Provided by: sgt-puzzles_20140928.r10274-1_amd64

#### NAME

```       sgt-keen - Arithmetic Latin square puzzle

```

#### SYNOPSIS

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

sgt-keen --version

```

#### DESCRIPTION

```       You have a square grid; each square may contain a digit from 1 to the size  of  the  grid.
The  grid  is divided into blocks of varying shape and size, with arithmetic clues written
in them. Your aim is to fully populate the grid with digits such that:

·      Each row contains only one occurrence of each digit

·      Each column contains only one occurrence of each digit

·      The digits in each block can be combined to form the number  stated  in  the  clue,
using the arithmetic operation given in the clue. That is:

·      An  addition  clue means that the sum of the digits in the block must be the
given number. For example, ‘15+’ means the contents of the block adds up  to
fifteen.

·      A multiplication clue (e.g. ‘60×’), similarly, means that the product of the
digits in the block must be the given number.

·      A subtraction clue will always be written in a block of  size  two,  and  it
means  that  one of the digits in the block is greater than the other by the
given amount. For example, ‘2−’ means that one of the digits in the block is
2 more than the other, or equivalently that one digit minus the other one is
2. The two digits could be either way round, though.

·      A division clue (e.g. ‘3÷’), similarly, is always in a block of size two and
means that one digit divided by the other is equal to the given amount.

Note that a block may contain the same digit more than once (provided the identical
ones are not in the same row and column). This rule is precisely  the  opposite  of
the rule in Solo's ‘Killer’ mode (see sgt-solo(6)).

This puzzle appears in the Times under the name ‘KenKen’.

```

#### Keencontrols

```       Keen shares much of its control system with Solo (and Unequal).

To  play  Keen,  simply  click  the mouse in any empty square and then type a digit 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.

As for Solo, the cursor keys can be used in conjunction with the digit keys to set numbers
or pencil marks. Use the cursor keys to move a highlight around the grid, and type a digit
to enter it in the highlighted square. Pressing return toggles the highlight into  a  mode
in which you can enter or remove pencil marks.

Pressing  M  will  fill in a full set of pencil marks in every square that does not have a
main digit in it.

(All the actions described below are also available.)

```

#### Keenparameters

```       These parameters are available from the ‘Custom...’ option on the ‘Type’ menu.

Grid size
Specifies the size of the grid. Lower limit is 3; upper limit  is  9  (because  the
user interface would become more difficult with ‘digits’ bigger than 9!).

Difficulty
Controls  the  difficulty  of  the  generated  puzzle.  At Unreasonable level, some
backtracking will be required,  but  the  solution  should  still  be  unique.  The
remaining  levels  require  increasingly  complex  reasoning  to  avoid  having  to
backtrack.

```

#### Commonactions

```       These actions are all available from the  ‘Game’  menu  and  via  keyboard  shortcuts,  in

(On  Mac  OS X, to conform with local user interface standards, these actions are situated

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.)

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.

```

#### SpecifyinggameswiththegameID

```       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 (sgt-solo(6)) 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, 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.

```

#### Specifyinggameparametersonthecommandline

```       (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.)

```

#### Unixcommand-lineoptions

```       (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).

```

#### SEEALSO

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