The short answer
The rest of the article walks through each step, with figures measured on our grids and a real example.
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An Evil sudoku looks intimidating: few givens, cells that stop filling in halfway through, and the feeling that you'll have to take a guess. Yet there is nothing to guess. An Evil grid is an almost ordinary grid, cut by several locks — and each lock opens with a chain. To show it, we had our engine solve all our Evil grids, move by move, and counted what actually gets used.
The rest of the article walks through each step, with figures measured on our grids and a real example.
People often think a grid is hard because it starts with few digits. Our Evil grids have 24 to 27 givens, 26 on average: barely fewer than our Medium, Hard or Expert grids, which sit around 27-28. One or two digits less doesn't make a level. What does is the techniques needed to finish — that's the rule behind our level ranking. A grid is Evil when it requires chain techniques: XY-Chains, Simple Coloring or X-Chains.
Here is what the engine does across all our Evil grids:
| Measure (per grid) | Result |
|---|---|
| Moves played | 64 to 80 (72 on average) |
| Digits placed by a hidden single | 95% |
| Evil techniques | 5 to 13 (7 on average) |
| Locks to open | 1 to 6 (3 on average) |
| Empty cells at the 1st lock | 26 to 50 (42 on average) |
Two things stand out. First, almost every digit is placed with the simplest technique there is: the hidden single. The hard work doesn't place digits, it removes candidates so that singles show up again. Second, the first block comes early, with half the grid still empty — and it isn't the last one. A lock, here, is a moment when no digit can be placed without an Evil technique; it sometimes takes several in a row to open it.
Then repeat steps 4 and 5 as many times as needed. The good news: once the last lock is open, the end is easy. In nearly three grids out of four, only singles remain right up to the last cell.
It's the Evil technique that gets used most: it shows up in every one of our Evil grids, and on its own it accounts for more than three quarters of the Evil techniques played. It links cells that have only two candidates each, like the links of a chain: two neighbouring cells (same row, column or box) share a digit, and if one doesn't take it, it must take its other candidate — which forces the next one, and so on.
Here is one of our Evil grids, with 26 givens, after 27 moves. The coloured cells are the four links of the chain, with their two candidates.
A four-cell XY-Chain. Both ends share the 9: any cell that sees both ends loses its 9.
Start from the top end, R2C7 (6 or 9), and suppose it is not a 9:
Conclusion: either R2C7 is a 9, or R4C8 is a 9. We don't know which, and we don't need to. Any cell that sees both ends cannot hold a 9. There are four here: R4C7 and R6C7 (column of R2C7, row or box of R4C8), R1C8 and R3C8 (box of R2C7, column of R4C8).
Immediate effect: in the middle-right box, the 9 has only one place left, R4C8. A hidden single, on the very next move.
For the full version of the technique, see XY-Chains in our guide. A three-cell XY-Chain even has its own name: it's the XY-Wing.
This chain isn't alone. In the same grid, the engine plays eight of them, spread over five locks:
That's the typical rhythm of our Evil grids. After an Evil technique, one of two things happens: either a digit can be placed right away, or you need another chain — which is the case almost one time in two. Hence two reflexes:
Two other techniques take over. They rest on the same logic — "if it's not here, it's there" — but stay on a single digit.
Our engine tries Simple Coloring before XY-Chains. But on our grids, XY-Chains get used five times more often than Coloring: if you're searching by hand, start with the two-candidate cells.
And what if a newspaper grid resists even that? It goes beyond the Evil level. Our solver goes further, with "Extreme" level techniques.
No. All our Evil grids can be solved by deduction, without trial and error. Chain techniques are enough, on top of those from the previous levels.
On our grids, 24 to 27, so 26 on average: barely fewer than our Medium, Hard or Expert grids. That's not what makes the level: a grid is Evil because it requires chain techniques, not because it has few digits.
XY-Chains: they are used in every one of our Evil grids. Simple Coloring comes next (about one grid in two), X-Chains are rarer (about one in four).
On the Sudoku 9×9 page, pick Evil from the level list. To pencil in candidates, use the Notes button (or right-click on a cell to fill). If you get stuck, the Hint button shows the next deduction and the name of the technique, step by step, without giving away the whole solution.
Got a grid from a newspaper or magazine? Copy it into the solver: it explains every move, chains included, and can give you a progressive hint — where to look, then which technique, then the answer.