after a long break once again a puzzle by me. I had just started working on the idea of a chess-rule sudoke with no numerical clues given, when the CTC puzzle prompt came around, asking for fairy chess, which was much easier to implement.
Hope you enjoy it!
Rules:
Sudoku rules apply. Clues in the top left corner of a cell define the exact rule for each cell.
K – King: Anti-king rule
N – Knight: Anti-knight rule
W – Wolf: The wolves quickly move around, closing in on their prey. Anti-bishop rule.
U – Unicorn: The unicorn can not only jump and run like a horse, its horn is a danger to anyone nearby. Anti-knight + anti-king rule.
F – Fairy: The tiny fairy can flutter anywhere it wants to go, but is not very fast. No equal number in any cell up to two cells away.
Kn – Kangaroo: The kangaroo hops like a horse, only further. No equal number in any cell in a 3x1 knight’s move away.
P – Pegasus: The pegasus moves like a horse, but due to its wings, it can move much faster. No equal number any number of knight’s moves in a straight line away.
D – Dragon: The mighty dragon sits on a mountain of treasure, ready to swiftly fly in any direction. No equal number an integer of steps (orthogonally/diagonally) away – this equates to anti-bishop + anti-pythagorean triple e.g. 4x3 knight’s move.
G – Giant: The giant does not need to move much, as it is towering over the forest. No higher number orthogonally adjacent.
E – Ent: The ents tend to stay in one place, and do not appreciate close neighbours, who are always hectic. No consecutive number in any of the 8 surrounding squares.
The "anti-whatever" rules at one glance:
Puzzle
Solution code: Row 1, Column 8
on 25. August 2021, 20:32 by uvo_mod
Labels ergänzt.
on 9. May 2021, 15:38 by chien2000gl
Very nice puzzle!! It tooks me 2 hours to solve this.
on 8. May 2021, 14:59 by Shinya
Added line break in rules; adjusted difficulty level