Murdoku for Sudoku Players
If you play Sudoku, you already know more Murdoku than you think. Both are logic puzzles with exactly one solution, both are solved by elimination rather than guessing, and both reward the same habit of asking what cannot be true rather than what might be. A good deal of what you have learned transfers directly. Some of it does not, and a few things in Murdoku have no Sudoku equivalent at all.
What Carries Over
The line rule is the same idea. In Sudoku every row and column holds each digit once; in Murdoku every row and column holds exactly one person. So the line techniques work exactly as you know them: a naked single is the last tile for a suspect, a hidden single is the only suspect who can still reach a row, and naked pairs and triples become locked lines — two suspects confined to the same two rows fill them, and nobody else may use them.
Pencil marks carry over too. A tap in Murdoku leaves a note without placing anyone, and the habit of noting candidates for the most constrained piece first is just as useful here.
What Does Not
There are no boxes. A Murdoku board is cut into rooms, and rooms look like Sudoku regions, but there is no rule that each room holds one person. A room can hold three people or none. So box-based techniques — pointing pairs, box-line reduction — have no direct counterpart; the room reasoning that replaces them is driven by clues, not by a rule.
There are also no givens. A Sudoku starts with digits on the board; a Murdoku starts with an empty floor plan and a list of witness statements. Nothing is placed until you place it, which is why the opening of a hard Murdoku case can feel emptier than any Sudoku.
What Is New
Clues. Instead of digits, every suspect comes with statements: on a chair, beside a window, north of Dana, in a room with no other woman. Each one defines an area rather than a cell, and the puzzle is in combining areas. Clues that relate two suspects to each other are the closest thing Murdoku has to a hard Sudoku technique: they say nothing on their own and a great deal once one of the two is pinned down.
The murder. The victim also takes a row and a column, and the victim is always alone with exactly one suspect — the murderer. That second rule is a constraint like any other and finishes about a quarter of all cases. Sudoku has nothing like it, and it is easy to forget until a case refuses to close.
Where to Start
Boards run from four by four to twelve by twelve, but most cases sit between six by six and nine by nine. Begin with a few easy cases on small boards to learn how clues read, then move to medium. The line techniques you already know will carry you a long way; the new skills are reading clues as areas and remembering the murder rule.
Good First Cases
Easy cases on the smallest boards — a quick way to learn how the clues read:
- Back to School — 4×4, Easy, School: solved in 8 deduction steps
- MicroMacro 1.5 — 5×5, Easy, House & Home: solved in 14 deduction steps
- Murder in High Society — 5×5, Easy, House & Home: solved in 15 deduction steps
- Colleagues Under Suspicion — 6×6, Easy, Precinct & Office: solved in 17 deduction steps
- Death at the Campsite — 6×6, Easy, Campground: solved in 15 deduction steps
- Death After Hours — 6×6, Easy, Precinct & Office: solved in 18 deduction steps
- Between the Lines — 6×6, Easy, Manor & Museum: solved in 12 deduction steps
- Family to Die For — 6×6, Easy, House & Home: solved in 14 deduction steps
- Murder at Breakfast — 6×6, Easy, House & Home: solved in 14 deduction steps
- Death in the Fresh Air — 6×6, Easy, Farm: solved in 15 deduction steps
More Strategy
The Techniques
- The Last Tile
- Only One Fits the Line
- Locked Lines
- One Free Tile
- The Cross
- Clues That Tie People Together
- Who Else Was in the Room
- Alone With the Victim
- Beside the Same Object
- Counting the Whole Scene