Shikaku strategy: eight techniques, from 1s to look-ahead
How to solve shikaku by logic alone: eight techniques, each shown on a real Parcels board just before and just after the move.
Parcels is our daily shikaku: split the grid into rectangles, each holding one number equal to its area. If the rules are new to you, read how to play Parcels first. This page goes further: the shikaku tips we use every day, in the order you will need them, from the first scan of an empty board to the look-ahead that cracks a hard Sunday.
Technique 1 · basic
1s and numbers with one fit
Start every board the same way: draw the 1s, then hunt for numbers that fit exactly one rectangle. A 1 is always a single tile, so it costs nothing and turns that tile into a wall for its neighbors. Next, look at each small number near an edge or a corner and list its rectangles: a 3 in a corner has only two (along the row or up the column), and if another number sits in one of them, the other is the answer. A 2 squeezed between two numbers or against a finished parcel often has a single way out too.
Each parcel you draw here is a free fact, and each one removes options from its neighbors. That is why the empty board is worth a full first pass: one sweep of 1s and boxed-in small numbers usually gives you four or five parcels before any real thinking starts.
Where to look: the four corners, then every 2 and 3 that touches an edge or another number.
Technique 2 · basic
Big numbers first
A big number feels hard, but it is often the easiest place to start. A 10 needs ten tiles in a rectangle that holds no other number, and on a small board that is a lot to ask. List its factor pairs (10 is 2 by 5 or 5 by 2; 1 by 10 is too long for a 6 by 6 board) and slide each shape over every position that still covers the number. Most of those positions will swallow another number or run off the board, and often only one survives.
In open space a number can sit in up to as many positions per shape as its own value, so big numbers look free. They aren't: every extra tile is another chance to hit a neighbor. Check the biggest number on the board early, and come back to it after each new parcel nearby.
Where to look: the largest number on the board, then any number of 6 or more near an edge.
Technique 3 · basic
Factor pairs and primes
Every number's shapes come from its factor pairs. 4 is 1 by 4 or 2 by 2. 6 is 1 by 6 or 2 by 3. 8 is 2 by 4 (or 1 by 8 on a big board), 9 is 1 by 9 or 3 by 3, and 12 is 2 by 6 or 3 by 4. Primes have no pair at all: a 5, 7 or 11 can only be a straight line, one tile wide. On a 5 by 5 board a 5 is a whole row or a whole column, and if another number already sits in its row, it is the column.
Knowing the pairs by heart speeds up every other technique, because you stop drawing shapes that can't exist. It also catches long thin numbers: a 7 on a 7 by 7 board, or a 6 that can't be 2 by 3 because the space around it is only one tile wide.
Where to look: every 5 and 7, and any 4 or 6 in a gap only one tile wide.
Technique 4 · intermediate
Corners and edges
Every tile ends up in some parcel, and a corner tile is the hardest one to reach. Only rectangles that stretch all the way to both edges can cover it. So pick a corner that is still empty and ask which numbers could reach it at their size. Often one number is close enough and the others are too small, too far or blocked. Then the corner belongs to that number, and every shape of it that misses the corner is out.
Edges work the same way, one step weaker: a tile on the edge can only be reached from three sides. Sweep the border after each parcel you draw, because a new parcel next to an edge often leaves the tiles beside it with only one possible owner.
Where to look: empty corners first, then edge tiles beside a parcel you just drew.
Technique 5 · intermediate
The only number in reach
This is the corner check applied anywhere on the board. Pick an empty tile and list the numbers whose rectangles could still cover it. If only one number can, the tile is that number's, even though you may not know its shape yet. Drop every shape of that number that misses the tile, and see what is left. Good candidates are tiles in a narrow gap between parcels, or tiles far from every number but one, because distance and size rule out the others fast.
It pairs well with factor pairs: a number with three shapes left that must reach a tile two rows down is usually down to one. It also works in reverse. When a tile has two possible owners and one of them is settled elsewhere, the other one takes it.
Where to look: empty tiles hemmed in by parcels, and tiles far from every number but one.
Technique 6 · intermediate
Overlap: tiles every shape shares
Sometimes a number has two or three shapes left and you can't pick one yet. Lay them on top of each other in your head. Any tile that every shape covers belongs to that number for sure, so no other number may use it. That rarely settles the number itself, but it often settles a neighbor: a shape of another number that needed that tile is gone, and that number may now have just one shape left.
Overlap is strongest for a number with two shapes that share most of their tiles, like a 4 that can be a 2 by 2 square or a strip. The tiles next to the number itself are the usual shared ones. Look at what they take away from the numbers around them.
Where to look: numbers with two shapes left, and the neighbors that want the same tiles.
Technique 7 · advanced
Blocking: don't wall in a tile
Before you draw a shape, look at the tiles it leaves behind. If the shape would wall in a tile that no remaining number can reach, or take the last room a neighboring number needs, the shape is wrong. Try each shape a number has left and run this one-move check. When all but one fail, you have the parcel. The trap is usually a single tile pinned between your shape, an edge and a finished parcel.
A quick count helps here. Any closed pocket of empty tiles must hold numbers that add up exactly to its area. A pocket of three tiles with no number, or with a 2 inside, is a dead end, so the shape that made it can't be right.
Where to look: a number with two shapes, where one of them hugs an edge or a finished parcel.
Technique 8 · advanced
Look-ahead: space pressure
On hard boards, the basic checks run dry. Then pick a number with only two shapes, imagine one of them drawn, and play the simple techniques forward from there. If that leads to a number with no room at all, or a tile nobody can reach, the shape you imagined is wrong and the other one is right. Keep the chain short: two or three forced parcels, not ten. If it runs longer than that, try a different number.
Choose the number with the fewest shapes and the most crowded surroundings, because that is where space runs out fastest. Corners and the gaps between big numbers are the best places to try. You never need to guess: a chain that ends in a contradiction is a proof.
Where to look: a number with two shapes in a crowded corner, or between two big numbers.
Common mistakes
- Drawing a shape because it fits. Fitting is not enough. Draw a parcel only when every other shape of that number is ruled out.
- Forgetting a factor pair. A 4 can be a 2 by 2 square, a 9 a 3 by 3 square, and a 12 two different blocks. Missing one gives you a wrong only-fit.
- Leaving a pocket that can't be filled. A closed group of empty tiles must hold numbers that add up to its exact area. If it doesn't, an earlier parcel is wrong.
- Not looking again after each parcel. A new parcel is a new wall. Check the numbers and tiles right around it before you go hunting elsewhere.
Practice
A technique sticks once you have used it on a few real boards. Start with today's Parcels, then work through the archive: every past daily is there, from gentle Mondays to tough Sundays.
Play today's Parcels Past Parcels puzzles
Questions
Which shikaku technique should I look for first?
The 1s and the numbers with one fit, then the biggest number on the board. Together they usually give you a handful of parcels on an empty board, and every parcel makes the next technique easier.
What is the hardest shikaku technique?
The look-ahead: imagining a shape and following it a few moves until something breaks. Easy Parcels boards never need it, medium boards need blocking at most, and every hard board needs the look-ahead at least once.
How do I get faster at shikaku?
Learn the factor pairs by heart and sweep the board in a fixed order: 1s, corners, big numbers, then edges. Most time is lost staring at the middle of the board while an edge tile already has only one owner.
Do these tips work for LinkedIn's Patches?
Mostly, yes. LinkedIn's Patches is built on the same idea of splitting a grid into rectangles, so factor pairs, corners, the only number in reach, overlap and look-ahead all carry over. Where a clue there also fixes the shape, you simply have fewer rectangles to list.
Techniques for the other games
- Star Battle techniques (Starlit)
- Takuzu techniques (Evenly)
- Akari techniques (Lampwise)
- Hitori techniques (Shadeout)
- Nonogram techniques (Rowcall)
- Skyscrapers techniques (Rooftops)
- Number path puzzle techniques (Wayfold)
- Tents and Trees techniques (Campfire)
- Slitherlink techniques (Lasso)