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Cage and Unit Overlap

ToughKiller onlyStep 16 of 385 min read

Cage and unit overlap is what happens when a cage and a row, column or box share cells: the cage's arithmetic tells you a digit must live in that shared area, so the digit leaves everywhere else in the unit. It is the Killer version of locked candidates, with a sum doing the work of a box.

What the pattern is

Every cage sum can be reached only by certain digit sets. If a digit appears in every one of the sets still available, the cage must contain it somewhere. That is a must-have digit.

Now look at where it can sit. If all of its possible cells lie inside one unit, then that unit's copy of the digit is spoken for, and the digit is a dead candidate in the rest of the unit, even in cells the cage never touches.

The logic also runs backwards. If a digit's only remaining places in a unit all fall inside one cage, that cage must contain it, and every combination that lacks the digit can be thrown away.

When to look for it

  • A cage of two, three or four cells whose combination list has shrunk to two or three options.
  • A cage that spills across a box edge but keeps most of its cells in one line, or vice versa.
  • A cage sum near the top or bottom of its range, since extreme sums force high or low digits into every combination.
  • A unit where one digit is already down to two or three places and they all belong to the same cage.

How to apply it, step by step

  1. List the combinations the cage can still make, given its sum, its size and its current candidates.
  2. Find a digit present in every surviving combination.
  3. Mark the cells of the cage that can still hold that digit.
  4. Check whether those cells share a unit. All in one box, all in one row, or all in one column will do.
  5. Remove the digit from every other cell of that unit.
  6. Then run it the other way: for each digit in the unit, see whether its remaining places are all inside a single cage, and prune that cage's combinations accordingly.

A worked example: the cage tells the unit

Cage 13 covers E1, E2, F2 and G2. G2 is already 1, so E1, E2 and F2 must add up to 12. Watch which digit every remaining set shares.

  1. Easier techniques are used up. Look at cage 13, which runs from box 4 down into G2.

  2. Cage 13 covers E1, E2, F2 and G2. G2 is already 1, so E1, E2 and F2 add up to 12.

  3. Without 1, three different digits make 12 as 2+3+7, 2+4+6 or 3+4+5.

    None of E1, E2 and F2 can be 6, so 2+4+6 is out. The cage holds 2+3+7 or 3+4+5.

  4. Both sets contain a 3, so one of E1, E2 and F2 must be 3.

  5. E1, E2 and F2 all lie in box 4, while G2 sits in box 7. Box 4 gets its 3 from inside the cage.

    So the other box 4 cells with a 3 candidate, D3, F1 and F3, cannot be 3.

  6. 3 removed from D3, F1 and F3 because box 4 keeps its 3 inside cage 13.

Easier techniques are used up. Look at cage 13, which runs from box 4 down into G2.

Three different digits without a 1 reach 12 as 2+3+7, 2+4+6 or 3+4+5. No cell of the cage can be 6, which leaves 2+3+7 and 3+4+5. Both contain a 3, so the cage must hold a 3 in E1, E2 or F2. Those three cells all lie in box 4 (G2 is outside, in box 7), so box 4's 3 is spoken for. The 3 leaves D3, F1 and F3.

A worked example: the unit tells the cage

Here box 4 can place its 9 only in E3 or F3, and both cells belong to cage 17 (D3, E3, F3). Follow what that does to the cage's combinations.

  1. Easier techniques are used up. Look at the 9s in box 4.

  2. Box 4 can hold its 9 only in E3 or F3.

  3. E3 and F3 both belong to cage 17 (D3, E3, F3), so the cage must contain a 9.

  4. Three different digits make 17 in seven ways: 1+7+9, 2+6+9, 2+7+8, 3+5+9, 3+6+8, 4+5+8 and 4+6+7.

    Only 1+7+9, 2+6+9 and 3+5+9 contain a 9. None of them has an 8.

  5. In 1+7+9 the 9 goes to E3 or F3. D3 has no 1, so D3 must be the 7.

    So 7 can appear in the cage only at D3, never in E3 or F3.

  6. 8 removed from D3, E3 and F3 because no set with a 9 contains an 8.

    7 removed from E3 and F3 because the only set with a 7 puts it in D3.

Easier techniques are used up. Look at the 9s in box 4.

Three digits reach 17 in seven ways, but only 1+7+9, 2+6+9 and 3+5+9 contain a 9, and none of them has an 8. So the 8 leaves D3, E3 and F3. In 1+7+9 the 9 sits in E3 or F3 and D3 cannot be 1, so D3 takes the 7. That means 7 can never be in E3 or F3.

Which direction are you using?

Cage tells the unitUnit tells the cage
Starting pointThe cage's combination listA digit's places in the unit
ConditionA must-have digit, all its cells in one unitAll the digit's places lie in one cage
ResultDigit removed outside the cageCombinations removed inside the cage
Demo aboveCage 13 and the 3 of box 4Cage 17 and the 9 of box 4
Feels likePointing pairsBox line reduction

Common mistakes

  • Using a digit that is only common to some combinations. It must appear in every surviving one, not most of them.
  • Forgetting current candidates. A combination that the sum allows may already be impossible because a cell lost the digit it needed.
  • Sloppy geometry. Two cells in the same box and a third in another box means the digit is not locked. Every possible cell must share the unit.
  • Eliminating inside the cage. The digit is removed from the rest of the unit, never from the cage cells that carry it.

Where you meet it

The simple form, where a small cage sits entirely inside one box, turns up in easy Killer grids. The overlap version, where you must notice that only part of the cage can carry the must-have digit, belongs to the tough tier and starts to matter at hard Killer Sudoku. Once cages routinely cross box edges, this is the technique that keeps the grid from stalling.

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