SumGrids
Swap numbered tiles two at a time until each row totals the target, using no more than the allowed swaps, then climb a ladder of levels from 3x3 to 5x5.
Page 8 of 10: 40 games, from SumGrids to Racecar. The shelf’s first page starts with the games to try first.
Swap numbered tiles two at a time until each row totals the target, using no more than the allowed swaps, then climb a ladder of levels from 3x3 to 5x5.
Recolor tiles spreading out from the upper-left corner to carve one continuous channel of blue water for Odysseus to sail home to Ithaca before your moves run out.
Fill the blanks of a crossword-shaped grid with digits until each across and down equation holds, mixing all four operations, at easy, medium or hard.
Tumble a cube with one inked face across a sheet so it stamps only the marked squares, planning every roll to cover all marks within par, on three new boards a day.
Shine beams into a sealed dark box from its edges, noting only where each one exits, and deduce where the hidden mirrors sit while spending few beams, on three boxes a day.
Probe a hidden grid one cell at a time, learning only the step distance to the nearest reflector, then mark them all while using as few probes as you can across three grids.
Trap a wandering cat by placing one fence a turn while it steps toward the board's edge, cutting off each way out before it slips free.
Weigh pairs of five crates on a balance scale to learn which one weighs each whole number of kilos from 1 to 5, aiming for the fewest weighings before you submit the order.
A set of twelve logic puzzles refreshed nightly, among them number paths, color links, binary grids, island bridges, rectangle packing, one-loop drawing and sliding tiles.
Shade a grid in light and dark so it splits into regions whose size matches the single number inside, with neighboring regions never the same shade.
Connect the two dots with one unbroken line that visits every tile of the grid exactly once, starting from the cramped corners where the path is forced.
Prove propositions in a map of rooms to light them up, assuming premises inside hypotheticals and splitting cases at forks, under logic where excluded middle fails.
Put exactly one cat in each row, each column and each colored zone, never letting two cats touch, on daily or free-play grids from 6x6 to 10x10 with hints and undo.
Divide the board into rectangles that each contain one clue, matching its shape (square, tall, wide or any) and its cell count whenever a number is shown.
Lay one unbroken rail line from entrance to exit, placing straight and curved pieces so each row and column holds the number of track squares its clue gives.
Find the one edge that keeps a winning dots-and-boxes endgame on track, knowing a perfect engine plays out the rest and that grabbing the free box is often a trap.
Place jesters so each row, each column and each colored region holds exactly one, none adjacent even at corners, on a board growing from 8x8 to 11x11 by Sunday.
A Connect Four position with a forced win in four: drop your disc in the only column that keeps it, since a perfect engine plays out every reply and never hands it back.
Ten empty squares remain in an Othello game you are already winning: find the one square that holds the win against a solver that reads to the last disc.
Sweep every black checker off the board in three moves as red, using compulsory captures to force the replies, where only one opening move works; four moves on Sundays.
Clear a path for the arrow block through a crowded 6x6 lot by sliding each block along its own lane, aiming to match par or the proven minimum, with restarts but no undo.
Steer through a small board eating mascots in numbered order, where every square you cross is blocked behind you and only one route collects them all.
Solve three sudokus in a row, a 6x6 warm-up, a classic 9x9 and a variant such as jigsaw, sandwich or thermo, with accuracy and speed earning a belt from white to black.
Five legal-reasoning cases in a row, from if-then rules and a logic game to an alibi, lying witnesses and hearsay, with speed and accuracy deciding which law school takes you.
Twenty mental arithmetic problems run from two-digit sums to percentages, precedence and cubes, with four choices, 15 seconds apiece and your first mistake ending it.
Work through five mental math games in one sitting, from quick sums and missing numbers to sequences and finding the expression that hits a target, one life each.
Build the cheapest road network linking a scatter of towns to one depot, paying extra to run over ridges or bridge the river, with a proven cheapest answer to chase.
Drag guests to swap seats until couples are side by side, rivals are split up and every table stays under its drama limit, all within a small move allowance.
Fill a sudoku in which every circle must total the numbers on the arrow leaving it, alongside the usual row, column and box rules, with a single logical solution.
Solve a 9x9 sudoku with almost no printed digits, using greater-than signs between every pair of neighboring cells inside each box to work out the numbers.
Bring two suits of face-up cards home using a free cell or two, with no hidden cards or luck, chasing par and the proven minimum move count without undo.
Complete a 6x6 mini sudoku where every row, column and two-by-three block uses each digit from 1 to 6 once, a quick logic race on the clock with a harder Sunday grid.
Work through a classic 9x9 sudoku with one logical solution, where mistakes stay unmarked so a clean solve scores perfect, and Sunday grids come with fewer givens.
Choose which cards to keep in ten Jacks or Better video poker hands, scoring a point whenever your hold has the highest expected return over every possible draw.
Take on a 16x16 sudoku whose rows, columns and 4x4 boxes each need sixteen symbols, nine digits and the letters A to G, 256 squares with one logical solution.
Play FreeCell on a 32-card deck with every card visible across six columns and three free cells, where whole runs shift in one move, aiming for par or the proven minimum.
Win a Quarto endgame by placing the piece you were dealt and then picking which piece your rival has to play, with a single opening move that forces victory.
A sudoku with four extra shaded 3x3 windows that must each contain every digit from 1 to 9 too, so fewer givens are printed, with one logical solution.
Solve a German whispers sudoku, where any two neighboring cells on a drawn line must differ by 5 or more, forcing lines to alternate high and low digits.
Fill a 9x9 sudoku crossed by palindrome lines, each mirroring itself so digits match in pairs from the outside in, with one logical solution and notes.