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 Use the rule shown in each diagram to fill the missing numbers.
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.
Operation Codebreaker Find each missing operation. Use the code key to turn it into a digit, then crack the unlock code.
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 Equations Use the clues to find each symbol’s value. Then solve the mystery expression.
Function Machines Follow the machine from Input to Output. If Input is missing, work backwards using inverse operations.
Equation Repair Repair every equation. Use each number tile once; Standard/Challenge may include decoys.
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.

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.