Anti-Constraints

Anti-Knight Sudoku

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

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Anti-Knight Sudoku is fully playable. Choose a difficulty and start solving.

How Anti-Knight Sudoku Works

No digit may repeat a knight's L-shaped jump away — a long-range rule that ties together boxes that ordinary scanning treats as strangers. You will spend the solve mapping each placement's possible landing squares. Harder than it sounds; forgetting one knight reach is the textbook mistake.

For the complete rules, worked examples and solving techniques, read the full How to Play Anti-Knight Sudoku guide.

Standard Sudoku Rules Still Apply

Like all Sudoku variants, Anti-Knight Sudoku builds on the classic 9×9 foundation. Every row, column, and 3×3 box must contain each digit from 1 to 9 exactly once. The variant constraint is added on top of these standard rules, never replacing them.

If you're new to Sudoku, start by learning the basic rules and techniques before attempting variants.

Techniques Useful for This Variant

TechniqueHow it applies
Pencil Marks / NotesEssential for tracking candidates alongside the variant constraint
Obvious SinglesCells narrowed to one candidate by the combined constraints
Hidden SinglesDigits with only one valid cell in a unit after variant elimination
Pairs and TriplesLocked candidates exposed by the additional constraint
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