Logic grids
Use a few clues to work out who has what.
3–7 clues · No time limit · Adjustable difficulty
Use a few clues to work out who has what.
3–7 clues · No time limit · Adjustable difficulty
Compare each picture matrix and choose the tile that completes the pattern.
Picture rounds or pattern matrices · Explanations
Use balanced equations to find the value of each shape.
6 questions · Explanations · Optional 2-minute challenge
Use position and relationship clues to place every item in the correct order.
6 questions · Explanations · Optional 2-minute challenge
Find how the first picture changes and apply the same transformation to a new one.
6 questions · Explanations · Optional 2-minute challenge
Read a few statements. Choose the conclusion that must be true.
6 questions · Explanations · Optional timer
Four panels change by a rule. Work out the rule and pick the fifth.
6 questions · Explanations · Optional 2-minute challenge
Seven short questions. Check the first answer against the wording before you submit it.
7 questions · Untimed · Typed answers
Fill one board so every row, column and box holds each symbol once. Numbers, shapes or colors.
1 puzzle · 4x4, 6x6 or 9x9 · Numbers, shapes or colors
Drive the car out of the jam, slide the big block free, or put the numbered tiles back in order.
3 puzzles · 16 boards · Fewest moves · Undo
A string of symbols goes into a box and comes out changed. Work out the rule.
6 questions · Explanations · Optional 2-minute challenge
Move a tower of disks to the right hand peg, one disk at a time, and never a bigger disk onto a smaller one.
1 deal · 6 levels · Fewest moves · Hint
Place every queen on the board so that no two share a row, a column or a diagonal.
1 board · 3 levels · Hint · 12 shapes to find
Four people, and some of them always lie. Read what each one says and work out who tells the truth.
6 questions · Explanations · Optional 2-minute challenge
Jump a peg over its neighbor into an empty hole and finish with one peg left.
2 boards · 3 levels · Hint · Undo
Fill a tray so every row and column holds each number once, and every cage makes the target in its corner.
1 tray · 3 sizes · Notes · Hint
Move everyone across a river in one small boat without leaving a forbidden pair behind.
22 boards · 3 levels · Fewest crossings or minutes · Hint
Find the move that gives checkmate. Mate in one, then mate in two.
3 levels · 6 positions · Hint · Take back
Find the arithmetic rule that solved figures share, then give the missing number.
6 items · 5 levels · Choices or a typed answer
Decide whether the clues give you enough information to answer a question.
6 questions · 3 levels
Follow a short chain of commands and choose the figure they produce.
6 questions · 2–4 commands
Follow stated family connections to work out how two people are related.
6 questions · 4–8 people
Combine sets with and, or and not, then choose the matching regions.
6 questions · 2–3 sets
Find the letter rule in three examples, then apply it to a new code.
6 questions · 3 levels
Use clues to place people around a circle, then find the requested seat.
6 questions · 4–8 seats
Compare figure pairs and find the pair that follows a different rule.
6 questions · 3 levels
Find the claim, its assumptions and the evidence that supports it.
6 questions · 3 levels
Use balanced scales to find the shapes that complete another balance.
6 questions · 8 levels · 5 choices
Find the arithmetic relationship in each row or column, then choose the missing number.
6 questions · 8 levels · 5 choices
Fill the missing numbers so every row, column and both main diagonals reach the same total.
1 square · 8 levels · 3 × 3 to 5 × 5
Follow a chain of clues and place one location relative to another.
3–5 min
Fit tasks into a timetable. Work around room availability, task lengths and dependencies.
3 plans · 3 levels · No time limit
Use the numbered runs to find the filled squares. Mark the empty squares and reveal a picture.
1 puzzle · No time limit
Use each number once in every row and column. The inequality signs tell you which neighboring number is larger.
1 puzzle · No time limit
Balance zeros and ones in each row and column. Avoid three matching symbols consecutively, and do not duplicate a row or a column.
1 puzzle · No time limit
Place one queen in each row, column and region. Queens must not touch, even at a corner.
1 puzzle · No time limit
Match identical free tiles and clear the tray. Every symbol stays visible.
1 puzzle · No time limit
Place towers so each clue counts the towers seen from its side. Taller towers hide shorter ones.
1 board · No time limit
Push each box onto a target. You can push but never pull, so plan before you move.
1 board · No time limit
Each number is the size of its island. Mark the sea around them, all in one piece.
1 board · No time limit
Give every pair a path. Plan the turns, protect the narrow gaps, and leave room for the other letters.
One puzzle · Untimed · Hints available
Connect numbered islands with straight bridges. Match each number and keep every island connected.
One puzzle · Untimed · Hints available
Draw lines between dots to make one closed loop. Each number tells you how many sides of its square need a line.
One puzzle · Untimed · Hints available
Draw one route through every open cell. Keep a way into unfinished areas and plan where the route will end.
One puzzle · Untimed · Hints available
Divide the grid into rectangles. Each number tells you how many cells its rectangle must contain.
One puzzle · Untimed · Hints available
Place bulbs to light every white cell. Use wall numbers and light paths to decide where each bulb belongs.
One puzzle · Untimed · Hints available
Open an ordered drawer, compare its number, and narrow down where your target can be.
3 levels · Guided practice
Order a row of cards by making one clear comparison at a time.
3 levels · Guided practice
Check each condition, then choose the branch it leads to.
3 levels · Guided practice
Follow each arrival and removal. The rule decides who leaves next.
3 levels · Guided practice
Find the first step that goes wrong, repair it, and use the method on a new problem.
3 levels · Guided practice
Locate a broken connection or sequence and choose the smallest repair that works.
3 levels · Guided practice
Put everyday things into two or three groups: by kind, fruit or vegetable, how they move, or color.
3 sets · 4 levels · No time limit
Move, match and sort everyday things.
Drag or tap
Build each suit from ace to king. Every card is face up, so planning decides, not luck.
26 or 52 cards · Every deal checked · Hints
Predict a mixture, find a missing color, and follow the light through filters.
6 questions · At your pace
Look for a useful clue in a message, then choose how to check it.
Untimed · Clues, choices and explanations
Find a use for something familiar. Change its purpose, then reshape an idea to fit a limit.
One object · Two ideas · No time limit
Find the odd coin by choosing what to weigh next.
No timer · Evidence before guesses
Choose an experiment that tells two explanations apart.
3 investigations · At your pace
Arrange dependent tasks so two workers finish as early as possible.
3 plans · No timer · Two workers
Use each clue to uncover a hidden sequence of digits.
3 puzzles · No timer
Find three cards whose features work together.
4 boards · No timer
Turn out the lights by thinking a few moves ahead.
4 boards · No timer
Choose what to carry when everything cannot fit.
3 loads · No timer
Change one part of a small machine and discover its connections.
3 machines · Untimed · Experiments before conclusions
Turn a goal into a sequence of moves, then follow what each command actually does.
A marker follows the commands you give it. Forward changes its position. A turn changes where it faces. Planning both makes the result easier to predict.
A marker faces south. It follows Turn left, Forward, Turn right, Forward. Where does it finish relative to its starting square?
One square east and one south, facing south. Left from south points east. Move east once, turn right to face south, then move south once. Neither turn changes the square.
Keep in mind: Read each command from the current state. A correct destination can still have the wrong final direction.
Use an ordered collection to rule out whole groups of places after each check.
This method depends on the values being ordered from smallest to largest. The gaps may vary and values may repeat. Without a known order, one opened drawer cannot rule out a whole side.
Seven drawers are ordered from smallest to largest, with uneven gaps and possible repeats. You want 47. Drawer 4 contains 52. Which drawers can you rule out immediately?
Drawers 4 through 7. Drawer 4 is 52, and every drawer to its right is 52 or larger. None can contain 47. Drawers 1 through 3 remain possible.
Keep in mind: Exclude places because the order proves they cannot match. Choosing a middle position keeps the two remaining possibilities nearly balanced.
Build an ordered section while keeping track of every card, including repeated values.
Two useful methods organize the work differently. Insertion finds a place for the next card. Selection finds the smallest card still waiting. Both preserve the whole collection.
During a selection pass, you have compared cards with values 8, 5 and 5, keeping one 5 as the smallest candidate. One card remains unchecked. What should happen next?
Compare the remaining card with the candidate 5. Finish the pass before placing its smallest card. Keep 5 if the remaining value is larger, replace it if smaller, and accept either candidate if equal.
Keep in mind: A candidate is only the smallest seen so far. An ordered result must include every original card exactly once.
Inspect a plan that gives the wrong output and test a small change to make it work.
A command acts on the result of the previous command. A useful repair may replace, move, add or remove a step. More than one repair can produce the required output.
Start with 4, 1, 6 and aim for 8, 3, 6. Plan A reverses the row, then adds 2 to every number. Plan B adds 2 to every number, then reverses the row. Which plan reaches the target?
Both plans. Both produce 8, 3, 6. Adding the same amount to every number can happen before or after a rearrangement. That does not mean every pair of commands can change order.
Keep in mind: A repair is successful when its executed output meets the goal within the stated limits. It need not match one suggested command chain.
Break a tower move into smaller tasks, then stop breaking it down when one disk can move directly.
To move a tower, first clear its largest disk. Use the spare peg for the smaller tower, move the largest disk, then bring the smaller tower onto it. Every actual move still takes just one disk.
While following a larger tower plan, you reach the task “Move one disk from B to A.” That disk is on top of B, and A holds only larger disks. How should this smaller task end?
Move the disk from B to A, then continue the larger plan. One disk is the stopping case. Move it directly, complete that task, and return to the remaining work in the larger plan.
Keep in mind: Use the same three-part plan on smaller towers. Stop dividing a task when one legal disk move can complete it.
Check each condition, then choose the branch it leads to.
Compare boundary values carefully. Then combine the checks and follow only the first matching branch.
A card has number 5 and is marked. The rule asks for 5 or more AND marked. Does it match?
Yes. Both checks pass. “5 or more” includes 5. AND requires both checks, and this card passes both.
Keep in mind: Compare boundary values carefully. Then combine the checks and follow only the first matching branch.
Follow each arrival and removal. The rule decides who leaves next.
Update the collection after every operation. A new arrival never jumps to the front of a queue, but goes to the top of a stack.
A and then B join a queue. A leaves, then C joins. Who leaves next?
B, the earliest item still waiting. A has already left. B is at the front; C joined at the back.
Keep in mind: Update the collection after every operation. A new arrival never jumps to the front of a queue, but goes to the top of a stack.
Find the rule that runs across a grid before you look at the answer options.
Goes with Missing pattern puzzles
Check one property at a time until you find the one that moves.
Goes with Figure series
Notice the answer that arrives at once, then test it against the words of the question.
Goes with Cognitive reflection
Learn the two steps that start most sudoku puzzles. Scanning by symbol beats scanning by square.
Goes with Sudoku
Learn how to unblock a sliding puzzle. Name what blocks the target, then name what blocks the blocker.
Goes with Sliding puzzles
Learn how a tower of disks comes apart, and which peg the first move goes to.
Goes with Tower of Hanoi
Use exclusions and shared clues to connect people with their items.
Goes with Logic grids
Find one shape's value, then use it in the next balance.
Goes with Shape equation puzzles
Anchor one position, then use before and next-to clues to fill the row.
Goes with Ordering logic puzzles
Name what changes in the first pair, then apply it to the second pair.
Goes with Figure analogy puzzles
Trace what the premises guarantee without adding assumptions about the groups.
Goes with Logical deduction
Decide whether the information determines an answer, testing each statement on its own first.
Goes with Data sufficiency
Use the visible rules in order, carrying each change into the next step.
Goes with Symbol commands
Follow the stated parent links, then read the relationship in the direction the question asks.
Goes with Family relations
Match and, or, but not and not to selected regions, including the space outside the circles.
Goes with Set operations
Check a letter rule against every example, including where the alphabet wraps around.
Goes with Coding-decoding
Start from the top anchor and count clockwise seat moves using the stated clues.
Goes with Circular seating
Find the pair whose transformation differs, even when the starting figures look unlike one another.
Goes with Figural odd one out
Separate a claim from its support, then test the missing link.
Goes with Argument analysis
Replace equal groups and cancel matching shapes to find what balances the target pan.
Goes with Figure weights
Check an arithmetic relationship against two complete rows before filling the missing number.
Goes with Number matrices
Use complete lines, missing totals and unused numbers to finish a magic square.
Goes with Magic squares
Learn why every row holds exactly one queen, how to work down the board, and why 92 answers are 12 shapes.
Goes with Eight queens puzzle
Start with the person everyone talks about, and follow the statements until something breaks.
Goes with Truth tellers
Plan three jumps that clear a group of pegs and bring the first peg home, and see why an isolated peg cannot jump immediately.
Goes with Peg solitaire
Learn which square of a calcudoku tray you can fill first, and why the rest follows from it.
Goes with Calcudoku
Turn All, No and Some into a Venn diagram, then read the conclusion off the picture.
Goes with Logical deduction
Learn to write a river crossing position down, and why the move that matters is the one that comes back.
Goes with River crossing puzzles
Learn the order to search a position in: every check, then every capture, then every threat, and why counting the king's escape squares is what finds a mate in two.
Goes with Checkmate puzzles
Test one rule on every solved figure before you answer, so a rule that fits only the first figure does not catch you out.
Goes with Rule finder
Distinguish four ways of combining two patterns, especially when their marks overlap.
Goes with Missing pattern puzzles
Track a quarter-turn of the first pattern, then apply the combining rule.
Goes with Missing pattern puzzles
Learn the first sure marks in a nonogram line: the squares a run always covers, and the squares no run can reach.
Goes with Nonograms
Learn the two counts behind Make one loop, the sides around each number and the lines at each dot, and why a loop that closes early is wrong.
Goes with Make one loop
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