How to play
- Goal
- Place every displayed digit once in each row and column, leaving at least one blank in every neighbouring 2×2 square.
- How it ends
- Every cell must be a digit or an explicit Blank (×), with all row, column and square rules satisfied. Undo and Erase repair mistakes.
- Record
- The fastest first solve of each chart is kept with its holder’s name. The first clock starts on opening and keeps running through Restart; Replay is practice.
- Use every digit in the displayed range exactly once in each row and column. The range is printed above the chart; it is smaller than the grid size. Printed givens cannot change.
- Every neighbouring 2×2 square must contain at least one blank. Three numbered corners force the remaining corner blank, even if a digit would fit its row and column.
- Blanks may repeat and touch. Equal digits may touch diagonally. There are no regions or diagonal restrictions.
- Select a cell, then choose a digit or Blank. X or 0 marks Blank (×); Delete returns a cell to undecided. Every cell needs a decided answer to finish.
- Notes are optional pencil marks for digits. Erase, Undo and Redo repair mistakes. Short screens can scroll the board while keeping tools reachable.
- Restart keeps the first clock. Reload preserves ink, notes and Undo; resumed finishes stay local. Replay preserves your first time.
Controls
| Mouse / touch | Select a cell, then choose a digit or Blank; Erase clears it; Notes switches pencil marks |
|---|---|
| 1–N / X or 0 / Delete | Enter a displayed digit / mark Blank / return to undecided |
| Arrow keys | Move between cells |
| N | Toggle Notes |
| Z / Y | Undo / Redo |
| R | Restart confirmation |
| Controller | D-pad moves; A chooses a tool; X erases; Y toggles Notes; shoulders Undo/Redo; B returns; Start settings. |
Tips for Fuzuli
- Look for three corners Three numbered cells in one 2×2 force its fourth cell Blank.
- Check a line’s inventory Each positive digit appears once per row and column; blanks can repeat.
- Read the displayed range A 6×6 chart uses 1–4, with two blanks in each line.
- Decide the empty spaces An unmarked cell is undecided. Choose Blank (×) where empty is the answer.
Questions about this game
Can blanks touch?
Yes. Blanks can repeat and touch by sides or corners.
Can equal digits touch diagonally?
Yes. Only each row and column limits a digit to one occurrence.
Is a blank the same as an undecided cell?
No. Choose Blank (×) to decide an empty space; Erase returns it to undecided.
Does a 6×6 chart use six digits?
No. Its displayed range is 1–4. Each row and column also has two blanks.
Can Replay improve my first time?
No. Your first finish remains saved; Replay is practice.
All charts are open. Blank (×) is a decided answer; pencil notes are not. Your first finish stays unchanged; Replay is practice.
Watch how to play
About Fuzuli
Open an ivory folio of digits and deliberate empty spaces. Rows, columns and small squares work together to force each missing mark.
All 160 original charts are open: twelve 4×4 charts using 1–2, seventy-four 5×5 charts using 1–3, and seventy-four 6×6 charts using 1–4. Each has one independently verified ending and a complete deduction path.
Blank is an answer. Mark × where no digit belongs; an undecided cell still needs a choice.







