Games & Puzzles — pupil instruction review
Games & Puzzles — pupil instruction review
This is the reviewed wording baseline for pupil-facing instructions. The aim is one short sentence or a compact pair of sentences that explains the actual rule needed to start the puzzle. Worked examples can carry extra teaching detail; the worksheet instruction itself should stay crisp.
| Game | Reviewed pupil instruction |
|---|---|
| Maths Word Search | Find the maths words in the grid. Use the clue list to help you. |
| Maths Crossword | Solve the clues and write each answer into the grid. |
| Number Pyramid | Each brick is the sum of the two bricks directly below it. Fill the blanks. |
| Magic Square | Variant-specific wording is retained because Check, Repair, Transform and Missing-number versions need different instructions. |
| Sudoku | Fill the grid with 1–N. Use each number once in every row, column and outlined box. |
| Latin Square | Fill the grid with 1–N. Use each number once in every row and column. |
| Arithmagons | Use the + or × shown on each connection. Work out the missing numbers. |
| Magic Number Shapes | Variant-specific wording is retained because Missing, Check and Repair versions have different tasks. |
| Number Trails & Snakes | Follow the number rule along the trail. Fill the blanks. |
| Number Connections | Variant-specific wording is retained: Rule Wheels use the centre operation, Factor Pair Webs multiply each pair to the centre, and Sum & Product Diamonds multiply to the top and add to the bottom. |
| Correct-Answer Maze | Solve each question. Move through the maze using the correct answers until you reach the finish. |
| Number Property Maze | Move from START to FINISH only through numbers that match the rule. |
| Maths Crossnumber | Solve the clues and write each answer into the numbered grid. |
| Number Search | Solve each calculation, then find its answer in the number grid. |
| Arithmetic Equation Crossgrid | Fill the blanks so every horizontal and vertical equation is correct. |
| Target Number Challenge | Use the given numbers and allowed operations to make each target. |
| Broken Calculator | Use only the working calculator keys to make each target. Use normal order of operations: × and ÷ before + and −. |
| Operation Codebreaker | Make every equation true. Use the operator key to turn each numbered sign into a code digit, then use +/− shifts to crack the secret word. |
| Kakuro / Cross Sums | Fill white cells with 1–9. Each run must add to its clue, with no repeated digit in that run. |
| Arithmetic Cages | Fill the grid with 1–N. Use each number once in every row and column. Each cage must make its target using the operation shown. |
| Sumplete | Cross out numbers so the numbers left make every row target and every column target. |
| Symbol Decoder | Use the clues to find each symbol’s value, convert the values to letters, then reveal the secret word. |
| Function Machines | Follow the machine from Input to Output. If Input is missing, work backwards using inverse operations. |
| Balance the Equation | Balance each equation to collect its weight. Then use every collected weight once on the final scale so both pans have the same total. |
| Futoshiki | Fill the grid with 1–N. Use each number once in every row and column. The pointed end of each inequality sign faces the smaller number. |
| Nonogram / Number Picture | Shade cells to match the row and column clues. Each clue gives a block of shaded cells; separate blocks by at least one blank cell. |
| Number Path | Fill the missing numbers from 1 to N². Consecutive numbers must touch horizontally or vertically, not diagonally. |
| Number Towers / Skyscrapers | Fill the grid with 1–N, using each height once in every row and column. Each edge tab shows how many towers are visible looking in that direction. |
| Binary Puzzle / Takuzu | Fill every blank with 0 or 1. Each row and column must contain the same number of 0s and 1s. Never make 000 or 111. No two completed rows or columns can be identical. |
| Killer Sudoku / Sum Sudoku | Fill the grid with 1–N. Use each number once in every row, column and outlined box. Digits in each cage add to its target and cannot repeat. |
| Bridges / Hashi | Join the islands with horizontal or vertical bridges. Match each island number, use at most two bridges between a pair, do not cross bridges, and connect every island. |
| Maths Mines / Hidden Gems | Find the stated number of hidden gems. Each clue tells how many gems touch that square, including diagonally. Clue squares cannot contain gems. |
| Word Codes / Alphametics | Replace each letter with a digit so the addition is correct. The same letter keeps the same digit, different letters use different digits, and a word cannot start with 0. |
| Shikaku / Rectangle Division | Divide the grid into rectangles. Every rectangle must contain exactly one clue, and that clue gives its area in squares. |
| Corner Sum Grid | Place 1–9 exactly once. Each circle is the total of the four surrounding cells. |
| Linked Sum Grid | Place 1–9 exactly once. Match every four-cell circle total and every A/B/C group total. |
| Colour Logic | Fill the row or grid so every colour clue is true at the same time. |
| Mobile Balance | Every horizontal bar is balanced. Work out each shape value, treating a solved lower branch as one combined weight higher up. |
| Diagonal Number Path | Fill the grid with consecutive numbers. Consecutive numbers may touch by a side or a corner. |
| Target Square Search | Find every non-overlapping 2 × 2 square whose four numbers add to the target. |
| Insert the Operations | Choose operation signs between the printed numbers so the expression reaches the target. Use normal order of operations. |
| Perimeter Regions | Divide the grid into regions. Each region contains one clue, and that clue is its perimeter in unit grid edges. |
Style rules
- Start with the action: Fill, Find, Solve, Shade, Move, Use.
- Avoid explaining the history or name of a puzzle in the instruction line.
- State only rules the pupil needs to begin.
- Prefer familiar primary-school language over puzzle-community jargon.
- Keep specialist rules explicit where omission would make the puzzle unfair, for example Kakuro’s no-repeat rule, Takuzu’s three rules, Hashi connectivity or Futoshiki inequality direction.
- Put hints, strategies and examples in worked examples, not in the main instruction.
- Preview and PDF must use the same wording.
The shared instruction layer applies this reviewed wording after generation so individual generators cannot drift independently.