Read the clues. Fill the grid. Name the killer.
A logic grid puzzle dressed as a murder mystery. Rule out who had what and who was where until only one answer is left. A new case every day, from easy to fiendish.
Whodunit is a logic grid puzzle dressed as a murder mystery. Each case has a handful of suspects, weapons and rooms — and on hard cases, motives — and every suspect had exactly one of each. Nobody shared anything. The clues pin down who had what and who was where, and one more fact, where the body was found, turns all of that into an answer: who did it, with what, and where.
Logic grid puzzles have filled the back pages of puzzle magazines for decades, and the murder-mystery version has become a favourite in recent years. Every case here has exactly one answer, and it can always be reached by reasoning, without guessing.
The grid compares every category with every other one, in blocks: suspects against weapons, suspects against rooms, rooms against weapons, and so on. Each small square asks one question — did these two go together?
Most cases fall to the same few ideas, used over and over.
When you know the answer, choose who, with what and where — and why, on a hard case — and press Accuse. A wrong accusation does not end the case, but it is counted, and it shows on your result. You do not have to finish the whole grid first: once the clues point clearly at the person in the murder room, you can accuse.
Hint puts one square right: a wrong mark if you have one, otherwise the next square the clues decide, with the fact it stands for written out. Hints are counted too.
Easy cases have three suspects, weapons and rooms; medium cases have four. Hard cases have four of each and add a motive for every suspect, which brings three more blocks to the grid.
The daily case is the same for everyone and follows the week: easy on Monday and Tuesday, medium from Wednesday to Friday, and hard at the weekend. Closing it keeps your streak going, and the result can be shared without giving the answer away.
Each case is built in your browser around a hidden answer. First the suspects are dealt their weapons and rooms at random; then every true clue about that answer is written out — who had what, what did not go together, and either-or clues that pair the truth with a decoy.
Then clues are taken away one at a time, plain "X had the Y" clues first — they give an answer away, so they are almost always the ones that go. After each removal a solver tries to finish the grid using only the reasoning described above. If it still can, the clue stays out; if not, it goes back. What is left is a short list of clues that still leads to exactly one answer, by reasoning alone.
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