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Slant

Draw a diagonal slash in every cell matching the corner numbers, without ever closing a loop.

Alternative Names: Gokigen Naname (ごきげんななめ) Diagonal Maze Slash / Backslash

Basic Game Premise & Rules

Slant is an untimed, deterministic pencil-and-paper logic puzzle played on a grid. Every valid puzzle has exactly one unique solution that can be discovered through rigorous deductive reasoning alone, without trial and error or guessing.

Rules by Example

See how each rule looks when done correctly versus when violated:

Corner Numbers

Every cell gets a diagonal, / or \. A number at a corner says how many diagonals touch that corner, from 0 to 4.

410
✓ Correct All four diagonals meet at the 4; the outer corners have 1 and 0.
410
✗ Wrong Only three diagonals touch the 4.

No Loops

The diagonals never close a loop, small or large.

322110
✓ Correct Diagonals that branch and wander but never close a loop.
0
✗ Wrong Four diagonals close a diamond: a loop.

History & Origins

Slant was created by Nikoli and debuted in *Puzzle Communication Nikoli* #92 in Autumn 2000 under the delightfully playful Japanese title *Gokigen Naname* (ごきげんななめ, 'In a Diagonal Mood').

By constraining slashes across cell diagonals rather than along grid lines, Slant introduced a fresh topological flavor. Simon Tatham included it in his celebrated Portable Puzzle Collection under the name **Slant**. Solvers experience a constant tension: meeting local corner degrees while vigilantly preventing slashes from closing into cycles.

Mathematical Concepts & Computational Complexity

Beyond its entertainment value, Slant formalizes core principles of discrete mathematics, theoretical computer science, and combinatorics:

Acyclic Subgraphs (Forests) on Grid Graphs

The diagonal segments define edges in a graph G whose vertices are the cell corners. The rule that diagonals never form a closed loop means G must be a **forest** (an acyclic planar graph). If a path already connects vertex u and vertex v, no future diagonal can connect u and v, as it would create a cycle.

Vertex Degree Realization (0 to 4)

Corners hold integers from 0 to 4 indicating incident degrees. A '0' immediately forces all 4 surrounding diagonals to turn away; a '4' forces all 4 diagonals to point inward. Corners of degree 1 and 3 create directional parity chains that propagate diagonally across the board.

NP-Completeness via Planar 3-SAT

Deciding whether a Slant grid has a valid loop-free diagonal completion is NP-complete. The combination of degree realization and cycle avoidance can simulate logic gates and wire crossovers.

References & Further Reading

  1. Nikoli (2000). Puzzle Communication Nikoli #92. Tokyo: Nikoli Publishing.
  2. Hearn, R. A., & Demaine, E. D. (2009). Games, Puzzles, and Computation. CRC Press.
  3. Tatham, S. (2004). 'Slant'. Simon Tatham's Portable Puzzle Collection.

Free Printable PDF Booklet

50 Levels Included · Solutions in Back

Download our beautifully formatted, high-resolution A4 puzzle booklet. Generated directly from the handcrafted levels on AZTest, it contains 50 puzzles ordered from gentle introductory boards up to master-level challenges, followed by complete solutions at the back.

Difficulty Stage Grid Size Description Puzzles
Intro 5×5 Corner 0s, 4s, and simple cycle prevention. 3
Easy 5×5 to 6×6 Boundary corner clues and 3-corner diagonal forces. 12
Medium 7×7 to 8×8 Long diagonal connectivity chains and cycle traps. 12
Hard 8×8 to 10×10 Sparse corners requiring global tree structure deduction. 12
Expert 10×10 Master grids requiring comprehensive graph cycle avoidance. 11
📥 Download Slant Booklet (PDF) 1432 KB

Formatted for standard A4 printing. 4 puzzles per page provides ample workspace for pencil solving. Free to distribute for personal or educational use.

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