Trial and Error
Extreme
Used by Smart Hint
Guessing, and the only place the puzzle asks for it. Pick a side, commit to it, and keep solving as far as it goes — if it eventually dead-ends, the other side was right all along. Only Extreme puzzles are ever built to need this.
- Cells that establish the pattern
How it works
- This is the last rung, and the only one that isn't really a deduction. Only Extreme puzzles are ever built to need it — every easier tier is guaranteed to fall to the techniques above.
- Pick an undecided edge, and pick it well: one touching a clue or a line you already have, so a wrong choice runs into trouble quickly instead of ten moves later.
- Commit to it. Say it's a line, then keep solving normally from there — all the usual techniques, as deep as they'll go.
- This is the whole difference from Contradiction, which only looks a handful of steps ahead. Here you follow the choice as far as it leads, which is why it settles boards Contradiction reports as inconclusive.
- If it dead-ends — a clue that can't be satisfied, a dot left with exactly one line, or a loop that closes early and strands lines outside it — the guess was wrong. Unwind everything you drew on it and X that edge instead.
- If it doesn't dead-end but runs all the way to a single closed loop with every clue satisfied, you haven't just tested the guess: that IS the answer, and you're finished.
- One piece of bookkeeping makes all of this bearable: shade the area you're about to guess in before you commit. The shade is a freeform note, so it costs nothing, and it's the only thing that shows you later how far the guess actually reached — Undo steps back one tap at a time, and by then a wrong guess is a dozen taps deep.