Sudoclue
Seat a cast of suspects on the floor plan of a real place, one per row and column, using what each said, then work out the victim, killer and accomplice.
Page 4 of 10: 40 games, from Sudoclue to Cobble Paw. The shelf’s first page starts with the games to try first.
Seat a cast of suspects on the floor plan of a real place, one per row and column, using what each said, then work out the victim, killer and accomplice.
Shuffle flat and tall blocks along their tracks until the red piece has a clear path out the right side, in the fewest moves you can manage.
One logic puzzle a day, such as a classic cryptarithm where letters stand for digits, with typed answers checked, hints, a tutor and full worked solutions.
Lay a single closed canal that visits each empty cell once, with no crossings or backtracking, routing it around houses, windmills and tulips.
Play the day's shared Cribbage, Pyramid and TriPeaks deals once each for the leaderboard, with the same cards for everyone and a streak to keep.
Match open pairs of tiles to clear a layered mahjong layout, choosing which buried pairs to free first, with daily boards plus hints, undo and reshuffles.
Probe a secret number rule by trying values up to 999 and seeing which fit, then show you have cracked it on a closing exam, plus a two-rule bonus round.
Estimate a mystery angle within six guesses, then draw three angles by eye and judge five ever-closer higher-or-lower pairs.
Draw lines between Wikipedia articles set around a hexagon or nonagon, finding every pair whose pages reference one another, on easy or hard boards with a timer.
Guess how many equal circles fit inside the day's shape without overlapping, with one circle shown for scale and hot-to-cold hints across five tries.
Seven calculations a day: combine six numbers with addition, subtraction, multiplication and division to reach a target between 101 and 999, with two minutes for each.
Link numbered nodes with straight, non-crossing wires so every number equals its wire count and the whole board joins into one circuit, at three difficulties.
Merge number tiles across a grid into combinations that make exactly 12, with a practice puzzle to learn on and an archive of past dailies.
Picture how many of the day's unit, such as soccer balls, would stack to match five objects' heights, with 20 seconds per guess and a double-value landmark at the end.
Read a list of clues and deduce which person, color, item and role belongs in each numbered position, filling a classic zebra logic grid.
Paint the nodes of a graph using three colors to keep rule violations as low as possible, knowing that a perfect score of zero is not always reachable.
Open a vault by cracking a five-symbol code in six tries, where green, amber and gray marks guide you and each code hides a meaning chosen by its owner.
Trace a single continuous path that visits every tile of the board exactly once, on a daily board shared by all players plus many generated levels.
Pick a monster such as the Werewolf or Witch, each with its own scoring perk, and play the day's one seeded Hearts hand against a two-minute clock.
Fill a nonogram grid from row and column number clues in 6x6, 10x10 or 12x12 sizes, where each wrongly completed line adds ten seconds to your time.
Three short logic cases each day: read a set of claims and the rule about which are true, then pick which of three spots holds the signal.
Sweep a single shared minefield whose outline changes by the day, from squares to hearts, with your opening square already uncovered for you.
Split a grid into rectangles so each holds exactly one number equal to its area, in gentle 5x5, steady 7x7 and deep 9x9 sizes with explained hints.
Match people to their attributes, such as names to ages and surnames, by marking a grid using a short list of clues, with past puzzles to revisit.
Win a set American checkers position against the computer, whose strength rises from easy on Monday to hard at weekends, and earn a gold star per date.
Roll paint along whole rows and columns of a grid, layering colors so the final canvas matches a picture card, in the smallest number of rolls.
Clear a board of arrows by sending each one out along the way it points without crashing into another, on a single life and a shared daily board.
Place six stars on a 6x6 grid so each row, each column and each colored region gets exactly one, with no two stars touching even at the corners.
Arrange four related terms, like toys, toy trucks and things with wheels, in a set diagram by judging whether all, some or none of one fits inside another.
Draw a route linking two highlighted cells so the numbers you cross add up as high as possible, red negatives included, at three difficulty levels.
Chain three or more petals of a single color to grow them into blooms that pop for points, within 90 seconds, with one color secretly worth double.
Assign six face patterns to a flat net, rotating any with a direction, so that folding it rebuilds the cube shown, across three puzzles with two tries each.
Aim and launch numbered blobs so matching values merge 2048-style, building chains for a high score on a new leaderboard board each day.
Move colored wooden pieces between pegs until each holds one color, aiming to finish under a move target, with a shared daily puzzle beside 80 levels.
Work out a smartphone-style swipe pattern in six attempts, where each dot's color shows whether it is correctly placed, used elsewhere in the pattern or unused.
Five brain teasers testing logic, attention and reasoning, ramping from a gentle opener to an expert-level question, with explanations shown once you finish.
Estimate a mystery angle between 1 and 359 degrees from a picture in six tries, told after each guess whether to go up or down and how near you are.
Crack a six-character password from a riddle in six tries, with letters, digits and symbols allowed, Wordle-style spot feedback and two clues unlocking as you miss.
Estimate the reciprocal of a given number, one divided by it, as closely as possible, with a daily round plus an unlimited practice mode.
Six path puzzles, each on a three-minute clock: lay every trail piece in the tray so the route links the dog with his shelter.