Anti-Knight Sudoku

No two cells a knight's move apart may contain the same digit

What is Anti-Knight Sudoku?

Anti-Knight Sudoku extends Sudoku with a chess rule: any two cells reachable from each other by a chess knight's move (2+1 squares in an L-shape) cannot share the same digit. Each cell has up to 8 potential knight-move neighbours. This creates a rich constraint network that is separate from and extends beyond the standard row/column/box rules.

At a Glance

Constraint typeAnti-Constraints
Typical givens20–26
Difficulty rating ★★★☆☆ 3/5
Avg. solve time — Easy5 min
Avg. solve time — Medium12 min
Avg. solve time — Hard24 min
Avg. solve time — Expert45 min

How to Solve Anti-Knight Sudoku

TechniqueWhat it doesLevel
Knight-Zone Mapping For each cell, mark all potential knight-move destinations (up to 8 cells). None may share the same digit as the source cell. Beginner
Corner and Edge Advantage Corner cells have only 2 knight-move neighbours; edge cells have at most 4. These restricted zones are easiest to resolve first. Beginner
Knight Chains Placing a digit can eliminate it from a chain of knight-move positions that span diagonally across the grid. Intermediate
Graph Coloring Model the knight-move network as a graph and two-color it to find cells that cannot share a digit. Advanced

Average Solve Times

Easy
5 min
Medium
12 min
Hard
24 min
Expert
45 min

Frequently Asked Questions

What is a knight's move?
A chess knight moves in an L-shape: two squares in one direction, one square perpendicular (or vice versa).
How many knight-move neighbours does a centre cell have?
Up to 8 — the full L-shape set in all four diagonal orientations.