Stostone rules. Difficulty varies, not to order.


Rules of Heyawake.

Moar Minarism


Minarism: Put a number between 1 and the square's dimension in every cell. Numbers do not repeat in rows nor columns. Some pairs of adjoining cells are compared with inequality signs. For some pairs, their difference is circled between them.

Difficulty: Vanilla



Fill all questionmarks and some empty cells with numbers, such that all numbers are orthogonally connected into one shape. Same numbers do not share cell sides. A number sums the empty cells in its row and column directly visible from its position without going over another number.

Troll entry

Rules of Nurikabe. Difficulty: trolling, obviously.


Rules of Yajilin. There's a flood of average Yajilin on the internet, let's contribute. Slightly above easy.


Rules of Scrin: Shade cells to form rectangles. Rectangles don't share any cell side, but each rectangle shares corners with exactly two other rectangles. In this manner, rectangles enclose a single orthogonally connected unshaded area. All clues must be covered by rectangles, but no rectangle may cover multiple clues. Clue numbers indicate the area of its covering rectangle in cells.

Written to familiarise me with the genre, I don't really think it's a pleasant solve.

Scrin 01


A Loop Special puzzle. Rules. Slightly above easy.
Loop Special 2

Trapezoid puddles

Divide the grey shapes along the lines into distinct 4-cell pieces. Pieces matching after rotation and/or reflection are considered the same. The list of pieces is provided below. Difficulty: Easy


I've been of the opinion that in genres where clues and givens differ, constructors are tempted to avoid the latter. I understand how the restriction, much like symmetries, allow the setter to enjoy himself and play with the rules, and then share a beautiful by-product of his fun with others. But it has been my  experience that, in making this an expectation for handmade puzzles, both authors and solvers often suffer: ideas are compromised, brute force and bifurcation enters the picture, and completing the grid becomes unfun and laborious.

I further claim that one of the genres that suffers the most from this is Skyscrapers, where often eliminating one problematic possibility inserts multiple new clues, which then undermine the existing logic chain. This is all a very long-winded to say that I don't care for my street cred enough not to post a neat, easy Skyscrapers puzzle. I do find it telling of the attitude that the otherwise excellent pzv doesn't even consider allowing me to offer solvers a given. Thus, if you use the solver linked through the image, you're going to have to carry the 1.

Skyscraper rules

Place one number between one and the side length of the grid in each empty cell. Numbers in the same row, or the same column, should differ. Clues outside the grid indicate how many cell numbers are larger than any preceding cell number.
Alternative, equivalent rule description.

Remember to carry the given 1 through to the automated solver offered by clicking the image.