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Coded Symbol Grids
CODED SYMBOL GRIDS: HINTS AND TIPS



1. Look for two rows or columns which differ by one symbol only. What difference does this make to the sum? This will show you the difference between two symbols. In the example shown, we know from the totals of rows one and two that the is worth three more than the .
2. Find all possibilities. In row 3 (below), what values could the two symbols represent?
Which of these possibilities work with the rest of the grid? For example, if X = 1, must equal 9. Other possibilities include 2 and 7, 3 and 5, or 4 and 3.
3. Look out for rows and columns which have the same symbol throughout. In the example shown, the middle column comprises only X's. Three of these equals 12. Therefore, X = 4.

Coded Symbol Grids
How to use this resource:
* Click on one of the blue buttons (2x3, 3x3, 4x4) to select the size of your coded symbols grid.
* Click on <New Grid> to fill the grid with symbols. On a 4x4 grid, you have the option to choose 3 symbols or 4 symbols for your grid.
* Each symbol represents a single digit number.
* The sum of the symbols in each row and column have been provided.
* Can you use this information to work out the value of each symbol?
* Click on the empty boxes in the Solution Grid to reveal the solution!

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Addition Wall



The value of each brick is the sum of the two bricks below it. Can you work out the value of each brick?
CLICK ON EACH BRICK TO REVEAL ITS VALUE.
Select a level...
Although some logical reasoning will be required, little assistance will be needed to solve Addition Walls up to 'Normal'. However, 'Tough' and 'Fiendish' provide a very different challenge. In the example below, pupils can of course use trial and improvement. However, another way you could address this would be to ask pupils to consider how many times each box on the bottom row is used to make the numbers 33 and 40.
In the example below, we derive the value B by adding (10 + A) and C by adding (A+9). Because we know that B+C=33, we therefore know that 10+A added to A+9 (or 2A+19), will give us the total 33. Once we know this, we can work out that 2A = 14, and therefore that A = 7.
ADDITION WALL: HINTS AND TIPS

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Addition Wall
* Click on one of the blue buttons to select a level of difficulty.
* The value of each brick in the wall is equal to the two bricks above it.
* Use this information to work out the value of each brick in the wall.
* Click on an empty brick to reveal its value.
* Can you complete the wall?


Solution

Click on the empty boxes to reveal the value of each symbol.
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Click on the empty boxes to reveal the value of each symbol.
Sujiko
* Click on one of the blue buttons to generate your puzzle.
* Solve the puzzle by placing all the digits from 1 to 9 in each of the white boxes.
* The numbers in the four digits around each star must add together to make the value in the star.
* All the digits from 1 to 9 must be used. The same number must not be used twice.
* Click on the empty boxes to reveal each number.
* Can you solve the Sujiko?

SUJIKO: HINTS AND TIPS
1. Look for scenarios where there is only one number missing from a group of four. In the example below, pupils should easily be able to work out that the missing digit (A) is 4, so that all four digits add together to make 21.
2. Where there are two numbers missing, pupils should be able to work out the sum of the two missing numbers by taking away the numbers provided from the star. So, we know that the two missing numbers B and C must add to 2 and 7 to make 16. Therefore B+C must equal 7.
3. Encourage pupils to find all possibilities. If we know that two numbers make 7, what could they be? (6+1, 5+2, 4+3). If any of these digits have already been used, we can eliminate them as options.
4. Use trial and error, especially in situations where one square has only two possibilities. If we assumed B equalled 6 and C equalled 1, what would happen elsewhere? B+D must equal 10, (5+2=7), therefore D would need to be 4. However, E cannot be 7 (in order to make 28), as this number has already been used. Therefore, B cannot be 6. Using trial and error helps us to see the implications for certain choices, allowing us to quickly eliminate (or confirm!)
certain possibilities. With practice, these strategies should enable
many pupils to solve even the toughest of Sujiko.
Good luck!


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Sujiko
Place all the digits from 1 to 9 into the white boxes. Make sure the four white boxes surrounding each star add together to make the number in the star! Make sure you use each digit once only.
CLICK ON EACH BOX TO REVEAL THE ANSWERS.

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Select a level...
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Coded Tables


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CODED TABLES: HINTS AND TIPS
1. How many single digit answers are there? This will give a clue as to whether you are looking at the 2 or 3 times table, or the 7, 8 or 9 times table.
2. Which letter might represent the digit "one"? This could be worked out fairly easily by understanding what happens when you multiply a number by one (the answer does not change!)
3. How many different letters are used in the units column of the answers? Correlate this with what we know about our times tables. For example, the nine times table uses every digit once only, whilst the five times table alternates between 5 and 0.
There should be enough information here to begin solving. When you think you have worked out the value of a letter, click on the space below it to the right of the screen to see if you were correct. Once you have solved two or three digits, the rest becomes a little easier. Good luck!
Coded Tables
* Click on one of the blue buttons to generate a puzzle.
* You will be shown nine multiplication facts from a secret times table.
* The number facts are 1 x the Secret Number to 9 x the Secret Number
* Each digit has been swapped for a letter.
* The number facts are not in order.
* Use all the information provided to decode the puzzle.
* Click on the empty boxes in the Solution Grid to reveal each answer.
* Can you crack the Coded Table?
