Given cells
Teal-highlighted letters are permanent clues supplied at the start. They anchor the puzzle. Build candidate words around them instead of trying to replace them.
A complete guide to reading the grid, interpreting row clues, managing risk, and solving the board before the board solves you.
SudokuWordle combines word deduction with Sudoku constraints. Every row contains a real dictionary word. The same letter cannot repeat in a column, and on supported boards the same letter cannot repeat inside its Sudoku box.
A puzzle begins with some letters already visible. These are given cells: they are part of the solution and cannot be edited. Empty cells are yours to fill. Select a cell, choose a letter from the keyboard, and use the surrounding rows, columns, boxes, notes, and feedback to reduce possibilities.
A plausible word is not automatically a legal row. A legal row must fit its visible letters, use an available dictionary word of the correct length, avoid duplicate conflicts, and preserve the possibility of completing every other row. Treat every move as a constraint, not a hunch.
Teal-highlighted letters are permanent clues supplied at the start. They anchor the puzzle. Build candidate words around them instead of trying to replace them.
These are editable cells. Click one, then use the virtual keyboard or a physical letter key. The pink outline marks the selected cell; the darker row tint marks the active row.
A red outline means the current letters repeat illegally in a row, column, or Sudoku box. Conflicts are warnings, not Wordle feedback. Resolve them before trusting a candidate.
6 x 6 and 8 x 8 games use rectangular boxes, while 9 x 9 games use classic 3 x 3 boxes. 5 x 5 and 7 x 7 boards use rows and columns without box constraints.
For each empty cell, write down the letters allowed by its row, column, and box. Then intersect that set with the letters that can appear in a real word matching the row's known pattern. A letter that has only one legal position is a placement. A word that is the only candidate for a row is a commitment.
Submitting a complete row does not color individual cells. Instead, the feedback panel at the row edge reports totals such as 2 Green / 1 Yellow / 3 Gray. The counts tell you how much evidence the row produced, but they intentionally hide which position owns which status.
The guessed letter exists in that exact position in the solution. It is confirmed evidence, but it is not glued down. You may clear or overwrite it later.
The letter belongs somewhere in the solution row, but not in the guessed position. Track its possible destinations using notes and row patterns.
The letter does not belong in that row's solution, subject to normal Wordle duplicate handling. Remove it from that row's candidate words.
Combine the totals with fixed letters, duplicate rules, column restrictions, box restrictions, and the dictionary. If a row reports one Green and only one candidate position can remain exact, that position is the Green even though no cell is colored.
The standard pressure mode. The board has one shared wrong-submission pool, not a separate allowance for each row. The limit is board size + 1; therefore a 6 x 6 board allows 7 wrong rows total. One bad row can consume the run.
Entering a wrong letter immediately costs a strike. Three strikes end the run. Correct entries may be locked by this mode's immediate placement rules. Use columns and boxes before pressing uncertain keys.
A countdown runs continuously. A wrong submission removes time, while a fully correct row adds a small time bonus. The shared wrong counter still records mistakes, but the clock is the primary danger.
No fail state. Use it to learn the dictionary, practice note-taking, or explore how aggregate feedback behaves without spending a run.
The board starts half-filled with 3 or 4 incorrect rows. Their Wordle feedback is already printed at the row edge. Those clue rows are immutable. There are zero extra row submissions: fill the remaining rows by deduction and solve the board.
Every 45 seconds, or every 2 wrong row submissions, the top row becomes permanent and a fresh blank row appears at the bottom. Rows shift through the board. Preserve deductions in notes and work quickly because the visible arrangement changes.
Mode interaction: settings such as Pencil marks, QWERTY keyboard, Strict hard mode, Dual-axis words, and Fade feedback can be combined with modes. Their effects stack, so read the HUD and row edge carefully.
| Control | What it does | Best use |
|---|---|---|
| Menu | Returns to the setup screen and stops the active timer. | Change size, difficulty, mode, or settings. |
| Cell click | Selects an editable cell and activates its row. | Move deliberately between candidate positions. |
| Virtual keyboard | Places the chosen letter. Key colors show letter knowledge gathered from submissions. | Use the reduced pool to scan candidates. |
| Notes: Off / On | Turns pencil marks on. In note mode, pressing a letter toggles it without filling the cell. | Blueprint and aggregate feedback modes. |
| Clear | Removes the selected editable letter or its notes. Given and permanently locked cells remain safe. | Undo a weak assumption before it contaminates the grid. |
| Hint | Reveals one safe letter for 800 score points. | Use only when the remaining deduction is more expensive than the score. |
| Submit Row | Evaluates a complete active row and adds one wrong attempt if it is not exact. | Submit only after checking dictionary and Sudoku legality. |
Letter keys place letters, Enter submits the active row, Backspace/Delete clears the selected cell, and the arrow keys move the selection. Keys not present in the current pool are ignored.
Coins persist in your browser. The HUD shows your balance. Correctly locking a row grants coins, and completing a puzzle grants a larger reward.
Letter Purge permanently removes two decoy letters from the current virtual keyboard. A decoy is a letter that does not occur anywhere in the final solution. It cannot remove a solution letter, so the remaining keyboard stays complete for the puzzle.
The base price is 500 coins. The price falls as difficulty rises and as the grid gets larger. The button shows the exact current price. If you cannot afford it, the button is disabled and the game explains the required balance.
Start with the pre-printed rows. Treat their counts as equations. If a clue row has zero Green, every letter is displaced or absent; if it has zero Green and zero Yellow, the whole guessed row is excluded. Then use the fixed half-filled grid to decide where each surviving letter can go.
Prioritize deductions in the top half and write notes before the 45-second drop. When rows move, mentally label them by their target word or by a short note. The top row is no longer editable after a drop, even if it is wrong, so the mode rewards robust global progress rather than perfect local completion.
A partial row cannot be submitted. Fill every cell first. Notes do not count as filled letters.
In normal Wordle-style submissions, Green feedback does not lock the cell. Use Clear or overwrite it. Only given cells, strike-mode immediate locks, and permanent conveyor rows are protected.
The Wrong total in the HUD belongs to the entire board. It does not reset when you change active rows. Changing rows is not a way to recover attempts.
With Fade feedback enabled, row summaries disappear after a short delay. Keep a written mental or pencil-mark record before the clue fades.
The game uses its built-in word list. A familiar word may still be unavailable, while an unusual listed word may be valid. Candidate generation must respect the game's dictionary.
When enabled, columns must also form valid dictionary words. A row-perfect grid can therefore remain unfinished until every column passes the word test.
Before placing: Does the letter fit the row, column, and box?
Before submitting: Is the row full, dictionary-valid, and worth one shared attempt?
After feedback: Record the Green, Yellow, and Gray totals at the row edge. Do not color cells in your head unless Sudoku logic proves the position.
Before a conveyor drop: Preserve notes and finish the deductions most likely to survive row movement.
Before using Letter Purge: Confirm you have enough coins and that two genuine decoys remain.
At all times: Remember that submitted Green cells are unlocked anchors. Evidence guides the solve; it does not own the cell.