Provided by: sgt-puzzles_20230410.71cf891-2build2_amd64 bug

NAME

       sgt-solo - Number placement puzzle

SYNOPSIS

       sgt-solo  [--generate  n]  [--print wxh [--with-solutions] [--scale n] [--colour]] [game-parameters|game-
       ID|random-seed]

       sgt-solo --version

DESCRIPTION

       You have a square grid, which is divided into as many equally sized sub-blocks as the grid has rows. Each
       square must be filled in with a digit from 1 to the size of the grid, in such a way that

             every row contains only one occurrence of each digit

             every column contains only one occurrence of each digit

             every block contains only one occurrence of each digit.

             (optionally,  by default off) each of the square's two main diagonals contains only one occurrence
              of each digit.

       You are given some of the numbers as clues; your aim is to place the rest of the numbers correctly.

       Under the default settings, the sub-blocks are square or rectangular. The default puzzle size is  3×3  (a
       9×9 actual grid, divided into nine 3×3 blocks). You can also select sizes with rectangular blocks instead
       of square ones, such as 2×3 (a 6×6 grid divided into six  3×2  blocks).  Alternatively,  you  can  select
       ‘jigsaw’ mode, in which the sub-blocks are arbitrary shapes which differ between individual puzzles.

       Another  available  mode is ‘killer’. In this mode, clues are not given in the form of filled-in squares;
       instead, the grid is divided into ‘cages’ by coloured lines, and for each cage the game  tells  you  what
       the sum of all the digits in that cage should be. Also, no digit may appear more than once within a cage,
       even if the cage crosses the boundaries of existing regions.

       If you select a puzzle size which requires more than 9 digits, the additional digits will be  letters  of
       the  alphabet.  For example, if you select 3×4 then the digits which go in your grid will be 1 to 9, plus
       ‘a’, ‘b’ and ‘c’. This cannot be selected for killer puzzles.

       I first saw this puzzle in Nikoli (https://www.nikoli.co.jp/en/puzzles/sudoku/), although it's also  been
       popularised  by  various  newspapers under the name ‘Sudoku’ or ‘Su Doku’. Howard Garns is considered the
       inventor of the modern form of the puzzle, and it was first published in Dell  Pencil  Puzzles  and  Word
       Games.   A   more  elaborate  treatment  of  the  history  of  the  puzzle  can  be  found  on  Wikipedia
       (http://en.wikipedia.org/wiki/Sudoku).

Solo controls

       To play Solo, simply click the mouse in any empty square and then type a digit or letter 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 right-click in a square and then type a number, that number will be entered in  the  square  as  a
       ‘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.

       Alternatively, use the cursor keys to move the mark around the grid. Pressing the return key toggles  the
       mark  (from  a  normal  mark  to  a  pencil mark), and typing a number in is entered in the square in the
       appropriate way; typing in a 0 or using the space bar will clear a filled square.

       (All the actions described below are also available.)

Solo parameters

       Solo allows you to configure two separate dimensions of the puzzle grid on the ‘Type’ menu: the number of
       columns, and the number of rows, into which the main grid is divided. (The size of a block is the inverse
       of this: for example, if you select 2 columns and 3 rows, each actual block will have  3  columns  and  2
       rows.)

       If  you  tick the ‘X’ checkbox, Solo will apply the optional extra constraint that the two main diagonals
       of the grid also contain one of every digit. (This is sometimes known as ‘Sudoku-X’  in  newspapers.)  In
       this mode, the squares on the two main diagonals will be shaded slightly so that you know it's enabled.

       If  you  tick  the  ‘Jigsaw’  checkbox,  Solo will generate randomly shaped sub-blocks. In this mode, the
       actual grid size will be taken to be the product of the numbers  entered  in  the  ‘Columns’  and  ‘Rows’
       boxes. There is no reason why you have to enter a number greater than 1 in both boxes; Jigsaw mode has no
       constraint on the grid size, and it can even be a prime number if you feel like it.

       If you tick the ‘Killer’ checkbox, Solo will generate a set of of cages, which are  randomly  shaped  and
       drawn  in an outline of a different colour. Each of these regions contains a smaller clue which shows the
       digit sum of all the squares in this region.

       You can also configure the type of symmetry shown in the  generated  puzzles.  More  symmetry  makes  the
       puzzles  look prettier but may also make them easier, since the symmetry constraints can force more clues
       than necessary to be present. Completely asymmetric puzzles have the freedom to contain as few  clues  as
       possible.

       Finally,  you  can configure the difficulty of the generated puzzles. Difficulty levels are judged by the
       complexity of the techniques of deduction required to solve the puzzle: each level  requires  a  mode  of
       reasoning  which was not necessary in the previous one. In particular, on difficulty levels ‘Trivial’ and
       ‘Basic’ there will be a square  you  can  fill  in  with  a  single  number  at  all  times,  whereas  at
       ‘Intermediate’  level  and  beyond  you  will  have to make partial deductions about the set of squares a
       number could be in (or the set of numbers that could be in a square). At ‘Unreasonable’ level, even  this
       is  not  enough,  and  you will eventually have to make a guess, and then backtrack if it turns out to be
       wrong.

       Generating difficult puzzles is itself difficult: if you select one of the higher difficulty levels, Solo
       may  have  to  make  many  attempts  at  generating  a puzzle before it finds one hard enough for you. Be
       prepared to wait, especially if you have also configured a large puzzle size.

Common actions

       These actions are all available from the ‘Game’ menu and via keyboard shortcuts, in addition to any game-
       specific actions.

       (On  Mac  OS  X, to conform with local user interface standards, these actions are situated on the ‘File’
       and ‘Edit’ menus instead.)

       New game (‘N’, Ctrl+‘N’)
              Starts a new game, with a random initial state.

       Restart game
              Resets the current game to its initial state. (This can be undone.)

       Load   Loads a saved game from a file on disk.

       Save   Saves the current state of your game to a file on disk.

              The Load and Save operations preserve your entire game history (so you can save, reload, and still
              Undo and Redo things you had done before saving).

       Print  Where supported (currently only on Windows), brings up a dialog allowing you to print an arbitrary
              number of puzzles randomly generated from the current parameters, optionally including the current
              puzzle.  (Only for puzzles which make sense to print, of course – it's hard to think of a sensible
              printable representation of Fifteen!)

       Undo (‘U’, Ctrl+‘Z’, Ctrl+‘_’, ‘*’)
              Undoes a single move. (You can undo moves back to the start of the session.)

       Redo (‘R’, Ctrl+‘R’, ‘#’)
              Redoes a previously undone move.

       Copy   Copies the current state of your game to the clipboard in text format, so that you  can  paste  it
              into  (say)  an  e-mail  client  or a web message board if you're discussing the game with someone
              else. (Not all games support this feature.)

       Solve  Transforms the puzzle instantly into its solved state. For some games (Cube) this feature  is  not
              supported at all because it is of no particular use. For other games (such as Pattern), the solved
              state can be used to give you information, if you can't see how a solution can exist at all or you
              want to know where you made a mistake. For still other games (such as Sixteen), automatic solution
              tells you nothing about how to get to the solution, but it does provide a useful way to get  there
              quickly so that you can experiment with set-piece moves and transformations.

              Some games (such as Solo) are capable of solving a game ID you have typed in from elsewhere. Other
              games (such as Rectangles) cannot solve a game ID they didn't invent themself, but when  they  did
              invent  the  game ID they know what the solution is already. Still other games (Pattern) can solve
              some external game IDs, but only if they aren't too difficult.

              The ‘Solve’ command adds the solved state to the end of the undo chain for the  puzzle.  In  other
              words,  if  you want to go back to solving it yourself after seeing the answer, you can just press
              Undo.

       Quit (‘Q’, Ctrl+‘Q’)
              Closes the application entirely.

Specifying games with the game ID

       There are two ways to save a game specification out of a puzzle and recreate it later, or recreate it  in
       somebody else's copy of the same puzzle.

       The ‘Specific’ and ‘Random Seed’ options from the ‘Game’ menu (or the ‘File’ menu, on Mac OS X) each show
       a piece of text (a ‘game ID’) which is sufficient to reconstruct precisely the same game at a later date.

       You can enter either of these pieces of text back into the program (via the same  ‘Specific’  or  ‘Random
       Seed’  menu options) at a later point, and it will recreate the same game. You can also use either one as
       a command line argument (on Windows or Unix); see below for more detail.

       The difference between the two forms is that a descriptive game  ID  is  a  literal  description  of  the
       initial  state of the game, whereas a random seed is just a piece of arbitrary text which was provided as
       input to the random number generator used to create the puzzle. This means that:

             Descriptive game IDs tend to be longer in many puzzles (although some, such as Cube (sgt-cube(6)),
              only  need  very  short  descriptions).  So  a random seed is often a quicker way to note down the
              puzzle you're currently playing, or to tell it to somebody else so they can play the same  one  as
              you.

             Any  text  at  all  is  a  valid  random  seed. The automatically generated ones are fifteen-digit
              numbers, but anything will do; you can type in your full name, or a word you just made up,  and  a
              valid  puzzle  will  be  generated  from it. This provides a way for two or more people to race to
              complete the same puzzle: you think of a random seed, then everybody types it in at the same time,
              and nobody has an advantage due to having seen the generated puzzle before anybody else.

             It  is  often possible to convert puzzles from other sources (such as ‘nonograms’ or ‘sudoku’ from
              newspapers) into descriptive game IDs suitable for use with these programs.

             Random seeds are not guaranteed to produce the same result  if  you  use  them  with  a  different
              version  of  the puzzle program. This is because the generation algorithm might have been improved
              or modified in later versions of the code, and will therefore  produce  a  different  result  when
              given  the  same  sequence of random numbers. Use a descriptive game ID if you aren't sure that it
              will be used on the same version of the program as yours.

              (Use the ‘About’ menu option to find out the version number of the program. Programs with the same
              version number running on different platforms should still be random-seed compatible.)

       A  descriptive game ID starts with a piece of text which encodes the parameters of the current game (such
       as grid size). Then there is a colon, and after that is the description of the game's  initial  state.  A
       random  seed  starts  with  a  similar string of parameters, but then it contains a hash sign followed by
       arbitrary data.

       If you enter a descriptive game ID, the program will not be able  to  show  you  the  random  seed  which
       generated  it,  since  it  wasn't  generated from a random seed. If you enter a random seed, however, the
       program will be able to show you the descriptive game ID derived from that random seed.

       Note that the game parameter strings are not always identical between the  two  forms.  For  some  games,
       there  will be parameter data provided with the random seed which is not included in the descriptive game
       ID. This is because that parameter information is only relevant when generating puzzle grids, and is  not
       important  when playing them. Thus, for example, the difficulty level in Solo (above) is not mentioned in
       the descriptive game ID.

       These additional parameters are also not set permanently if you type in a game ID. For  example,  suppose
       you  have  Solo  set  to  ‘Advanced’ difficulty level, and then a friend wants your help with a ‘Trivial’
       puzzle; so the friend reads out a random seed specifying ‘Trivial’ difficulty, and you type  it  in.  The
       program will generate you the same ‘Trivial’ grid which your friend was having trouble with, but once you
       have finished playing it, when you ask for a new game it will automatically go  back  to  the  ‘Advanced’
       difficulty which it was previously set on.

The ‘Type’ menu

       The  ‘Type’  menu,  if  present,  may contain a list of preset game settings. Selecting one of these will
       start a new random game with the parameters specified.

       The ‘Type’ menu may also contain a ‘Custom’ option which allows you to  fine-tune  game  parameters.  The
       parameters available are specific to each game and are described in the following sections.

Specifying game parameters on the command line

       (This section does not apply to the Mac OS X version.)

       The  games  in  this collection deliberately do not ever save information on to the computer they run on:
       they have no high score tables and no saved preferences. (This is because I expect at least  some  people
       to play them at work, and those people will probably appreciate leaving as little evidence as possible!)

       However,  if  you do want to arrange for one of these games to default to a particular set of parameters,
       you can specify them on the command line.

       The easiest way to do this is to set up the parameters you want using the ‘Type’ menu  (see  above),  and
       then  to  select  ‘Random Seed’ from the ‘Game’ or ‘File’ menu (see above). The text in the ‘Game ID’ box
       will be composed of two parts, separated by a  hash.  The  first  of  these  parts  represents  the  game
       parameters (the size of the playing area, for example, and anything else you set using the ‘Type’ menu).

       If you run the game with just that parameter text on the command line, it will start up with the settings
       you specified.

       For example: if you run Cube (see sgt-cube(6)), select ‘Octahedron’ from the ‘Type’ menu, and then go  to
       the  game  ID  selection,  you  will  see a string of the form ‘o2x2#338686542711620’. Take only the part
       before the hash (‘o2x2’), and start Cube with that text on the command line: ‘sgt-cube o2x2’.

       If you copy the entire game ID on to the command line, the game will start up in the specific  game  that
       was  described.  This is occasionally a more convenient way to start a particular game ID than by pasting
       it into the game ID selection box.

       (You could also retrieve the encoded game parameters using the ‘Specific’ menu option instead of  ‘Random
       Seed’,  but if you do then some options, such as the difficulty level in Solo, will be missing. See above
       for more details on this.)

Unix command-line options

       (This section only applies to the Unix port.)

       In addition to being able to specify game parameters on the command line (see above), there  are  various
       other options:

       --game

       --load These  options  respectively  determine whether the command-line argument is treated as specifying
              game parameters or a save file to load. Only one should be specified. If neither of these  options
              is specified, a guess is made based on the format of the argument.

       --generate n
              If this option is specified, instead of a puzzle being displayed, a number of descriptive game IDs
              will be invented and printed on standard output. This is useful for gaining  access  to  the  game
              generation algorithms without necessarily using the frontend.

              If  game parameters are specified on the command-line, they will be used to generate the game IDs;
              otherwise a default set of parameters will be used.

              The most common use of this option is in conjunction with --print, in which case its behaviour  is
              slightly different; see below.

       --print wxh
              If  this option is specified, instead of a puzzle being displayed, a printed representation of one
              or more unsolved puzzles is sent to standard output, in PostScript format.

              On each page of puzzles, there will be w across and h down. If there are more  puzzles  than  w×h,
              more than one page will be printed.

              If  --generate has also been specified, the invented game IDs will be used to generate the printed
              output. Otherwise, a list of game IDs is expected on standard input (which can be  descriptive  or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --print 2x3 7x7w | lpr

              will  generate two pages of printed Net puzzles (each of which will have a 7×7 wrapping grid), and
              pipe the output to the lpr command, which on many systems will send them to an actual printer.

              There are various other options which affect printing; see below.

       --save file-prefix [ --save-suffix file-suffix ]
              If this option is specified, instead of a puzzle being displayed, saved-game files for one or more
              unsolved puzzles are written to files constructed from the supplied prefix and/or suffix.

              If  --generate has also been specified, the invented game IDs will be used to generate the printed
              output. Otherwise, a list of game IDs is expected on standard input (which can be  descriptive  or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --save game --save-suffix .sav

              will generate twelve Net saved-game files with the names game0.sav to game11.sav.

       --version
              Prints version information about the game, and then quits.

       The following options are only meaningful if --print is also specified:

       --with-solutions
              The set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles.

       --scale n
              Adjusts  how  big  each puzzle is when printed. Larger numbers make puzzles bigger; the default is
              1.0.

       --colour
              Puzzles will be printed in colour, rather than in black and white (if supported by the puzzle).

SEE ALSO

       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.