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Diverday

The twenty games

Sixteen are solved by thinking, four by moving pieces. In each set, the gentlest rules come first.

Solved by thinking

Sudoku. Numbers 1 to 9 in every row, column and 3×3 zone, none repeated.

Nonogram. Shade squares, following the edge numbers, to uncover a picture.

Salt Pans. Split the board into rectangles, each as big as its number.

Sails. Split the board into rectangles: square, tall or wide, as the symbol says.

Lighthouses. Light every square, with no two lighthouses seeing each other.

Drifts. A diagonal in every square, never closing a loop; corner numbers count them.

Enclosure. One closed loop along the lines; each number says how many of its sides it takes.

Causeways. Connect all the islands, each with as many causeways as its number.

Soundings. Shade squares until each number sees exactly that many unshaded ones.

Pastures. Fence the board into zones of five; each number counts its fences.

Buoys. One buoy per row and column, as many per zone as its number, none touching.

Pearls. One closed loop through every pearl: it turns on solid ones and goes straight through hollow ones.

Corals. Shade four touching squares per zone; matching shapes can’t touch side by side.

Caverns. Shade squares in each chamber; its number says how many.

Headlands. Shade the sea; circles mark land touching just one other land square.

Oars. An oar in every square, lying or standing; each zone’s number counts one kind.

Solved by moving

Glass Tiles. Slide the tiles into order from 1, with the gap in the last square.

Urns. Gather each colour in one column; only the top matching group moves.

Wharf. Push every box onto a ring. Boxes are pushed, never pulled.

Berths. Slide the boats along their lanes until the arrow boat gets out on the right.

Where to play them

In the Diverday app, which is not in the stores yet.