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