Skip to content
kawu

Slant Solving Tips

Slant is solved by local rules first and loop-avoidance second. New here? Read the rules first.

1. Zeros and fours

A 0 means every surrounding square's diagonal avoids the point. A 4 means all of them touch it. Fill those squares at once.

2. Border points

A point on the edge touches only two squares; a corner point touches one. A corner 1 is decided; a border 2 pulls both squares in; a border 0 pushes both away.

3. Neighbouring numbers

Two 1s diagonally adjacent across a square share that square: at most one can use it. Two 3s next to each other force the squares between them. Look for such pairs.

4. Track connections

A diagonal joins two points. If two points are already connected by a chain of diagonals, a diagonal joining them again would close a loop, so the square between them must take the other direction.

5. Finish by elimination

Late in the puzzle, many squares have one diagonal ruled out by a count or a loop. Sweep the grid, fill the forced ones, and repeat.

Frequently asked questions

What's the quickest start in Slant?

The 0s and 4s: a 0 pushes all four surrounding diagonals away from it, a 4 pulls them all in. Border numbers come next, since they touch only two squares.

Last updated 2026-10-20

Play Slant now →Slant rules