The advanced Hitori techniques are not new rules. They are ways to read a larger grid faster, and one extra check, the connection rule, that small grids almost never need. This article uses a real hard grid (8 x 8) from the LogikLand generator and follows the solution from the first scan to the last square, so every technique is shown on numbers you can check. If the basics are not automatic yet, start with how to solve Hitori.
What changes on 8 x 8 and 9 x 9
The LogikLand generator only keeps a grid if a program can solve it with logic alone. At the hard level (8 x 8) it also requires at least one square that can only be settled by the connection rule. At the expert level (9 x 9) the connection rule must be used at least three times, and at most 40 % of the squares may be settled right at the first scan, by lonely numbers and by the patterns "a b a" and "a a". So an expert grid gives you fewer easy squares at the start and more work in the middle.
| Level | Grid | Connection rule needed | Squares settled at the first scan |
|---|---|---|---|
| Easy | 5 x 5 | Never | No limit |
| Medium | 6 x 6 | Never | No limit |
| Hard | 8 x 8 | At least once | No limit |
| Expert | 9 x 9 | At least three times | At most 40 % |
The grid we use
Rows are counted from the top and columns from the left, starting at 1. The solution is on the right.
At the first scan, 30 of the 64 squares (47 %) are settled by lonely numbers and the two patterns. Everything below comes from that start. In total the solution shades 19 squares.
Triples
Three equal numbers in a line are a triple. At most one of them can stay white, and two shaded squares may not touch, so the two outer ones must be shaded and the middle one stays white. In this grid, column 5 reads 5, 6, 6, 6 and so on from the top: the three 6s in rows 2, 3 and 4 form a triple. Shade rows 2 and 4, and circle row 3. There is no other 6 in that column, so nothing else follows from it. These three squares are settled at the very first scan.
Sandwiches that start a chain
A sandwich is a number between two copies of another number, as in 1, 7, 1. One of the two 1s has to be shaded, and a shaded neighbour would touch it, so the middle number stays white. In column 4, rows 4, 5 and 6 read 1, 7, 1. The 7 in row 5, column 4 is therefore white. A white square is the starting point of a chain, because every other copy of its number in its row and its column must be shaded. That is exactly what happens next.
The cascade
A white square shades its twins, and a shaded square whitens its neighbours. Each result can feed the next. The table follows one chain through this grid, from one sandwich to eight squares.
| Step | Square | Result | Why |
|---|---|---|---|
| 1 | Row 5, column 4 (a 7) | White | Sandwich 1, 7, 1 in the column |
| 2 | Row 5, column 1 (a 7) | Shaded | Another 7 in the row of a white 7 |
| 3 | Row 8, column 4 (a 7) | Shaded | Another 7 in the column of the same white 7 |
| 4 | Row 8, column 3 (a 4) | White | Neighbour of a shaded square |
| 5 | Row 1, column 3 (a 4) | Shaded | Another 4 in the column of that white 4 |
| 6 | Row 1, column 2 (a 7) | White | Neighbour of the shaded square in step 5 |
| 7 | Row 1, column 1 and row 3, column 2 (both 7) | Shaded | Other 7s in the row and in the column of that white 7 |
Nothing in this chain is a guess. When you are stuck on a big grid, do not scan again from the top: pick the newest circled or shaded square and ask what it forces. The most recent square is usually where the next move is.
Tip
Write a small number next to each mark, 1 for the first scan, 2 for the next pass, and so on. If you make a mistake, you will see which marks to erase.
The connection rule
In this grid, simple moves settle 63 of the 64 squares. One square is left: row 4, column 8 (a 6). Nothing on its row or column forbids shading it. The only reason it cannot be shaded is the third Hitori rule.
Look at the 1 in row 3, column 8. Above it, the 2 in row 2 is shaded. To its left, the 2 in row 3, column 7 is shaded. The only way out for this 1 is downward, through row 4, column 8. If that square were shaded, the 1 would be cut off from every other white square. So it stays white, and the grid is finished.
This is the connection rule in its simplest form: before you shade a square, check that every white neighbour still has another way out. The harder form is a long wall of shaded squares touching at corners. A wall that closes into a loop locks the white squares inside it away from the rest, so the last square of the loop cannot be shaded. Expert grids need the rule at least three times, in simple or more complicated forms.
Corner traps
A corner square has only two neighbours. A shaded square makes its neighbours white, so if a corner is shaded, its two neighbours are white. Now suppose both neighbours of a corner were shaded: the corner could not be shaded (it would touch them), so it would be white and completely walled in. That breaks rule 3. So you can never shade both neighbours of a corner: once one of them is shaded, the other and the corner stay white. It is a quick check to run each time you shade a square beside a corner.
Practice
To drill the early moves on small grids, solve printable easy Hitori puzzles. The connection rule needs the larger levels: the LogikLand Hitori assistant makes hard and expert grids once you create a free account to make a full book. For the rules in one page, see Hitori rules.
Related articles
- Advanced Kakuro Techniques for Harder Grids
Four techniques for hard Kakuro grids, each shown on a real 10 x 10 grid.
- Advanced Word Scramble Techniques for Harder Grids
Three techniques for expert word scrambles with counts from the site's word list, and six long words solved step by step.
- Printable Easy Nonogram Puzzles (Free PDF)
Six printable 10 x 10 nonograms with a free PDF, difficulty counts for each grid and a worked first moves example.
- How to Solve Futoshiki: Beginner Strategies Step by Step
A three-part method for solving Futoshiki without guessing, shown on a real easy grid.
- Printable Easy Kids Crossword Puzzles (Free PDF)
A free PDF of six easy kids crosswords with answers, one grid solved step by step, and advice on themes and printing.
- Mine Finder Puzzle Rules: How to Play (Printable Example)
The exact rules of Mine Finder, a real Easy grid solved from its first moves, and what each of the four levels asks of you.
Sources
Want to publish your own puzzle book?
LogikLand generates Sudoku, crossword, word search and maze books for Amazon KDP, in 8.5 x 11 or 6 x 9 inches, exported as a PDF or an editable PPTX file. Commercial rights come with the PRO and EXPERT plans.
Related: All blog articles | Try the tool | More Logic puzzles articles