Rangoli Grid
Nonogram picture logic: read the number clues, fill runs of squares and reveal a rangoli pattern. Every grid can be solved without guessing.
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Nonogram picture logic: read the number clues, fill runs of squares and reveal a rangoli pattern. Every grid can be solved without guessing.
Marble solitaire on a wooden board: jump a marble over its neighbour into an empty hole, remove the jumped one, and finish with one marble on the target.
Split the grid into rectangles. Each one holds exactly one number, and that number is its area. Every puzzle has one answer you can reach by logic.
One tree in every row, column and coloured orchard, and no two trees touching, even at a corner. A calm Star Battle style logic puzzle.
Real positions from real games. Your opponent has just moved: find the winning move and play the line through to the end.
Lay every domino from the tray so each coloured plot keeps its rule: a total, under or over a number, all the same, or all different.
Checkers puzzles where one move wins, plus full games against the computer at four difficulty levels. English and American rules.
Cross sums: fill each white run with digits that add up to its clue, with no digit repeated. Crossing runs narrow every cell down to one.
Draw a single line through every cell, connecting the numbers in order and finishing on the last. Walls block the way, and each grid has one answer.
Every monster shows exactly what it will cost you. Collect gems, keys and food in the right order and reach the stairs with health to spare.
Sweep the sea for mines by pure deduction. Every board can be solved without guessing, and the sonar shape changes as you go.
Racing on graph paper, turn by turn. Your car keeps its momentum, so every corner is a braking puzzle, and a grey rival sets the pace.
The penguin slides until something stops it. Push ice blocks to build the stoppers you need, fill holes, and come to rest right on the fish.
Every islander always tells the truth or always lies. Read what each one says, then prove who is truthful and who is a liar.
Monsters mark their attacks in red before they strike. With no sword, shove them into rocks, water, each other and each other's attacks.
Light every square of a night garden. Lanterns shine along rows and columns until a wall stops them, and no two lanterns may face each other.
Pitch one tent beside every pine. Tents never touch, even at the corners, and the numbers count the tents in each row and column.
Balance chai and coffee in every row and column, never three alike in a line, and follow the = and × signs. A calm binary logic puzzle.
Draw one closed fence around the garden. Each number counts the fenced sides of its bed. Classic Slitherlink on grids from 5×5 to 8×8.
Connect each pair of matching dots with a path. Paths never cross, and every square on the board must be used. Numberlink from 5×5 to 9×9.
Ferry a farmer's animals across the river, walk travellers over a bridge by lantern light, and pour milk to an exact measure. 45 short tales.
Every move rolls every marble. Sink each one into a pocket of its own colour, and keep the bomb away from all of them.
Slimes step toward you every turn and you cannot fight back. Steer them into each other, into pits and into the puddles they leave.
A body, a floor plan and a handful of guests. Place everyone so every clue holds; the killer is whoever was alone with the victim.
Merge number tiles with + − × ÷ to land exactly on the target. No negatives, no fractions, and from the second tier every tile must be used.
Chess pieces with no sides and no opponent. Every move must be a capture, and the aim is to leave exactly one piece on the board.
Timed mental arithmetic: type each answer to move on, climb from simple sums to bracketed chains, and aim to get nine in ten right first time.
Tip the die one square at a time, so the path you take decides which number ends up on top. Gates only open for the right face.
A laser and mirror puzzle: bend and split coloured beams until every target glows its own colour. Light adds up, so red and blue make magenta.
Can you crack the code? Read the failed attempts on the safe and deduce the one code they allow. Green dots and gold rings are your clues.
Draw each picture without lifting your pencil, passing along every line exactly once. Count the lines at each dot to find where to start.
The floor is your inventory. Lift a tile, carry it and place it over the void, one at a time, to build your way to the exit.
Drag the dots until no lines cross. Only a few dots are strays, so spot them first and clear the web in the fewest drags.
A light toggle puzzle: every tap flips a pattern of lamps. Turn off all the lights in as few taps as possible, from plus shapes to knight jumps.
Colour an island with three paints so no two neighbouring regions match. Every map has exactly one answer, so each stroke is a deduction.
Gentle matching games for ages 3 to 6: fit pictures to their shadows, spot the same picture, count up to six and match first words.
Logic grid puzzles for kids at the mela: every child has one item from each group. Read the clues, fill the table and cross off each clue you use.
A symmetry drawing game: a dashed mirror divides the board. Copy each marigold line to the other side until both halves of the rangoli match.
Puzzles from Aadu Puli Aattam, the tiger and goat game: jump to capture, block to trap, and find the move that works against every reply.