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rated 4.06 / 5 stars
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Puzzles - Other

Credits & Info

Jul 21, 2016 | 3:29 AM EDT
  • Frontpaged July 22, 2016
  • Daily 2nd Place July 22, 2016
  • Weekly 3rd Place July 27, 2016

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Author Comments

Rullo is a simple math puzzle where you have a board full of numbers. The goal is to make the sum of numbers in each row and column be equal to the answer in the box. What you have to do is to remove some numbers from the equation by clicking on them. It sounds simple but requires a lot of thinking.

The board sizes range from 5×5 to 8×8. There are also 3 levels of difficulty: 1-9, 2-4, and 1-19. 1-9 means the numbers to calculate will range from 1 to 9.

There are 2 game modes: Classic and Endless. In Classic mode you can choose which board size and difficulty you want to play. In Endless mode you will be given a puzzle with random size and difficulty. Your total wins in any mode will be recorded. The puzzle is randomly generated so you’ll never get bored of playing.

The iOS and Android versions are now available and have more features!
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Rated 0 / 5 stars

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Rated 5 / 5 stars

It really felt as if I was sharpening my mind.


Rated 5 / 5 stars

I love this game. Simple but addictive. I'm sure it's very good for my brain!
For the commenters who wanted a mobile version, your wish was fulfilled: there is now a mobile version for iOS and Android.
I would say it would be very good to be able to sync our progress on different devices.
Maybe with Facebook?


Rated 3.5 / 5 stars

really neat puzzle game, but the hold clicking to "lock" a number causes problems by releases the mouse button, as you may accidently click away some neighboring numbers

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Rated 4 / 5 stars

This puzzle is about adjusting several sequences of circumstances in such a sequence that ultimately satisfies the requirement of bringing all the interdependent sequences to a closure. It's about finding a perfect compromise that will satisfy multiple interdependent requirements. It's actually a puzzle that consists of many sub-puzzles: each row or column is a minipuzzle in itself, but the player is required to not only find a solution to each of them, but also to find the only solution that will also enable solutions to all the other puzzles in the system. So, in order to solve one puzzle and overcome the uncertainty, player is required to solve, or at least make a hypothesis about some of interrelated puzzles in advance, until he a) finds a point of impossibility, i.e. such an inevitable consequence to the supposed action, that will prevent one or more minipuzzles (rows or columns) from solving in the future; b) find a puzzle that can be solved in one way only. Thus the player will achieve absolute certainty regarding one of the puzzles and a starting point to unravel the entire puzzle. For example, one of the rows can be solved in two possible ways. This creates an uncertainty, that a player has overcome by estimating if each of the columns, affected by the possible choice, will remain solvable. If both of them will, then uncertainty remains. Player has to attempt solving the columns and see if their solutions produce uncertainty. The longer is the sequence of the puzzles player has to solve in order to reduce the uncertainty, the higher is the difficulty.
With that said, game presents this kind of puzzle with maximum clarity and convenience, reducing all possible distraction to a minimum yet retaining a highly functional and visually cohesive design. The only option I thought to be lacking is the possibility to mark certain numbers that are estimated to stay "active" no matter what, i.e. the numbers of absolute positive certainty (for example, in the row of numbers "10, 1, 2, 3, 2", with required number "13", the number of an absolute positive certainty is "10"; on the other hand, in a row "9, 3, 2, 5, 3" number "9" is a number of an absolute negative certainty). Also the randomness of challenges’ difficulties in the endless mode seemed completely random.

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