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Fruit Sudoku

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Fruit Sudoku

Welcome to Fruit Sudoku! It's classic Sudoku with fruit instead of numbers: fill every row, column and box with one of each of the nine fruits.

Prefer good old numbers? You're only two taps away. Open Settings, choose the Classic theme, and every puzzle switches to 1–9, including one you're partway through.

How To Play Fruit Sudoku

Fill the grid so that every row, every column and every 3Γ—3 box contains each of the nine fruits exactly once. Nine rows, nine columns, nine boxes, nine fruits: no repeats anywhere.

Some cells start filled in. These clues sit on a slightly darker background and can't be changed. Every puzzle has exactly one answer, and you can always reach it by logic, without guessing, except on Extreme puzzles.

The fruits are only symbols. There's no arithmetic, and 🍎 isn't "worth" more than 🍌. You can switch to numbers, animals, alphabets and more in Settings, and the puzzle stays the same.

Placing a fruit

  1. Tap an empty cell to select it. Its row, column and box light up so you can see what it has to fit with.
  2. Tap the big fruit on a pad key to place it.
  3. To remove it, tap the same fruit again, or tap Erase.

Pencil marks

Each pad key has a small, faded copy of its fruit on the right. Tap that small copy to add a pencil mark, a note that the fruit might go in this cell. Pencil marks sit in a tiny 3Γ—3 layout inside the cell. Tap the small fruit again to remove its mark, or use Erase to clear all of them.

When you place a fruit, the game removes that fruit's pencil marks from the rest of its row, column and box. You can turn this off in Settings.

The buttons

  • Erase clears the selected cell: first the fruit, then its pencil marks.
  • Hint fills in the selected cell with the right fruit. With no cell selected, it picks the cell that's easiest to work out next.
  • Check marks any fruit you've placed in the wrong cell with a red dot. Nothing is locked; fix it or leave it.
  • Undo and Redo (the arrows at the top) step back and forward through every change, including pencil marks and hints.

Hints and checks are unlimited and there's no timer. Play however you enjoy it.

Finding a fruit

Tap a pad key with no cell selected and every cell holding that fruit lights up, including pencil marks. Tap the key again to turn it off. Selecting a filled cell does the same for its fruit.

Choosing a puzzle

Open the menu (☰, top left):

  • Library holds 180 ready-made puzzles in five difficulties. Solved puzzles get a check mark, and ones you've started get a dot. You can leave a puzzle and come back to it later.
  • My puzzles holds puzzles you've entered or edited yourself.
  • New makes a brand-new puzzle at any difficulty, or opens the editor.

Restart puzzle at the bottom of the menu clears your entries. You can undo it.

Difficulty

  • Easy: every step is a single obvious placement.
  • Medium: needs pencil marks and simple patterns, like pairs.
  • Hard: needs bigger patterns, such as triples and the X-Wing.
  • Expert: needs advanced patterns, such as the Swordfish.
  • Extreme: beyond the standard techniques, so you may need trial and error.

Each puzzle is graded by the hardest step it needs, not by how many clues it has.

Entering a puzzle from a newspaper or book

  1. Open the menu, go to New, and choose Blank puzzle. The editor uses digits so you can copy puzzles straight in.
  2. Tap a cell, then a number. Clues that clash turn red.
  3. Tap Save. The game checks that the puzzle has exactly one answer, tells you its difficulty, and lets you name it.
  4. Choose Save & play. Your puzzle appears in your own theme's fruit, or whatever symbols you've chosen.

You can also choose Edit this puzzle to start from any puzzle's clues and change them.

Controls

Keyboard

  • 1–9: place the 1st–9th symbol
  • Shift + 1–9: pencil mark
  • Arrow keys: move the selection
  • Backspace: erase
  • H: hint
  • C: check
  • Ctrl+Z / Ctrl+Y: undo and redo

Settings (βš™οΈ)

Open Settings with the settings button. Changes apply right away, even partway through a puzzle, and are remembered on this device.

Theme

A theme sets the nine symbols you play with and the colours and background around them. The puzzle underneath never changes, so switching themes mid-game just redraws your progress in the new symbols.

  • Fruit is the default. Classic uses plain numbers 1–9, and Keycaps shows them as emoji keys.
  • Picture sets include plants, faces, smileys, animals, birds, insects, sea life, vehicles, instruments, balls, hands, clocks and moons.
  • Colour sets include hearts, circles and squares.
  • Writing and symbol sets include Greek, Armenian, Chinese numerals, Kangxi radicals, Katakana, Devanagari (Sanskrit) and Gujarati digits, Hebrew letters (Tetragram), Glagolitic, Bamum, Braille, planetary symbols, flags, arrows and two mahjong tile sets.

Some themes use symbols that not every phone or computer can display. Those themes are hidden automatically, and a note at the bottom of the list says how many.

The puzzle editor always shows digits, whatever theme you pick, so puzzles from a newspaper or book are easy to copy in.

Remove pencil marks automatically

On by default. When you place a symbol, it's removed from the pencil marks in the same row, column and box, since it can't go there any more. Turn this off if you prefer to manage every mark yourself. Either way, undo restores anything that was removed.

Highlight matching symbols

On by default. Selecting a filled cell lights up every other copy of that symbol on the board, including in pencil marks. This makes it easy to see where a fruit already is and where it still needs to go. Turned off, only the selected cell's row, column and box are highlighted.

You can always highlight a symbol by tapping its pad key with no cell selected, whether this setting is on or not.

Sound and dark mode

Sound and dark mode are set for all Cheery Chimp games, not just this one. In dark mode, the page turns black, the buttons and text turn white, and the board keeps its theme with softened colours.

Accessibility

See the Controls section for keyboard navigation controls.

Strategy

Every puzzle except Extreme can be solved by logic alone. The techniques below go from the ones every puzzle uses to the ones only Expert puzzles need. Each difficulty level in the game is named for the hardest technique it requires, so this guide follows the same order.

One word you'll see a lot: a unit is any row, column or 3Γ—3 box. Every unit must end up holding each of the nine fruits once.

Getting started

  • Start with the fruit that appears most. Tap its pad key with no cell selected to light up every copy. The more copies there are, the fewer places the rest can go.
  • Work box by box. For a single box, ask which fruits it's missing and where each one could go.
  • Keep going round. Each fruit you place opens up new chances elsewhere, so sweep the whole grid again after every few placements.
  • Pencil marks are worth it. Easy puzzles can be solved in your head. From Medium up, writing down every possible fruit for each empty cell makes the patterns below visible.
Easy: singles

Hidden single

Look at one unit and one fruit. If there's only one cell in that unit where the fruit can go, it goes there, even if that cell could hold other fruits too.

Example: the top-left box needs a πŸ“. Strawberries already sit in the first and second rows elsewhere on the grid, and in the first column. That rules out every empty cell in the box except one, so the πŸ“ goes there.

Naked single

Look at one cell. Cross off every fruit already in its row, column and box. If only one fruit is left, that's the answer.

Hidden singles are usually easier to spot by eye. Naked singles become obvious once you have pencil marks: any cell with a single mark is solved.

Medium: using pencil marks

Pointing (locked candidates)

If, inside one box, every possible spot for a fruit lies in the same row, then that fruit must go somewhere in that part of the row. So you can remove it from the rest of that row outside the box. The same works for columns.

Example: in the middle box, πŸ‡ can only go in two cells, and both are in row 5. Whichever one it ends up in, the rest of row 5 can't have πŸ‡. Erase the πŸ‡ pencil marks from row 5 in the other two boxes.

Claiming

The reverse of pointing. If, in a row or column, every possible spot for a fruit falls inside one box, then that box's copy of the fruit must be in that row or column. Remove it from the rest of the box.

Naked pair

Two cells in the same unit that both hold only the same two pencil marks, say 🍎 and 🍐, must share those two fruits between them. You don't know which is which yet, but no other cell in that unit can have 🍎 or 🍐. Erase those marks everywhere else in the unit.

Hidden pair

If two fruits can only go in the same two cells of a unit, those two cells belong to those two fruits. Any other pencil marks in those two cells can be erased.

Hard: bigger patterns

Naked and hidden triples

The pair ideas stretched to three. Three cells in a unit whose pencil marks, taken together, contain only three fruits (like 🍎🍌, 🍌🍊 and 🍎🍊) must hold exactly those three. Remove those fruits from the unit's other cells. A cell in a triple doesn't need all three marks.

A hidden triple is three fruits that can only go in the same three cells of a unit. Clear every other mark from those cells.

X-Wing

Pick one fruit. Find two rows where that fruit has exactly two possible cells, and those cells line up in the same two columns, forming a rectangle.

In the first row the fruit goes in one of the two corners, and in the second row it goes in the opposite column. Either way, both columns get their copy from these two rows, so you can remove that fruit from everywhere else in those two columns. The same trick works with rows and columns swapped.

XY-Wing

This uses three cells that each have exactly two pencil marks:

  • a pivot with 🍎🍌
  • one wing that shares a unit with the pivot and holds 🍎πŸ₯
  • another wing that shares a unit with the pivot and holds 🍌πŸ₯

If the pivot is 🍎, the first wing must be πŸ₯. If the pivot is 🍌, the second wing must be πŸ₯. So one of the wings is always πŸ₯, and any cell that sees both wings can't be πŸ₯.

Expert: advanced patterns

Naked and hidden quads

The same pattern with four cells and four fruits. They're rare and easy to miss, so check your crowded units for them when nothing else works.

Swordfish (and Jellyfish)

The X-Wing with three rows instead of two. Pick one fruit, and find three rows where it has only two or three possible cells, all falling within the same three columns. Those three rows supply that fruit to those three columns, so remove it from the rest of those columns.

A Jellyfish is the same idea with four rows and four columns. Rows and columns can be swapped for both.

XYZ-Wing

This is like the XY-Wing, but the pivot has three marks, 🍎🍌πŸ₯, and the wings hold 🍎πŸ₯ and 🍌πŸ₯. The wing fruit πŸ₯ always ends up in the pivot or one of the wings. So you can remove πŸ₯ only from cells that see all three: the pivot and both wings.

Extreme: when logic runs dry

Extreme puzzles go beyond every technique above. Stronger solvers use chains, but trial and error works too:

  1. Find a cell with just two pencil marks.
  2. Pick one and keep solving.
  3. If you hit a contradiction, such as a cell with no fruit left or two of the same fruit in a unit, the other mark was right. Use Undo to step back to the choice.

Check also helps: it tells you whether your guess is wrong, so you can back out before going too far.

General habits

  • Keep pencil marks honest. A missing mark hides the answer, and a wrong one creates a pattern that isn't really there. Placing a fruit clears its marks from the same row, column and box automatically. You still need to remove marks yourself after using a technique.
  • Singles first, always. After any elimination, look for new singles before hunting for bigger patterns.
  • Stuck? Change what you're looking at. Switch between thinking about one fruit across the grid and one cell's options.
Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
September 29, 2026

History

Sudoku looks like a number puzzle, but numbers are only labels. Any nine different symbols work just as well, and that's why Fruit Sudoku can swap in apples and bananas. The puzzle's story runs through an 18th-century mathematician, 19th-century French newspapers, an American puzzle magazine, a Japanese publisher and a retired judge from New Zealand.

Latin squares

The idea underneath Sudoku is the Latin square: a grid where every symbol appears exactly once in each row and each column. Latin squares turn up in medieval amulets and old card puzzles. The Swiss mathematician Leonhard Euler studied them seriously in the 1780s and gave them their name, because he labelled his squares with Latin letters. A finished Sudoku is a Latin square with one extra rule: each 3Γ—3 box must hold all nine symbols too.

French newspapers, 1890s

In the 1890s, French newspapers such as Le Siècle and La France printed number-placement puzzles very close to modern Sudoku. Some were 9×9 grids in which each row, column and 3×3 area held the digits 1 to 9. They ran for years as a newspaper feature, then faded away around the First World War and were largely forgotten.

Number Place, 1979

The modern puzzle was invented in the United States. Howard Garns, a retired architect from Indiana, is believed to have created it. It appeared in Dell Pencil Puzzles & Word Games magazine in 1979 under the name Number Place. Garns' puzzles had everything we know today: a 9Γ—9 grid, 3Γ—3 boxes, some starting clues and one correct answer. Dell printed them without a byline, so for years almost nobody knew who made them.

Japan gives it a name, 1984

In 1984 the Japanese puzzle publisher Nikoli brought Number Place to Japan. Its founder, Maki Kaji, gave it a long name meaning roughly "the digits must be single". It was soon shortened to SΕ«-doku, "single digit". Nikoli's editors also made hand-made puzzles the standard: clues arranged symmetrically, a limit on how many were given, and every puzzle solvable by pure logic. The puzzle became a steady favourite in Japanese magazines. Kaji later became known as the "godfather of Sudoku".

The worldwide craze, 2004–2005

Wayne Gould, a retired judge from New Zealand, came across Sudoku on a trip to Tokyo in 1997. He spent years writing a computer program that could produce puzzles quickly. He then offered them free to newspapers, and The Times in London began printing them in November 2004. Other British papers rushed to follow, and within months Sudoku was everywhere: on commuter trains, in dedicated magazines, on television and in bestselling books. By 2005 it had spread to newspapers across the United States and the rest of the world.

The first World Sudoku Championship was held in Lucca, Italy, in 2006, and it has been held most years since.

Some remarkable numbers

  • There are 6,670,903,752,021,072,936,960 possible completed Sudoku grids. That's about 6.7 sextillion, a figure calculated by Bertram Felgenhauer and Frazer Jarvis in 2005.
  • Treat grids as the same when one is just a rotation, reflection or relabelling of another, and there are still about 5.5 billion truly different grids.
  • The fewest clues a proper Sudoku can have is 17. In 2012 Gary McGuire and his team used a year-long computer search to prove that no 16-clue puzzle has a single answer. That's why Fruit Sudoku's editor asks for at least 17 clues.

Beyond numbers

Because the digits are only symbols, people have played Sudoku with letters (sometimes called "Wordoku"), colours, shapes and pictures almost from the start. There are also larger 16Γ—16 grids, "killer" puzzles with sums, and diagonal variants. Fruit Sudoku keeps the classic 9Γ—9 rules and lets you choose your symbols, from fruit and animals to Greek letters, Braille and planetary signs. Whatever you play with, the logic is the same one Howard Garns put on the page in 1979.

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