Suguru Solving Techniques
Suguru is all about the touching rule. New? Read the rules first.
1. Regions of one
A single-cell region is a 1, and no cell around it can be 1.
2. Clear the neighbours
Every placed digit removes that digit from its eight neighbours and from the rest of its region. Do this bookkeeping first; most easy puzzles fall to it alone.
3. The only place for a digit
A region of 4 needs a 4. If three of its cells touch a 4 already, the fourth cell is the 4.
4. Hemmed-in cells
A cell surrounded by a neighbouring region's digits 1, 2 and 3 can only be 4 or 5. If its own region has only four cells, it is 4.
5. A region's digits block its neighbours
A two-cell region holds 1 and 2 in some order. Any cell touching both of its cells cannot be 1 or 2, whichever way round they go.
6. Notes for pairs
When a region's digit has two possible cells, note it in both. A pair in two cells excludes those digits from every cell touching both.
Frequently asked questions
Why is my Suguru stuck with no obvious move?
Look for a digit that a region still needs and find every cell in that region where it could go. Often the touching rule from neighbouring regions leaves only one. Pencil-mark pairs when two cells remain.
Last updated 2026-10-21