Killer Arrows is an original hybrid: it layers three logic-puzzle rule systems onto one 9×9 grid. Underneath it all sits ordinary Sudoku, where each row, column, and box holds the digits 1 through 9 without a repeat. Killer Sudoku contributes dashed “cages” on top of that (clusters of cells whose digits must add up to a printed total with none repeating inside the group), and Futoshiki threads “greater-than” arrows between some neighbouring pairs, marking which of the two must be larger.
Because the cages and arrows both narrow the grid down the way given digits normally would, the harder difficulties can open with only a handful of clues, or none at all. Boards here regenerate from a fresh random seed every time and always carry exactly one valid solution, so nothing on this page is ever solved by trial and error. Bookmark or share a puzzle straight from its URL (the seed travels with the link), and pick a difficulty above whenever you're ready to begin.
The three rule systems here don't contribute equally at every difficulty: on Easy, the leftover given digits do most of the early work and the cages and arrows mostly confirm what's already forced, while on Hard and Expert the arrows start ruling out digits before a cage sum can, and cage arithmetic often has to narrow a group before an arrow's direction becomes useful at all. Learning which rule to reach for first, cage or arrow, is most of what separates the higher difficulties from the lower ones.

Killer Arrows layers three clue systems and proves uniqueness against all of them together: a digit clears the grid only after the solver confirms no other arrangement satisfies the surviving box rule, cage sums, and inequality arrows at once. Even at Expert, where every starting digit is gone, that three-way check is what stands between the board and a second valid answer, and it always comes back empty before a puzzle ships.
The given-count floor falls the same way Killer Sudoku’s does, from 30 on Easy down to 0 on Expert, while the arrow count climbs from 8 to 14 over that same span, so the harder difficulties trade away digits exactly as they hand the arrows more of the load to carry. Both cages and arrows come straight from the same finished grid, never adjusted afterward just to make a difficulty feel harder without removing real information.