Rules:
Sudoku - Place digits from 1-9 in every cell without repeating in a row, column, or 3x3 box.
Knight's move path - Draw a path through the centers of some cells that moves orthogonally and does not branch or cross itself. The path consists of a series of chess knight's moves, two cells in one direction and one cell in a perpendicular direction (or vice versa). Thus the path has segments the ends of which are a knight's move apart. It could also be considered a series of L-tetrominoes which overlap by one cell. In this puzzle, the digits in the two ends of each path segment must differ by at least 5.
Path-detecting circles - Each white circle is a segment end of the path; the digit in the circle indicates how many cells in the circle's 9-cell neighborhood are visited by the path.
Difference kropki - The path moves through each white dot; the digits on either side of the dot differ by 1.
Anti-king - Digits a king's move apart cannot contain the same digit.
Play the puzzle on Sudokupad
I hope you enjoy the puzzle! :-)
Lösungscode: Column 9
am 15. Januar 2025, 04:39 Uhr von HertogHJ
Nice puzzle! Took a while for me to get my head around it, but the solution path is quite smooth.
Later I tried the example, but it seems to have multiple solutions. You can swap the 2 and the 3 in box 2 and go down then left towards the six. You will end up with a deadly pattern of sixes and two's in box 4 and box 6.
am 12. Januar 2025, 18:09 Uhr von askaksaksask
This is truly inspired. This is a much harder puzzle than initially appears. The break-in is wonderful, but some of my favorite steps were midsolve, balancing the GW-path-circles interactions, joining up the two segments, etc. This puzzle deserves some public attention, i highly recommend this. Thank you!!