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Atsumari (puzzle)
{{unreferenced, date=May 2019 Atsumari ( ja, 集まり; translates as "collection", "meeting", or "cluster") is a binary-determination puzzle that was originally developed by Quadratic Games for the iPhone platform. The puzzle is played on a hexagonal grid. A rectangular board shape is standard but variations to the board shape can be part of the puzzle design. The puzzle starts with a subset of the hexagonal cells containing a number greater than or equal to zero. The solution to the puzzle is a unique pattern of black/white hexagonal cells that does not violate any of the puzzle rules. Rules * Each cell containing a non-zero number is considered white and must be part of an edge-connected cluster of exactly that many white cells (including the numbered cell). The white clusters are enclosed by black cells or the edge of the board. Thus, a cell containing a '1' must be enclosed by black cells and/or the game board, a cell containing a '2' must have one edge-connected neigh ...
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Atsumari Puzzle
{{unreferenced, date=May 2019 Atsumari ( ja, 集まり; translates as "collection", "meeting", or "cluster") is a binary-determination puzzle that was originally developed by Quadratic Games for the iPhone platform. The puzzle is played on a hexagonal grid. A rectangular board shape is standard but variations to the board shape can be part of the puzzle design. The puzzle starts with a subset of the hexagonal cells containing a number greater than or equal to zero. The solution to the puzzle is a unique pattern of black/white hexagonal cells that does not violate any of the puzzle rules. Rules * Each cell containing a non-zero number is considered white and must be part of an edge-connected cluster of exactly that many white cells (including the numbered cell). The white clusters are enclosed by black cells or the edge of the board. Thus, a cell containing a '1' must be enclosed by black cells and/or the game board, a cell containing a '2' must have one edge-connected neigh ...
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Nurikabe (puzzle)
Nurikabe (hiragana: ぬりかべ) is a binary determination puzzle named for Nurikabe, an invisible wall in Japanese folklore that blocks roads and delays foot travel. Nurikabe was apparently invented and named by Nikoli; other names (and attempts at localization) for the puzzle include ''Cell Structure'' and ''Islands in the Stream''. Rules The puzzle is played on a typically rectangular grid of cells, some of which contain numbers. Cells are initially of unknown color, but can only be black or white. Two same-color cells are considered "connected" if they are adjacent vertically or horizontally, but not diagonally. Connected white cells form "islands", while connected black cells form the "sea". The challenge is to paint each cell black or white, subject to the following rules: # Each numbered cell is an island cell, the number in it is the number of cells in that island. # Each island must contain exactly one numbered cell. # There must be only one sea, which is not all ...
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Nikoli (publisher)
is a Japanese publisher that specializes in games and, especially, logic puzzles. ''Nikoli'' is also the nickname of a quarterly magazine (whose full name is ''Puzzle Communication Nikoli'') issued by the company in Tokyo. ''Nikoli'' was established in 1980 and became prominent worldwide with the popularity of ''Sudoku''. The name "Nikoli" comes from the racehorse who won the Irish 2,000 Guineas in 1980; the founder of Nikoli, Maki Kaji, was fond of horseracing and betting. Nikoli's claim to fame is its vast library of "culture independent" puzzles. An example of a language/culture-dependent genre of puzzle would be the crossword, which relies on a specific language and alphabet. For this reason Nikoli's puzzles are often purely logical, and often numerical. Nikoli's Sudoku, the most popular logic problem in Japan, was popularized in the English-speaking world in 2005, though that game has a history stretching back hundreds of years and across the globe. The magazine has invente ...
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Logic Puzzles
A logic puzzle is a puzzle deriving from the mathematical field of deduction. History The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of ''Alice's Adventures in Wonderland''. In his book ''The Game of Logic'' he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond M. Smullyan continued and expanded the branch of logic puzzles with books such as '' The Lady or the Tiger?'', ''To Mock a Mockingbird'' and ''Alice in Puzzle-Land''. He popularized the " knights and knaves" puzzles, which involve knights, who a ...
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