dailies

How to play Nosy

Something has gone missing in the village. Three to five suspects, a handful of true clues and one complete answer. Settle in for a cosy five-minute whodunnit.

The case

  • Every suspect has one different place and one different item. Sunday also gives every suspect a different time. Every listed value is used once.
  • All clues and the witness statement are true. Work out the complete arrangement, then use the witness statement to identify the person who moved the missing object.
  • Every case has exactly one complete solution. The generator checks this with an exact solver and separately requires a deduction pass to finish without guessing. Removing any clue leaves more than one arrangement.

Your notebook

  • Choose the Places, Items or Times tab. Numbers above the grid match the numbered list for that category.
  • Tap a square once for a tick, again for a cross and again to clear it. A tick means a match; a cross rules it out.
  • Automatic crosses are optional: ticking a square rules out the rest of its row and column. These helper marks disappear when the tick is removed. Undo reverses one notebook move.
  • Tap a clue to strike it through as a reminder. A struck-through clue is still true.
  • Places are in village trail order. Earlier on the trail means a lower number; one stop after means the very next numbered place. Sunday time clues use the listed time slots instead.
  • Keyboard: arrow keys move between squares. Enter or Space cycles the mark. T ticks, X crosses, and Backspace clears. All other controls work with Tab and Enter.

Make your accusation

Choose the culprit, place and item, plus the time on Sunday. Every part must be right. A wrong accusation costs one strike but never says which part was wrong. Three strikes close the case. You can also close the case yourself to see the reveal. The complete arrangement and a short explanation appear once the case is finished.

Hints and scoring

A hint points to a clue involved in forcing a notebook step, or flags a mistaken mark. There are 12 hints per case. Start with 1,000 points, losing one per second, 100 per strike and 50 per hint. A solved case scores at least 100. A closed unsolved case scores 0. The server clock starts when you press Start and keeps running if you leave the page.

The week

Monday to Wednesday have three suspects. Thursday to Saturday have four. Sunday has five suspects and an extra time category. The levels describe the size of the case; all cases use the same clue types. New cases arrive at midnight UK time, and the last seven finished days are available as unranked archive practice.

A useful first step

Begin with a direct match or a clue naming a person. Cross out its alternatives, then look for a row or column with just one possibility. Either/or clues leave exactly two options; another clue may rule one out. Use the witness statement when you are ready to identify the culprit.

Frequently asked questions

Do I have to guess?

No. Every case has one solution and must pass the deduction solver before it can be published.

Does striking through a clue remove it?

No. It is just a reminder in your notebook. Every clue still applies.

Are the stories violent?

No. The fictional village mysteries concern missing cakes, prizes and parish odds and ends. Their explanations are lighthearted.

What happens if I refresh?

Your daily notebook is saved on this device when storage is available. Your strikes, hints and clock are kept by the server.

Play today's Nosy

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