X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/34950d9fdadfc8a740b76239625fd7e495c1091f..30bfc05aae28609b89aab02eb9407642196059e1:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 01b91d8..4485b81 100644 --- a/puzzles.but +++ b/puzzles.but @@ -22,6 +22,12 @@ \define{dash} \u2013{-} +\define{times} \u00D7{*} + +\define{divide} \u00F7{/} + +\define{minus} \u2212{-} + This is a collection of small one-player puzzle games. \copyright This manual is copyright 2004-2009 Simon Tatham. All rights @@ -2450,6 +2456,200 @@ Filling allows you to configure the number of rows and columns of the grid, through the \q{Type} menu. +\C{keen} \i{Keen} + +\cfg{winhelp-topic}{games.keen} + +You have a square grid; each square may contain a digit from 1 to +the size of the grid. The grid is divided into blocks of varying +shape and size, with arithmetic clues written in them. Your aim is +to fully populate the grid with digits such that: + +\b Each row contains only one occurrence of each digit + +\b Each column contains only one occurrence of each digit + +\b The digits in each block can be combined to form the number +stated in the clue, using the arithmetic operation given in the +clue. That is: + +\lcont{ + +\b An addition clue means that the sum of the digits in the block +must be the given number. For example, \q{15+} means the contents of +the block adds up to fifteen. + +\b A multiplication clue (e.g. \q{60\times}), similarly, means that +the product of the digits in the block must be the given number. + +\b A subtraction clue will always be written in a block of size two, +and it means that one of the digits in the block is greater than the +other by the given amount. For example, \q{2\minus} means that one +of the digits in the block is 2 more than the other, or equivalently +that one digit minus the other one is 2. The two digits could be +either way round, though. + +\b A division clue (e.g. \q{3\divide}), similarly, is always in a +block of size two and means that one digit divided by the other is +equal to the given amount. + +Note that a block may contain more than one digit the same (provided +the identical ones are not in the same row and column). This rule is +precisely the opposite of the rule in Solo's \q{Killer} mode (see +\k{solo}). + +} + +This puzzle appears in the Times under the name \q{KenKen}. + + +\H{keen-controls} \i{Keen controls} + +\IM{Keen controls} controls, for Keen + +Keen shares much of its control system with Solo (and Unequal). + +To play Keen, simply click the mouse in any empty square and then +type a digit on the keyboard to fill that square. If you make a +mistake, click the mouse in the incorrect square and press Space to +clear it again (or use the Undo feature). + +If you \e{right}-click in a square and then type a number, that +number will be entered in the square as a \q{pencil mark}. You can +have pencil marks for multiple numbers in the same square. Squares +containing filled-in numbers cannot also contain pencil marks. + +The game pays no attention to pencil marks, so exactly what you use +them for is up to you: you can use them as reminders that a +particular square needs to be re-examined once you know more about a +particular number, or you can use them as lists of the possible +numbers in a given square, or anything else you feel like. + +To erase a single pencil mark, right-click in the square and type +the same number again. + +All pencil marks in a square are erased when you left-click and type +a number, or when you left-click and press space. Right-clicking and +pressing space will also erase pencil marks. + +As for Solo, the cursor keys can be used in conjunction with the +digit keys to set numbers or pencil marks. Use the cursor keys to +move a highlight around the grid, and type a digit to enter it in +the highlighted square. Pressing return toggles the highlight into a +mode in which you can enter or remove pencil marks. + +Pressing M will fill in a full set of pencil marks in every square +that does not have a main digit in it. + +(All the actions described in \k{common-actions} are also available.) + +\H{keen-parameters} \I{parameters, for Keen}Keen parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Grid size} + +\dd Specifies the size of the grid. Lower limit is 3; upper limit is +9 (because the user interface would become more difficult with +\q{digits} bigger than 9!). + +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. At Unreasonable +level, some backtracking will be required, but the solution should +still be unique. The remaining levels require increasingly complex +reasoning to avoid having to backtrack. + + +\C{towers} \i{Towers} + +\cfg{winhelp-topic}{games.towers} + +You have a square grid. On each square of the grid you can build a +tower, with its height ranging from 1 to the size of the grid. +Around the edge of the grid are some numeric clues. + +Your task is to build a tower on every square, in such a way that: + +\b Each row contains every possible height of tower once + +\b Each column contains every possible height of tower once + +\b Each numeric clue describes the number of towers that can be seen +if you look into the square from that direction, assuming that +shorter towers are hidden behind taller ones. For example, in a +5\by.5 grid, a clue marked \q{5} indicates that the five tower +heights must appear in increasing order (otherwise you would not be +able to see all five towers), whereas a clue marked \q{1} indicates +that the tallest tower (the one marked 5) must come first. + +In harder or larger puzzles, some towers will be specified for you +as well as the clues round the edge, and some edge clues may be +missing. + +This puzzle appears on the web under various names, particularly +\q{Skyscrapers}, but I don't know who first invented it. + + +\H{towers-controls} \i{Towers controls} + +\IM{Towers controls} controls, for Towers + +Towers shares much of its control system with Solo, Unequal and Keen. + +To play Towers, simply click the mouse in any empty square and then +type a digit on the keyboard to fill that square with a tower of the +given height. If you make a mistake, click the mouse in the +incorrect square and press Space to clear it again (or use the Undo +feature). + +If you \e{right}-click in a square and then type a number, that +number will be entered in the square as a \q{pencil mark}. You can +have pencil marks for multiple numbers in the same square. A square +containing a tower cannot also contain pencil marks. + +The game pays no attention to pencil marks, so exactly what you use +them for is up to you: you can use them as reminders that a +particular square needs to be re-examined once you know more about a +particular number, or you can use them as lists of the possible +numbers in a given square, or anything else you feel like. + +To erase a single pencil mark, right-click in the square and type +the same number again. + +All pencil marks in a square are erased when you left-click and type +a number, or when you left-click and press space. Right-clicking and +pressing space will also erase pencil marks. + +As for Solo, the cursor keys can be used in conjunction with the +digit keys to set numbers or pencil marks. Use the cursor keys to +move a highlight around the grid, and type a digit to enter it in +the highlighted square. Pressing return toggles the highlight into a +mode in which you can enter or remove pencil marks. + +Pressing M will fill in a full set of pencil marks in every square +that does not have a main digit in it. + +(All the actions described in \k{common-actions} are also available.) + +\H{towers-parameters} \I{parameters, for Towers}Towers parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Grid size} + +\dd Specifies the size of the grid. Lower limit is 3; upper limit is +9 (because the user interface would become more difficult with +\q{digits} bigger than 9!). + +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. At Unreasonable +level, some backtracking will be required, but the solution should +still be unique. The remaining levels require increasingly complex +reasoning to avoid having to backtrack. \A{licence} \I{MIT licence}\ii{Licence}