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Futoshiki: What If? Follow a Choice to a Contradiction

The what-if technique says: suppose a square is one of its numbers, and follow what that forces. If a rule breaks, cross that number out. It’s the technique for when nothing simpler works anywhere.

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This is the last of the Futoshiki techniques, each shown on the same 7×7 from the game, Hard level 5.

The rule

  1. Check that no simpler technique finds anything: no single, no sign with something to say, no pair.
  2. Pick a square with two numbers left, and suppose it’s one of them.
  3. Follow what that forces: singles, places, and every sign it touches.
  4. If a square runs out of numbers, a number runs out of places in a line, or a sign can’t hold, the supposition was wrong. Cross that number out, and if one number is left, that’s the square’s.

In a real puzzle

On the 7×7, it’s first needed at step 7. The square in row 4, column 1 can be 2 or 3. Suppose it’s 3. That forces 16 other squares, one after another, through the lines and the signs, until column 7 has nowhere left for its 2. So row 4, column 1 can’t be 3. It’s 2.

Step 7: what if it's 3? Row 4, column 1 can be 2 or 3. Supposing 3 forces 16 other squares, one after another, until column 7 (highlighted) has nowhere left for its 2. So it can't be 3. 7 2 3 1 1 2 4 1 2 3 4 5 6 7 1 2 3 4 5 6 7
Step 7: supposing a 3 here leaves column 7 (highlighted) with no place for its 2. So it isn’t 3.

The chain here is long; on paper you’d rarely follow one that far. In practice, try what-if on squares with two numbers left, next to signs, where a choice runs into trouble quickly.

How often you’ll need it

Never on Easy or Medium, and on every Hard level, about 11 times per puzzle on average. On the 7×7 here it’s 3 of the 57 moves.

Next steps

Questions

Isn't this just guessing?

No. You don’t leave the choice in: you follow it until it breaks a rule, which proves it wrong. Nothing is filled in on a hunch.