted for a snake or a ladder
  4. Can undo moves if required
  5. 20,000 puzzles of varying difficulty with solutions Download

Sudoku3

Help

Purpose of this program is to solve and create Sudoku puzzles. The program also explains how a solution may be developed. It is assumed that the user is generally familiar with the basic concept of the game. This program is an updated version of earlier Sudoku 2.6.

New in V3:
  1. Difficulty Levels saved in puzzle files
  2. Create puzzles with a predefined pattern of known cells
  3. Show/hide Pencilmarks
  4. Improved user interface

Main features:
  1. Import puzzles for solution
  2. Create new puzzles of varying difficulty
  3. Solve a puzzle on screen
  4. Display pencil marks
  5. Get hints during manual solution
  6. Let computer solve a puzzle, one shot or step mode
  7. Detect multiple solutions
  8. Print puzzles in different layouts (2, 6 and 12 per page)
  9. Create puzzles with preset fixed cells patterns
  10. Event Log to trace solution progress
  11. Use one of 40,000 puzzles or let program create one. No two puzzles will be same. Download

SumOfSquare

Help

SumOfSquare is a simple math puzzle. Fill in a grid of squares such that the sum of numbers at four corners of a square adds upto the number inside the square. For example in the grid one possible solution for square with number 7 would be numbers 1,1,2,3 at its corners.

1-2
+7+
1-3

Puzzles come various shapes and sizes. Each puzzle will use digits 1 to 9, larger digits for larger sizes. Basic rules of the game are:
  1. The maximum digit and the set of 4-digits to be used at corners is provided for the puzzle
  2. All sums must be solved and all sets must be used
  3. A set of 4 digits can be used only once
  4. A set of answers are given as clues (usually 30%)
  5. Digits range from 1 to 9 depending on the size of the puzzle; zero is not used
  6. Each puzzle has a unique solution.
Main features:
  1. Use menu Create/Grid to make a new grid
  2. A grid can be upto 12 rows and 12 columns, maximum 144 cells and minimum 9 cells
  3. You can edit a grid to make a custom puzzle of your own design
  4. Use one of several pre-set layouts: square, rectangle, diamond, cross, triangle, or diagonal
  5. Create new puzzles on the fly with given or random layout
  6. Save puzzles to existing or new puzzle files
  7. Create and save multiple puzzles
  8. Browse through large puzzle files
  9. Solve a puzzle on screen with undo's
  10. Select display colour schemes and number fonts of your choice
  11. Use one of 20,000 puzzles or let program create one. No two puzzles will be same. Download

SuDoKu

Help

The purpose of this program is to solve or create a SuDoKu puzzle. It is assumed that the user is already familiar with the concept and rules of this game. More than 20,000 sample puzzles are provided.

This program is based on rather simple but very successful algorithm. This algorithm may not be an optimum way of solving a puzzle. Once you have understood the basics of this process, an expert visual inspection process will definitely beat the computer.


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PentoMinos

Help

A pentomino is a geometric shape formed by adjoining five squares with one another edge to edge. There are twelve unique ways to do this (not counting rotations and reflections). Those twelve pieces (or blocks) are pictured here and make up the "classic" set of pentominoes. Traditionally each piece is named using the letter of the alphabet which most closely resembles its shape. Each of the twelve pentominoes (or blocks) by rotation or flip, can be tiled to make a shape, and a lot of fun with pentominoes revolves around filling or building given shapes. These make interesting puzzles. This program helps you solve existing PentoMinos puzzles as well as compile new ones.
Main features of this program are:

  1. Create new puzzles manually from a pattern
  2. Solve existing puzzles manually
  3. Thumbnail view of all puzzles in a file
  4. Save newly compiled puzzles
  5. Print puzzles and their solutions
  6. 250 puzzles with solutions

x123

Help

You are required to fill a 5x5 grid with numbers 1,2,3 in each row and each column. Two cells in each row and column must therefore be blank. Number cannot be duplicated in a row or a column. You are provide 8 hints. A hint indicates what is the first number in a row or a column. 20,000 puzzles provided with this program.

How to Play

Normally you would print a puzzle and solve it on paper at your leisure. However you can also solve on screen using the following commands:
  1. Click on a cell and enter a number (1,2 or 3)
  2. Use arrow keys to navigate between cells
  3. Must not use a number twice in a row or a column
  4. Each puzzle has a unique solution

Program Options

  1. Save and reload puzzles
  2. Print puzzles and their solutions
  3. 20,000 puzzles with solutions Download
  4. Set display colour schemes

ZeroSum

Help

ZeroSum puzzle is played on a square grid filled with numbers and +- signs. The objective of this game is to make a given sum of numbers by navigating through a grid of numbers and associated +- signs.

Rules of this game are:

  1. Cells are filled with numbers 1 to 5 for a 9x9 grid, 1 to 4 for a 7x7 grid, and 1 to 3 for a 5x5 grid
  2. One cell is designated as a clue cell, you must use this cell in your solution
  3. Start from the bottom row of the grid and move UP, LEFT or RIGHT only ending at the first row
  4. As you move from a number cell to another, apply + or - in between; the sum of numbers is calculated as you move up, left or right
  5. You must have a sum of zero when you reach row 1
  6. There are no duplicate numbers in a row or a column
  7. There is only one unique solution for a puzzle
  8. Use 5x5 grid for young children and 9x9 for experts with a lots of visual thinking.


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