Pointing pairs are the first technique that makes two units talk to each other, and they clear candidates that no amount of single-unit scanning would ever touch. The idea is simple: if a digit is trapped in one line inside a box, it is banned from the rest of that line.
Take a box and one digit still missing from it. Look at every cell of the box where that digit is still a candidate. If all of them lie in the same row, then whichever cell finally takes the digit, it lands in that row. The box must contain the digit somewhere, so the row's share of the digit is used up inside the box, and the digit can be deleted from that row's cells in the other two boxes.
Two such cells make a pointing pair, three make a pointing triple, and the logic is identical. The same applies to columns.
| Pointing pair | Box line reduction | |
|---|---|---|
| Digit confined to | one line inside a box | one box inside a line |
| You erase from | the rest of that row or column | the rest of that box |
| Direction | the box points outwards along the line | the line reduces the box |
| Cells cleared | up to six, in two other boxes | up to six, in the same box |
Both are called locked candidates, and they are worth learning as a pair because you scan for them in opposite directions.
Box 4 (rows 4 to 6, columns 1 to 3).
x marks a cell where 7 is still a candidate:
c1 c2 c3
r4 - - -
r5 x - x
r6 - - -
Box 4 needs a 7, and the only cells left for it are in row 5.
So the 7 of row 5 lives inside box 4.
-> remove 7 from r5c4, r5c5, r5c6, r5c7, r5c8 and r5c9
The two cells do not have to be next to each other, and they may hold plenty of other candidates. All that matters is that no third cell of the box can take a 7.
Pointing pairs start to matter around medium classic Sudoku and are essential from Hard upwards, in classic and Killer alike. They are also the mental habit behind most advanced patterns: find where a digit cannot go, and the grid tells you the rest.