Fair puzzles

Most puzzle sites ask you to take the quality of a board on trust. We would rather not ask. Every Griddle puzzle has to clear the same two tests before anyone sees it - one answer, and an answer you can reason your way to - and whatever clears them is then graded on how hard that reasoning actually was. A board that fails a test is not nudged until it scrapes through. It is thrown away.

Boards published and verified
7,041
That need a guess
0
Named deduction techniques
17
Games
3

That is 3,291 Daily boards, 3,000 for the endless mode and 750 across the countdown ladders. Every one of them has been proved to have exactly one answer, and proved separately to be reachable using only the 17 techniques listed below - no trial and error at any point. The full suite is re-run against the entire corpus before a release, so these are not one-off checks from whenever a board was made.

What every Griddle board goes through before it is published

  1. Uniqueness. Every Griddle board is put through a constraint solver that walks the entire solution space and counts the answers. There has to be exactly one. This is the full search, not a sample of it, and a board that comes back with none or with two is thrown out rather than nudged into shape.
  2. No guessing. A second solver then starts the same board again from scratch, this time allowed nothing but the named deduction techniques listed further down. If it gets stuck and has to start searching, the board is either binned or bumped up a tier. If the only way through a puzzle is trial and error, we do not publish it.
  3. Grading. The difficulty is read off that second solve. It comes from the hardest technique the solver needed, weighted by how often it had to reach for it and scaled to the size of the board. The Daily calendar then runs easy on Monday up to hardest on Sunday, and every build checks the ramp is still intact.

Every board carries its own proof

A Griddle puzzle does not simply arrive claiming to be fair. Each one ships with the record of how it was checked: which version of the solver cleared it, a hash covering the board and its answer, how much of the search the proof had to cover, and the exact techniques needed to solve it, in the order they were needed. Every claim on this page can therefore be checked against the board it is made about.

Griddle does not ship the answers to your browser

Solutions are not shipped. When you finish a grid, your device hashes what you have drawn and compares it to a salted hash that came with the puzzle. Hints work the same way round: the technique solver runs on your device, on your current position, and works out the next deduction from there. Digging an answer out of the files would mean solving the puzzle first, which is also how you win it. That is as far as we take it. Someone determined can always cheat themselves, and there is no anti-cheat here beyond this.

Every technique we use

Here are the full ladders. Nothing outside these lists is ever used to grade a board, and each technique gets a worked example in the game’s strategy guide.

Sentinels

RankTechniqueWhat it does
0Last cell in a rowEvery row holds exactly one sentinel. When a row has only one cell left that is not crossed out, that cell must be the sentinel.
0Last cell in a columnEvery column holds exactly one sentinel. When only one cell in a column survives, place the sentinel there.
0Last cell in a regionEvery coloured region holds exactly one sentinel. A region down to a single open cell is solved.
1Region locked to a lineIf every open cell of a region sits in one row, that region’s sentinel is somewhere in that row - so no other cell in the row can hold one. Cross the rest of the row out.
1Line locked to a regionThe mirror image: if every open cell of a row lies inside a single region, that region’s sentinel is that row’s sentinel, so the region’s cells outside the row can be crossed out.
2Neighbour squeezeSentinels never touch, even diagonally. When a row’s candidates are packed into a narrow band, any cell in the row above or below that would touch every one of those candidates can be crossed out.
3Locked tupleIf two or three rows have their candidates confined to exactly that many columns, those columns are spoken for. Every other row can be cleared of them.

Full Sentinels strategy guide →

Eclipse

RankTechniqueWhat it does
0Break up a pairTwo identical symbols side by side cannot become three. Both cells flanking the pair take the other symbol.
0Fill a gapA gap between two identical symbols must hold the other symbol - otherwise you would have three in a row.
0Follow a markerAn “=” marker copies its neighbour’s symbol; a “×” marker takes the opposite. One known side settles the other.
1Line is fullEach row and column holds exactly half suns and half moons. Once one symbol has filled its half, every remaining cell in that line is the other symbol.
2Only one way to finish the lineWork out every legal way the line could be completed. Any cell that reads the same in all of them is settled, even if no single simple rule proves it.
3Assume and refuteSuppose a cell is a sun and follow the simple rules. If that leads to an impossible board, the cell must be a moon. You never keep the guess - you only ever rule one out.

Full Eclipse strategy guide →

Circuit

RankTechniqueWhat it does
0Only way outThe line can leave a cell in only one direction - every other neighbour is already used, off the board, or a waypoint that is not due yet.
1Do not strand a cellThe line must pass through every cell. If going one way would leave a cell with no way in or out, that way is wrong.
2Do not cut the board in twoThe rest of the line is one unbroken walk, so it cannot jump. A move that splits the untouched cells into two separate pockets can be ruled out.
3Follow it and see it failTake a direction and keep applying the simpler rules. If the line paints itself into a corner, that direction was wrong - so the other one is right.

Full Circuit strategy guide →

What Griddle has published right now

GameSolverDailiesCalendarUnlimited pool
Circuitcircuit/1.0.010972026-03-012029-03-011000 (easy 250, medium 250, hard 250, expert 250)
Eclipseeclipse/1.0.010972026-03-012029-03-011000 (easy 250, medium 250, hard 250, expert 250)
Sentinelssentinels/1.0.010972026-03-012029-03-011000 (easy 250, medium 250, hard 250, expert 250)

Last published Sat, 15 Aug 2026 14:53:46 GMT.

No licensed content, no third-party IP

Our games are our own builds of classic pencil-puzzle mechanics, which are not anyone’s to own. The names, the artwork, the code and every board we publish came from us. Griddle has no affiliation with any other puzzle publisher and is not endorsed by one. You will not find another company’s trademarks in our game names, our URLs or our metadata.