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Puzzle

shikaku

3.5Desk score (not user reviews)
Energy Low Ideal pause 5–8 min Pocket Puzzle

Overview

shikaku is the clean geometry puzzle that feels like drawing truth on graph paper. Each number wants a rectangle whose area matches it, and your job is to partition the grid so every claim is satisfied without overlap. The game’s elegance is in constraints that read without gimmicks: edges and corners narrow possibilities, neighbors limit spans, and partial rectangles create honest deductions. You begin by claiming obvious fits—ones, twos, and edge-adjacent numbers—then let those boxes carve corridors that define the rest. When ambiguity persists, you test borders: extend a tentative edge; if it collides with another rectangle’s necessity, adjust and confirm. It’s visual algebra—simple units combine into larger certainties—and the UI keeps lines crisp so mapping feels like drafting rather than erasing. The rhythm is satisfying because progress never depends on luck. You see how rectangles must grow, you respect the grid’s logic, and you finish with a tidy partition that reads like a solved blueprint.

Play brief

Treat numbers as claims and draw their rectangles cleanly. Begin with edge and corner numbers—obvious spans that set boundaries—then extend tentative borders while checking neighbors that limit growth. Use existing rectangles to carve corridors that force other regions into the only shapes they can occupy. Test borders deliberately: extend one side, check for conflicts or forced edges, retract if necessary, then confirm when area matches. Keep lines crisp and avoid overlap; visual discipline speeds deduction. Work from small counts upward so early certainties narrow big choices. When ambiguity persists, search for forced cells—squares only one region can claim—and anchor them. Cycling a loop of extend → check → retract → confirm turns visual algebra into steady progress, and the grid partitions into rectangles that read like a solved blueprint.

Field notes

Claim obvious small counts first. Use existing rectangles to create corridors that limit others. Test borders—extend, check conflicts, retract—to find forced edges.

Q&A

Q: Too many options?

A: Anchor edges and corners; they restrict growth fast.

Q: Mid-grid ambiguous?

A: Use corridors created by solved rectangles to bound spans.

Q: Mistakes cascade?

A: Roll back the last extension and re-check neighbor counts.