This page lists all [#global variants] currently available in the Kudamono Editor. 

Many examples of these variants in action can be seen at [Yajilin] or [Masyu], among [other genres|new?search=variant]. 



## Using variants

### Basic: single variant

A variant can be added to a puzzle url via the ´´&V=´´ command. 
For instance, the ´´full´´ variant can be activated by adding ´´&V=full´´ at the end of the url.


### Advanced: multiple variants

Multiple variants can be stacked using a comma (´´,´´) like this: ´´&V=full,unequal-lengths´´.

#### Solvability
As there is no limit to how many variants can be stacked, it is up for the puzzle setter to discover whether a stack of variants makes sense.
That is, care should be taken so that too many constraints do not make a puzzle logically unsolvable.


#### Styling conflicts
In a variant stack, the order of variant modifiers does not generally matter, with a single exception: a styling conflict.

A styling conflict arises when two errors that affect the same element produce the same kind of style change (for instance one changes the colour to red, and the other to blue).
In this situation, the last variant in the stack is applied later, so its style overrides all the previous styles of that kind.


#### Other issues
Due to the combinatorial, open-ended nature of the variant system, most variant combinations are completely new and untested -- please @@@ send any faulty puzzle urls @@@ you encounter.

A small set of **local variants** applies exclusively to one (or a few) genre(s). Those are listed in the genre page(s) only.


## Global variants

Global variants are divided into categories such as [#Line], [#Region Division] or [#Shading].
In addition, there are some ready-to-use genre [#Mashups] and even some [#Meta-variants].


### Geometric variants

#### Grid

VARIANT NAME(S)				EFFECT
´´hex´´						loads a hex grid. Many (but not all) genres are supported.
´´square´´ 					loads a square grid.

In selected genres, changing the grid using these variants will include rule adaptations and the restriciton/addition of certain clues.


#### Other geometric

VARIANT NAME(S)				EFFECT
tiles-remove-N				allows up to N tiles be removed from the board (especially useful in [#region division])
chopped						replaces any requirement/prohibition of squares or rectangles by their chopped counterpart (one less tile)


### Line Variants

#### Common

These apply to all genres using lines:

##### General

REQUIRED			ALLOWED			FORBIDDEN				CONDITION																				STYLE
full				full-optional	-						all points are visited by the line (tiles centers or vertices, depending on line type)	land-outline (or a circle)
-					turn-allowed	no-turn					line turning																			line-dashed
crossing			-				no-crossing				line pure-crossing (without turning)													line-dashed
// crossing-other	-				-						longlines may cross other longlines (but not necessarily themselves)					line-dashed
-					escape			-						segments may cross absent cells (or exit the grid) if both vertices stay on a tile		line-dashed
snake				-				-						segments on adjacent tiles must be directly connected									line-dashed

See also:"piece-full"

##### Line lengths
REQUIRE				FORBID					PER-LINE CONDITION FOR LONGSEGMENTS												STYLE
short				no-short				segments of length smaller or equal to 2 units									line-dashed
shortest			no-shortest				segments of length equal to 1 unit												line-dashed
-					unequal-lengths			consecutive segments of equal length 											line-dashed
consecutive-lengths	non-consecutive-lengths	consecutive segments of consecutive length										line-dashed
palindrome-lengths	-						the sequence of segment lengths (number of visited tiles) forming a palindrome	line-dashed
successive-parallel-unequal-lengths		the rule in [elastic loop]: successive parallel segments may not have equal lengths		line-zebra
successive-parallel-consecutive-lengths	[elastic loop] variation: successive parallel segments must have consecutive lengths	line-zebra


##### Multiple lines
VARIANT				EFFECT (ALL LINES)
lines-N				requires exactly N longlines (crossing lines are counted separately)				variegated
extend-as-loop		extending all endpoints by one segment in their direction would form a loop			-
extend-as-net		extending all endpoints by one segment in their direction would form a closed net	-


##### Marked
VARIANT						ADDED SYMBOL EFFECT
walls						walls (on edge), that may not be crossed
turning						turning symbols, where turns must be located
ice							straight ice tiles, where the line may not turn but may cross (see [#ice])
straight					straight symbols, where the line must go straight, without crossing
pipe						pipe symbols, that must strictly match line shape there						line-dashed, symbol-outline
pipe-partial				(partial) pipe symbols that loosely match line shape (without specifying unclued directions)		line-dashed, symbol-outline
wolf-and-sheep				wolf and sheep symbols, which must stay outside or inside any edge-loop delimited area, respectively



#### Branching line or tree

These variants deal with branching lines:

no-branch										forbids line branching (3 or more segments at an intersection)							line-dashed
tatami											no-4-way (or greater) intersections														line-dashed					
crossing-no-adjacent							no two adjacent tiles may contain a crossing point										pin-crossed
branch-no-adjacent								no two adjacent tiles may contain a branchpoint											pin-crossed
branch-shallow									every branchpoint must connect to at least one endpoint (no deep branching)				pin-crossed
meetmark-total									adds given meeting points, which may not be at line ends nor allow crossing elsewhere	(many)
ramulo-unequal-lengths							adjacent ramulos (lines meeting at a symbol or branchpoint) must have unequal lengths	line-dashed
ramulo-unequal-lengths-global					all ramulos must have unequal lengths, globally											line-dashed
crossings-N/crossings-max-N/crossings-min-N 	each line must have exactly/at most/at least N crossings NNN							line-thin




#### Directed path

These variants deal with lines that have a clear sense of direction:

directions				adds directional arrows which must be crossed and match the direction along the line(s)	symbol-outline
directions-optional		adds directional arrows which (if crossed) must match the direction along the line(s)	symbol-outline
spiral					lines turn either always clockwise or always counterclockwise (see [vertigo])			line-dashed
dead-end				finish points must be at dead ends (see [rook end mazes])								streak-light
start-optional			allows not giving any start points (if required by base genre)							-
finish-optional			allows not giving any finish points (if required by base genre)							-
start-required			requires at least one start point 														land-diamonded
finish-required			requires at least one finish point				 										land-diamonded
start-finish			adds start and finish symbols (if not available in base genre)

For undirected paths:
endpoints				adds endpoint symbols
endpoints-optional		allows not giving all or any endpoints (if required by base genre)



#### Lines with region division

This covers a family of variants usually named "clones" or "cloned regions" that can be seen across line genres. 
It affects all lines within territories of the same shape.

Depending on whether "same" includes possibly rotating or mirroring, the optional infixes "mi" for "mirroring allowed" and "ro" for "rotation allowed" can be added:

VARIANT						ALLOWED TRANSFORMATION			EFFECT
cloterrilines-equal			(none)							on strictly equal territories, lines are equal (and in the same position)
// clomiterrilines-equal	Mirroring						on possibly mirrored territories, lines are equal (and in the corresponding mirrored position)
cloroterrilines-equal		Rotation						on possibly rotated territories, lines are equal (and in the corresponding rotated position)
clomiroterrilines-equal		Mirroring and Rotation			on possibly rotated and mirrored territories, lines are equal (and in the corresponding rotated/mirrored position)


#### Lines with numbers

VARIANT									EFFECT													NOTES
longbreaksegment-numbers-distinct		numbers connected by a longsegment must be distinct		this variant may be renamed in the future
number-visit-allowed					numbers may be visited by a line
number-visit-forbidden					numbers may not be visited by a line
number-visit-required					numbers must be visited by a line

### Region Division variants

#### Territories

These variants apply to territories (edge-line-delimited regions)

VARIANT									OPPOSITE VARIANT						EFFECT																							DEFAULT STYLE
territories-N								-										requires the map be divided in N territories NNN												variegated
territory-area-N						-										each territory must have area N NNN																land-outline
territory-area-max-N					territory-area-min-N					each territory must have area at most/least N NNN																land-outline
area-multiple-N							area-no-multiple-N						forbids each territory to have an area multiple of N NNN										pin-number-N
territory-unique						territory-no-unique						requires/forbids each territory have a unique shape MIRROTATE									land-crossed
territory-equal-by-area					-										all territories measuring the same area are have the same shape MIRROTATE						cage-dashed
territory-repeat-N						-										each territory must appear exactly N times MIRROTATE											land-crossed
territory-adjacent-figure-equal			territory-adjacent-figure-unequal		requires/forbids each territory to be adjacent to another of equal shape MIRROTATE				cage-dashed/wall-dashed
territory-adjacent-area-equal			territory-adjacent-area-unequal			requires/forbids each territory to be adjacent to another of equal area							cage-dashed/wall-dashed
territory-adjacent-area-consecutive		territory-adjacent-area-no-consecutive	requires/forbids each territory to be adjacent to another of consecutive area					cage-dashed/wall-dashed
territory-rectangle						territory-no-rectangle					each territory must/cannot be rectangular														cage-multi
territory-square						territory-no-square						each territory must/cannot be square-shaped														cage-multi
match-parity							-										each loop-delimited realm must have a crosswall number with the same parity as its area 		land-parity
// territory-escape-chain-area-equal	-										each territory should be connected to the border via a chain of territories of the same area	cage-dashed
inner-edge-allowed						inner-edge-forbidden					allows/forbids inner edges (those that separate tiles within the same territory)


#### Realms

These variants apply to realms. Realms are regions delimited by tile-centered lines. It's the tile center that determines where a tile belongs to a realm. If it is visited by a line it belongs to none.

VARIANT									OPPOSITE VARIANT						EFFECT																			DEFAULT STYLE
realms-max-N							realms-min-N							there are at most/least N realms - 												land-variegated
realm-anchor							-										every realm must be orthogonally connected (anchored) to a grid border			pin-cross
realm-rectangle							realm-no-rectangle						each realm must/cannot be rectangular											cage-multi
realm-square							realm-no-square							each realm must/cannot be square-shaped											cage-multi



#### Symmetry-based

Each of these variants requires every territory to obey a particular symmetry. They cannot be combined.

VARIANT									REQUIRED SYMMETRY FOR EACH TERRITORY
territory-symmetry-mirror				mirror symmetry (any axis)
territory-symmetry-rotational-6			rotational symmetry of order 6: 1/6 rotation or 60 degrees (hex grid)
territory-symmetry-rotational-4			rotational symmetry of order 4: 1/4 rotation or 90 degrees (square grid)
territory-symmetry-rotational-3			rotational symmetry of order 3: 1/3 rotation or 120 degrees (hex grid)
territory-symmetry-rotational-2			rotational symmetry of order 2: 1/2 rotation or 180 degrees (both grids)
territory-symmetry-rotational			rotational symmetry of any order (all grids)

| :info: to obtain point symmetry, use ´´territory-symmetry-rotational-2´´ (in the plane, point symmetry is equivalent to rotational symmetry of order 2)


#### Region Division with symbols

territory-numbers-unique				-										requires any numbers inside each territory to be distinct													symbol-warn
letter-territory-shape-equal													any territories containing the same letter must have the exact same shape (rotation/mirroring not allowed)	cage-dashed

NNN:=(replace N by an integer)
MIRROTATE:= -- rotation and mirroring the same

#### Region Division with numbers

VARIANT							ALLOWED TRANSFORMATION			EFFECT
cloterrinumbers-equal			(none)							on strictly equal territories, numbers are equal (and in the same position)
cloroterrinumbers-equal			Rotation						on possibly rotated territories, numbers are equal (and in the corresponding rotated position)
clomiroterrinumbers-equal		Mirroring and Rotation			on possibly rotated and mirrored territories, numbers are equal (and in the corresponding rotated/mirrored position)




### Shading variants

These variants have been subdivided as those affecting [#tiles], [#zones] or [#blocks].

The effect of available complementary variants is always "symmetric", applying for unshaded conterpart. The shading style, however, may be adapted for aesthetics.


#### Tiles

These variants look at individual (un)shaded **tiles** and their neighbourhoud, without special considerations.

VARIANT						COMPLEMENTARY VARIANT		EFFECT (FOR SHADED)																						DEFAULT STYLE	
shade-no-vertex				unshade-no-vertex			forbids surrounding a vertex with shaded cells (e.g. no 2x2 on square grids)							symbol-scale
shade-no-adjacent			unshade-no-adjacent			forbids shading adjacent tiles																			symbol-smaller, symbol-warn
shade-no-branch				unshade-no-branch			each shaded tile shares an edge with at most two other tiles											symbol-scale
shade-snake-no-touch		unshade-snake-no-touch		shaded tiles touching a vertex must share an edge, pairwise (ie. pairwise orthogonally adjacent)		pin-outline
shade-snake					unshade-snake				combines ´´shade-no-branch´´ and ´´shade-no-snake-no-touch´´ to achieve "classic snake" rules			(many)
shade-loop					-							requires shaded tiles to form a single, non-branching loop												streak-square
shade-no-loop				unshade-no-loop				forbids shaded tiles from forming a loop												streak-square
myopia-shade				-							[myopia] clues for shaded cells																			(many)
hyperopia-shade				-							[hyperopia|myopia] clues for shaded cells																(many)
shade-no-number				-							forbids shading numbers																					symbol-outline
shade-number-allowed		-							allows shading numbers (if disallowed by base genre)													symbol-outline

See also ´´kurohori-marked´´ (of which ´´shade-minesweeper´´ is an alias).



##### Symmetry (with respect to board centre)

Each of these variants requires the set of shaded tiles to obey a particular symmetry, in relation to the centre of the board. They cannot be combined.

VARIANT								REQUIRED SYMMETRY FOR SHADED CELLS
shade-symmetry-mirror				mirror symmetry (any axis)
shade-symmetry-rotational-6			rotational symmetry of order 6: 1/6 rotation or 60 degrees (hex grid)
shade-symmetry-rotational-4			rotational symmetry of order 4: 1/4 rotation or 90 degrees (square grid)
shade-symmetry-rotational-3			rotational symmetry of order 3: 1/3 rotation or 120 degrees (hex grid)
shade-symmetry-rotational-2			rotational symmetry of order 2: 1/2 rotation or 180 degrees (both grids). Point symmetry.
shade-symmetry-rotational			rotational symmetry of any order (all grids)

This set of variants is also available for individual [#territories].


// ##### Shade adjacency

// VARIANT				COMPLEMENTARY VARIANT		EFFECT
// shade-antiking		unshade-antiking			no two shaded tile may be placed a chess king's move apart; equivalently shade-antiwazir + shade-antiferz
// shade-antiknight	unshade-antiknight			no two shaded tile may be placed a chess knight's move apart
// shade-antiwazir		unshade-antiwazir			no two shaded tile may be placed a fairy chess wazir's move apart (orthogonally adjacent)
// shade-antiferz		unshade-antiferz			no two shaded tile may be placed a fairy chess ferz's move apart (diagonally adjacent)


#### Zones
These variants look at **zones**, that is, masses of contiguous (un)shaded tiles, delimited only by each other and absent tiles, and ignoring all other aspects (lines, edges, symbols, etc...)

VARIANT							COMPLEMENTARY VARIANT		EFFECT (FOR SHADED)																						DEFAULT STYLE	
shade-zones-min-N				unshade-zones-min-N			requires at least N shaded zones NNN																	symbol-translucent
shade-zones-max-N				unshade-zones-max-N			requires at most N shaded zones NNN																		symbol-translucent
shade-zones-N					unshade-zones-N				requires exactly N shaded zones: combines shade-min-N and shade-max-N									symbol-translucent
shade-diagonal-area-unequal		-							forbids shading equal diagonally adjacent areas															land-warn
shade-diagonal-figure-unequal	-							forbids shading equal adjacent figures																	land-warn
shade-unique					unshade-unique				all shaded zones are distinct																			symbol-warn
shade-equal						unshade-equal				all shaded zones are equal																				symbol-variegate
shade-zones-by-area-equal		unshade-zones-by-area-equal	all shaded zones of the same size are equal MIRROTATE													land-warn
shade-square					unshade-square				all shaded zones must be square																			cage-multi
shade-no-square					unshade-no-square			no shaded zone may be square																			cage-dashed
shade-rectangle					unshade-rectangle			all shaded zones must be rectangular (includes squares)													cage-multi
shade-no-rectangle				unshade-no-rectangle		no shaded zone may be rectangular (includes squares)													cage-dashed
shade-number-area				unshade-number-area			numbers give the area of the shaded region they are in													(land-confirm)
shade-mino-min-N				-							zones of at least N tiles may be shaded NNN
shade-mino-max-N				-							zones of at most N tiles may be shaded NNN
shade-mino-N					-							zones of exactly N tiles may be shaded: combines ´´shade-mino-min-N´´ with ´´shade-mino-max-N´´ NNN
shade-zone-anchor				unshade-zone-anchor			all shaded zones are anchored to the puzzle frontier													pin-crossed


Aliases shade-monomino, shade-domino, shade-tromino, shade-tetromino, shade-pentomino are the same as ´´shade-mino-1´´ to ´´shade-mino-5´´.


#### Blocks

These variants look at  **blocks** (region-delimited zones), i.e. contiguous blocks of (un)shaded cells within a territory.

VARIANT							COMPLEMENTARY VARIANT			EFFECT (FOR SHADED)																						DEFAULT STYLE	
shade-blocks-by-area-equal		unshade-blocks-by-area-equal	all shaded blocks of the same size are equal MIRROTATE													land-warn
territory-shade-blocks-N		-								within each territory, shade exactly N blocks (of any area) NNN 
territory-shade-block-area-N	-								within each territory, shade blocks comprised of exactly N tiles NNN
territory-shade-cells-N			-								within each territory, shade exactly N tiles NNN
territory-shade-cells-min-N			-							within each territory, shade at least N tiles NNN
territory-shade-cells-max-N			-							within each territory, shade at most N tiles NNN
territory-shade-blocks-min-N			-						within each territory, shade at least N blocks NNN
territory-shade-blocks-max-N			-						within each territory, shade at most N blocks NNN
territory-shade-block-unique		-							within each territory, all blocks are different
territory-shade-block-equal			-							within each territory, all blocks are equal
territory-shade-blocks-diagonal-adjacent-min-N	-						within each territory, at least N shaded blocks must be diagonally-adjacent NNN
territory-shade-blocks-diagonal-adjacent-max-N	-						within each territory, at most N shaded blocks can be diagonally-adjacent NNN
Note: //(un)shade-equal-by-area// should no longer be used. Please use ´´(un)shade-blocks-by-area-equal´´ instead.




#### Rows

These are for shading (omnidirectional) **rows** (with absent tiles excluded/skipped).

VARIANT					COMPLEMENTARY VARIANT			EFFECT (FOR SHADED)																						DEFAULT STYLE	
inarow-shade-max-N		inarow-unshade-max-N			forbids more than N shaded tiles in a row, skipping absent tiles NNN							land-outline
inarow-shade-min-N		inarow-unshade-min-N			forbids less than N shaded tiles in a row, skipping absent tiles NNN							land-outline
inarow-shade-no-N		inarow-unshade-no-N				forbids exactly N shaded in a row, skipping absent tiles NNN							land-outline



### Symbol and Number placement

#### General

VARIANT			EFFECT											STYLE
piece-full		every tile must contain some piece (symbol)		land-diamond


#### Rows

These rules pertain to (omnidirectional) rows.

VARIANT							EFFECT
in-row-unique					within a row, no two symbols may repeat
in-row-letters-unique			within a row, no two letters may repeat
in-row-symbols-max-N			within a row, there are at most N symbols NNN
in-row-symbols-min-N			within a row, there are at least N symbols NNN


#### Pearls

These are for genres containing black-and-white circle clues, aka "pearls"

VARIANT					EFFECT											DEFAULT STYLE	
required-blacks			all black pearls must be visited				symbol-small, symbol-translucent
required-whites			all white pearls must be visited				symbol-small, symbol-translucent
optional-blacks			no black pearls need to be visited				-
optional-whites			no white pearls need to be visited				-


#### Ice

VARIANT					EFFECT												DEFAULT STYLE	
ice						adds ice tiles, where turning is forbidden			symbol-warn, line-dashed
ice-crossing-total		adds ice tiles and forbids crossing outside them	line-dashed
ice-zone-visited		every ice zone must be visited						cage-dashed


#### Number Placement

VARIANT					EFFECT																		DEFAULT STYLE	
kropki					combines kropki black and kropki-white										style-symbol-outline
kropki-white			the two surrounding numbers have a difference of 1							style-symbol-outline
kropki-black			the two surrounding numbers have a ratio of 1:2								style-symbol-outline
kropki-total			all kropki dots have been given (negative constraint)						(combined)
kropki-total-white		all white kropki dots have been given (weaker)								style-pin-circle, smallest, warn
kropki-total-black		all black kropki dots have been given (weaker)								style-pin-ring, smallest, warn
math					adds mathematical symbols that form equations								style-symbol-warn, -hue
math-sequential			math variant, with sequential (rather than arithmetic) operator precedence	style-symbol-warn, -hue
zero					sets the minimum number to zero												-


Please use ´´kropki´´ instead of ´´kropki-white´´ or ´´kropki-black´´, even if a single colour is used.


#### Row Number Placement

VARIANT							EFFECT
in-row-numbers-N				within a row, there are exactly N copies NNN
in-row-numbers-max-N			within a row, there are at most N copies NNN
in-row-numbers-min-N			within a row, there are at least N copies NNN
in-row-numbers-unique			alias of ´´in-row-numbers-repeat-max-1´´
in-row-numbers-no-unique		alias of ´´in-row-numbers-repeat-min-2´´
in-row-numbers-repeat-N			within a row, each number must have exactly N copies NNN
in-row-numbers-repeat-max-N		within a row, each number may be repeated until making at most N copies NNN
in-row-numbers-repeat-min-N		within a row, each number must be repeated until making at least N copies NNN

#### Number runs
VARIANT							EFFECT
numberrun-multiple-N			all number runs (read top to botton, left to right) must be multiples of N NNN


#### Adjacents

VARIANT NAME	EFFECT
antiknight		no two identical symbols may be placed a chess knight's move apart
antiking		no two identical symbols may be placed a chess king's move apart; equivalently antiwazir + antiferz
antiwazir		no two identical symbols may be placed a fairy chess wazir's move apart (orthogonally adjacent)
antiferz		no two identical symbols may be placed a fairy chess ferz's move apart (diagonally adjacent)
antiqueen		no two identical symbols may be placed a chess queen's move apart; equivalently antibishop + antirook
antirook		no two identical symbols may be placed a chess rook's move apart
antibishop		no two identical symbols may be placed a chess bishop's move apart

// Note: this excludes shaded cells. See [#Shaded adjacency] for the equivalent variants for shading.

See also meta-variants redefining the [#adjacency concept].


// #### Cages (TBA)

// These variants affect individual cages. All cages must be "closed", e.g without stray lines.

// VARIANT						EFFECT, PER CAGE
// cage-sum					a label sums all numbers wholly contained inside. Cages must be labelled.
// cage-sum-halves				a label sums all number halves contained inside. Numbers split in half when a line foes through the middle of the cell. Cages must be labelled.
// cage-sum-integer			the total cage sum is an integer number. (cages need not be labelled)

### Mashups

These variants consist on particular aspect(s) of a genre, ready for remixing with other genres. 

VARIANT NAME(S)			APPLIES
simple-loop				adds tile-centered lines with simple loop rules, excluding shaded cells
yajilin					adds yajilin-style clues, shaded tiles and yajilin-specific rules
vertigo					variant ´´spiral´´ + ´´crossing´´ (the key [vertigo] rules)
thats-not-right			no right-angle turns are allowed
bouba					the bouba loop condition from [bouba kiki loop] HHH
kiki					the kiki loop condition from [bouba kiki loop] HHH
bouba-or-kiki			each line must be either entirely bouba (always turn soft) or entirely kiki (always turn sharp) HHH
palindrome-lengths		the main rule from [palindrome path] (lengths are measured in number of "steps")
aqre					forbids 4 consecutive shaded/unshaded tiles in a row, skipping absent tiles
unparalelled			forbids any two lines with the same slope
bramble-N/ bramble-max-N / bramble-min-N		imposes a certain/maximum/minimum number of disconnected "brambles" (diagonally connected shaded zones, as in [bramble]) NNN
yin-yang				applies yin.yang rules to shaded cells (both shaded and unshaded cells must form a single zone, without any fully surrounded vertex)

Variants //maysu// and //rb// have very limited support and should probably not be used yet without contacting site.author first

The long term plan is for every genre to be available as a variant as well.

HHH:= -- hex grid loaded by default


#### Symbolic

Symbolic variants add the main symbols of a particular genre.

VARIANT (SIMPLE)		ADDS
masyu					[masyu] black and white circle clues
meandering				"meandering circles" and requires any path inbetween two to turn at least twice
ripple-loop				"ripple-rings" segments on adjacent ripple-rings may not bend by the same angle, as in [ripple-loop]
unequaloop				"unequaloop rings", no more than one segment of each length may visit any of the rings, as in [unequaloop]
xerophile				"xerophile buds" - all tiles adjacent to exactly one loop tile contain a bud; no other tile may contain a bud, as in [xerophile]
following-suit			"4 suits - all suits need to be visited but no 4 consecutive may be different, as in [following-suit]
squares-and-rectangles	square, rectangle and ambiguous symbols, that can be used to require the corresponding shapes, as in [squares-and-rectangles]
tentaisho				[tentaisho] stars, in light and dark
gemini-numbers			"gemini" symbols, each causes any numbers in the same territory to (cumulatively) display double its actual value (one duplication per gemini symbol)

VARIANT (MERGED)		ADDS
masyu-merged			black and white pearls in base genre must also obey [masyu] rules


#### Alphabetic

Like symbolic, alphabetic variants add the main letters of a particular genre, along their rules.

luz-loop				LUZ letters, obeying [luz-loop] rules
polyominous				Polyominous letters, obeying [polyominous] rules. Letters of multiple sizes can be mixed, and not all letters indicate their own territory size.

#### Archeric

Archeric variants add arrow clues.

VARIANT					EFFECT
myopia					adds [myopia] clues (closest line segment)
hyperopia				adds hyperopia clues (furthest line segment, reverse of [myopia])
heterocut				adds [heterocut] clues (largest territory)
pointing-at-the-crowd	adds [pointing-at-the-crowd] clues (most shaded cells)
myopia-shade			//see [shade|#tiles]// (closest shaded cell)
hyperopia-shade			//see [shade|#tiles]// (furthest shaded cell, reverse of myopia-shade)


#### Numeric (simple vs marked)

**Simple numeric** variants add genre-specific numbers, that cannot be further modified (they may not accumulate other meanings or rules).
Each genre-specific number has a distinct style -- easy to identify anywhere.

##### Central Clues

VARIANT (SIMPLE)	MARKED			MERGED					ADDED EFFECT
kurohori		kurohori-marked		-						[kurohori] numbers -- as in shade-minesweeper
tasquare		tasquare-marked		-						[tasquare] numbers -- summing areas of all orthogonally adjacent shaded zones (unshadeable)
kurotto			kurotto-marked		-						[kurotto] numbers -- summing areas of all orthogonally adjacent shaded zones (unshadeable)
kurodoko		kurodoko-marked		kurodoko-merged			[kurodoko] numbers -- counting empty tiles until the nearest shaded cell, in all 4 directions (unshadeable) 
linesweeper		linesweeper-marked	-						[linesweeper] numbers -- counting vertex-sharing tiles visited by lines
koburin			koburin-marked		-						[koburin] numbers -- counting edge-sharing adjacent shaded tiles
vista			vista-marked		vista-merged			[vista] numbers -- counting cells in line of sight not obstructed by wall, including itself
grandstands		grandstands-marked	grandstands-merged		[grandstands] numbers -- counting number of segments of all lines starting in orthogonall cells and moving away from them
slitherlink		slitherlink-marked	slitherlink-merged		[slitherlink] numbers - counting segments on the tile's edge
corner-loop		corner-loop-marked	corner-loop-merged		[corner-loop] numbers - counting loop turns on the tile's vertices
multiplication-link		multiplication-link-marked	multiplication-link-merged		[multiplication-link] numbers - counting the product of both long-segment lengths starting at them
geradeweg		geradeweg-marked	geradeweg-merged		[geradeweg] numbers - numbers measure line length (of every line they mark) - formerly ´´numbered-lengths´´
inturnal		inturnal-marked		inturnal-merged			[Inturnal] numbers: numbers count quadrants inside the loop 
dream-sequence	-					dream-sequence-merged	[dream-sequence] numbers -- visited numbers must be visited in order
-				-					numbered-tiles			numbers count fully-contained tiles within their line-delimited realm
-				-					nurikabe-loop			[nurikabe loop] rule: numbers match the area of the enclosing territory
-				-					hasu-no-mura			[hasu no mura] rule: numbers sum the are of all diagonally-adjacent-zones 
-				-					lohkous					[lohkous scattered] rule: numbers match all distinct lengths of the enclosing region
-				-					room					[room] rules: numbers count all extra empty cells seen in all 4 directions until hitting a region border
crossroads		-					-						[crossroads] numbers and edge lines
//-				-					araf					[araf] rule: each territory contains two numbers, one strictly above, another strictly below its area


By contrast, **Marked numeric** variants are additive: any number marked with the corresponding "ring" will follow variant rules, //in addition// to any other rules from base genre (and other variants).

**Merged** variants add extra rules to the base genre, without adding any new symbols. So any number present in the base genre will now obey both base and variant rules.

|:warn: Merged variants in the merged column are likely to be renamed soon


##### Vertex Clues

VARIANT (SIMPLE)	ADDED EFFECT
crosswall			[crosswall] (small) numbers
kindomino			[kindomino] numbers (minos of any size)
creek				[creek] number clues (as in [tetroscope])
inbox-outbox		[Inbox-outbox] number clues
landvermessung		[Landvermessung] number clues


### Meta variants

These variants either have no effect on their own, modifying other variants, or drastically change the nature of a genre.

#### Paths to Loops and vice-versa

loop-to-path		transforms a loop genre into path genre, adding start and finish symbols (both optional)
loop-to-path-vertex	loop-to-path, but for lines having start and end points on vertices.
path-to-loop		transforms a path genre into loop genre, discarding any start and finish symbols

Try ´´loop-to-path´´ on [Masyu] and ´´path-to-loop´´ on [Foreshadow], for example.



#### Misinformation

VARIANT				EFFECT
knapp-daneben		all //given// number clues have a true value that is either +1 or -1 from the indicated. In other words, "off by one".
liar				all //given// number clues have a true value that is different from the indicated.
redactable			any //given// clues will be ignored if shaded (shading must exist in base genre)

| :warn: Numeric misinformation variants do not yet work yet with: 
|	- number placement genres ([sudoku], [suguru], etc...) and variants (´´kropki´´, ´´math´´, etc...) (planned)
|	- genres with inequalities, such as [araf]
|	- genres [foreshadow], and a few some other genres to be determined that use an old less flexible version of the highlighter (to be added gradually)



#### Adjacency concept

This variant family is used to modify the concept of "adjacency" in certain genre rules (and sometimes variants).
For example, combining ´´branch-no-adjacent,adjacent-diag´´ will forbid diagonally adjacent branching points, whereas using ´´adjacent-octo´´ in Yajilin will forbid shading diagonally adjacent tiles too.

VARIANT NAME				SQUARE GRID
adjacent-ortho				adjacency becomes: 4 orthogonal directions
adjacent-diag				adjacency becomes:: 4 diagonal directions
adjacent-octo				adjacency becomes: 4 orthogonal + 4 diagonal directions
adjacent-knight				adjacency becomes: 8 knight's move directions
cross-connectivity			adds cross-connectivity crosses (on vertex) that connect shaded and unshaded zones diagonally (must have a checkered board pattern). Suggested genres: [Light-and-shadow], [Nurikabe], [Nura-knight]
cross-connectivity-total	´´cross-connectivity´´ and all cross-connectivity crosses are given 


#### Clue management

VARIANT				EFFECT
shade				adds shading ability
no-shade			removes shading ability
unshade				adds unshade marks - for tiles that cannot be shaded
obstacle			adds obstacles, that block line of sight (and break rows). These can be combined with absent cells to make them unvisitable.
clues-missing		lets given symbols be placeable in solve mode as well, and adds some-marks to indicate where they can be placed
arrow-yajilin-solve	adds the ability to place yajilin-style arrows in solve mode too (if present in edit mode already)
arrow-yajilin-given	adds the ability to place yajilin-style arrows in solve mode too (if present in edit mode already)
piece-count			adds special "piece-count" numbers, that can be added outside the puzzle (separated by absent cells) to count each piece type. The tiles arounf piece-type clues are not considered part of the puzzle, but a "caption"" instead.
barrier				places a barrier in a tile, so no piece can be added there

##### Lines

VARIANT				EFFECT
edge-given			adds ability to draw given edges (connecting tile vertices)
edge-solve			adds ability to draw solve edges (connecting tile vertices)
edge-forbidden		adds edge-forbidden marks, to indicate where edges may not be drawn

##### Optics

VARIANT				EFFECT
mirror				adds given mirrors, that deflect light / the line of sight
prism				adds given prisms, that split light rays / the line of sight




## Changes

**2023-11-13** The variant full aggregates prior variants ´´fillboard´´ and ´´fillboard-dots´´. Thanks @PinkHoodie for sparking the merge.
**2023-11-18** Variants ´´no-short´´, ´´no-shortest´´ added (@PinkHoodie)
**2023-11-20** Variant ´´tatami´´ was fixed (@PinkHoodie)
**2023-11-28** Variants ´´numbered-lengths´´ and ´´numbered-tiles´´ added (initially, only for genres already containing numbers) - thanks @PinkHoodie
**2023-12-15** Variant ´´palindrome-lengths´´ added, promoting the genre [palindrome-path].
**2023-12-15** Variants ´´shade-diagonal-area-unequal´´ and ´´shade-diagonal-figure-unequal´´ added.
**2023-12-17** Variants ´´divide-2´´, ´´divide-3´´ etc... (up to 6)-were added (@PinkHoodie)
**2023-12-18** Variants ´´area-no-multiple-3´´, etc... (2-6) added, a suggestion by @PinkHoodie. This page was updated.
**2023-12-19** Variant ´´shade-loop´´ added
**2023-12-20** Building blocks ´´start-optional´´ and ´´finish-optional´´ added as a consequence of an observation by @PinkHoodie
**2023-12-22** Variant ´´territory-numbers-unique´´ added, a suggestion by @PinkHoodie
**2023-12-28** Variant ´´yajilin´´ added, to encompass a ´´vertigo´´ mashup puzzle sent to @Endagorion; variant ´´tasquare´´ added as well (@PinkHoodie)
**2023-12-31** The ´´adjacent-...´´ family of meta-variants was added, modifying a limited number of genres (and variants)
**2023-12-31** Variants ´´loop-to-path´´ and ´´path-to-loop´´ added (an idea by @Kays for foreshadow)
**2024-01-04** Variant ´´kropki´´ added for all number-placement genres. A small diamond appears to emphasise that both tiles next to a kropki dot need a number - thanks @EliDoris!
**2024-01-05** Variants ´´kropki-total-white´´ and ´´kropki-total-black´´ added for all number-placement genres - thanks @dohz, @menderbug and @PinkHoodie for feedback!
**2024-01-12** An issue with the variant ´´shade-diagonal-figure-unequal´´ found by @PinkHoodie was fixed.
**2024-01-12** Global variants ´´shade-unique´´ and ´´shade-equal´´ suggested @AnuragSahay were added.
**2024-01-17** Global variants ´´shade-monomino´´, ´´shade-domino´´, ´´shade-tromino´´,  ´´shade-tetromino´´ and ´´shade-pentomino´´ added. Thanks @AnuragSahay for suggesting.
**2024-01-19** Global variants ´´shade-square´´ and ´´unshade-square´´ added, following an idea from @AnuragSahay.
**2024-01-20** Global variants ´´unshade-unique´´ and ´´unshade-equal´´ kindly suggested by @AnuragSahay.
**2024-01-25** Global variants ´´clues-missing´´ and ´´in-row-unique´´ by @Anurag Sahay were added, for [Luz loop].
**2024-01-28** Global variants ´´territory-square´´ and ´´territory-rectangle´´ revealed (for a [Numericlone] puzzle by @PinkHoodie).
**2024-01-31** Global variants ´´antiking´´ and ´´antiknight´´ revealed for number placement genres.
**2024-02-02** Global variants ´´shade-minesweeper´´ and ´´kurodoko´´ added
**2024-02-08** Global variant family ´´territory-shade-2´´ to ´´territory-shade-6´´ added (@PinkHoodie)
**2024-02-16** Global variant family ´´territory-shade-blocks-2´´ to ´´territory-shade-blocks-6´´ added (@AnuragSahay)
**2024-02-19** Global variant ´´meetmark-total´´ , instpired by [Path Puzzles], was added.
**2024-02-23** All variant families now accept any integer number as parameter, no longer limited to pre-set values.
**2024-02-23** Variant ´´territory-shade-N´´ subdivided; families ´´territory-shade-area-N´´, ´´territory-shade-blocks-N´´, ´´territory-shade-block-area-N´´ uniformised and moved to a separate [#Regional section].
**2024-03-06** Global variant family ´´lines-N´´ can be used to request a total number of (long)lines, thus promoting a former variant building block, as requested by @5381
**2024-03-06** Split global variant family ´´inarow-shade-unshade-no-N´´, yielding ´´inarow-shade-unshade-max-N´´, an intriguing suggestion by @Pinkhoodie, supported by useful unit tests.
**2024-03-08** Variant family ´´areas-empty-max-N´´ / ´´areas-empty-min-N´´ was added
**2024-03-09** Variant family ´´shade-mino-N´´, ´´shade-mino-min-N´´ and ´´shade-mino-max-N´´ created - from a suggestion by @5381
**2024-03-11** Variant ´´myopia-shade´´ was added, an ide by @AnuragSahay
**2024-03-14** Variants ´´territory-no-unique´´ and ´´territory-repeat-N´´ were added, after an idea by @PinkHoodie
**2024-03-14** Variants ´´consecutive-lengths´´ and ´´non-consecutive-lengths´´ added (this replaces the ´´nicht-daneben´´ variant, that will be deprecated) - an idea by @dohz
**2024-03-19** Global variant ´´unshade-number-area´´ added (@PinkHoodie)
**2024-03-19** Future global variant ´´cell-to-block´´ added, a suggestion by @AnuragSahay
**2024-03-20** Page reorganised, after feedback from @AnuragSahay- thank you!
**2024-03-20** Global ´´unshade-no-vertex´´ added, a suggestion by @AnuragSahay
**2024-03-21** Global branching variants ´´ramulo-unequal-lengths´´ and ´´ramulo-unequal-lengths-global´´ added, after a suggestion by @AnuragSahay for [Touching Tails]
**2024-03-21** Variants ´´in-row-symbols-min-N´´ and ´´in-row-symbols-max-N´´ added.
**2024-03-24** Variants ´´shade-rectangle´´,´´unshade-rectangle´´ added. Local variant ´´chopped´´ promoted to global, affecting many more genres (please report any "missing" genres you find)
**2024-03-27** Variants ´´knapp-daneben´´ and ´´liar´´ promoted from [Yajilin] to (almost) global, under [#misinformation]
**2024-04-04** Global atomic variants ´´shade-snake-no-touch´´ and ´´shade-no-branch´´ added, making the composite ´´shade-snake´´ variant, an idea by @Rook
**2024-04-05** @Rook's complementary variants added: ´´unshade-snake´´, composed of ´´unshade-no-branch´´ and ´´unshade-snake-no-touch´´
**2024-04-05** More complementary variants: ´´shade-number-area´´, ´´unshade-no-adjacent´´ 
**2024-04-05** Variants ´´shade-zones-N´´, ´´shade-zones-min-N´´, ´´shade-zones-max-N´´ and their complementaries were added
**2024-04-06** Variants ´´extend-as-loop´´ and ´´extend-as-net´´, from an idea by @PinkHoodie for [reachability], were added
**2024-04-06** Variant ´´bouba-or-kiki´´ by @PinkHoodie was added
**2024-04-06** Variants ´´territory-adjacent-area-unequal´´,´´territory-adjacent-area-equal´´, from a suggestion by @PinkHoodie, were added
**2024-04-06** Style improvements for ´´territory-repeat-N´´ (@PinkHoodie, AnuragSahay)
**2024-04-07** Variant ´´territory-no-rectangle´´ (requested by @AnuragSahay) plus ´´territory-no-square´´ and ´´territory-adjacent-area-no-consecutive´´ added; related styles were upgraded to cage.
**2024-04-07** Opposite variant pair ´´territory-adjacent-figure-equal´´ and ´´territory-adjacent-figure-unequal´´ (suggested by @PinkHoodie) were added.
**2024-04-08** Variants ´´territory-area-min-N´´ and ´´territory-area-max-N´´ were exposed
**2024-04-08** Variant ´´territory-equal-by-area´´ suggested by @AnuragSahay added - thank you!
**2024-04-09** Variants ´´shade-zone-anchor´´ and ´´unshade-zone-anchor´´ added (@Menderbug) 
**2024-04-10** Variants ´´shade-blocks-by-area-equal´´ and ´´shade-zones-by-area-equal´´ are now separate: //shade-equal-by-area// should no longer be used (@PinkHoodie)
**2024-04-11** Variant ´´redactable´´ is now global; variant ´´shade´´ can be used to provide shading ability where missing
**2024-04-13** All numeric mashups now add numbers to base genre where needed (@AnuragSahay)
**2024-04-13** The row number placement category was added, after some ideas by @PinkHoodie
**2024-04-13** Fix: the ´´unshade-zone-´´ variant family can now be used as expected (cause: virtual template overwriting) - thanks @PinkHoodie for noticing the issue
**2024-04-18** ´´araf´´ moved into [#mashups] (under merged) and now includes numbers by default (@PinkHoodie)
**2024-04-20** Variant ´´heterocut´´ (mashup) was added, ahead of an upcoming implementation
**2024-04-20** Variants ´´inarow-shade-no-N´´, ´inarow-shade-min-N´´, ´´inarow-shade-max-N´´ (and unshaded counterparts) were created, by dividing their precursor variants
**2024-04-25** Variants ´´territory-shade-cells-min-N´´, ´´territory-shade-cells-max-N´´ were added, as part of [Norino-LITS]
**2024-04-27** Variants ´´shade-no-rectangle´´ and ´´unshade-no-rectangle´´ were exposed, a suggestion by @AnuragSahay; plus ´´shade-no-square´´ and ´´unshade-no-square´´, suggested by @PinkHoodie
**2024-04-28** Variant ´´letter-territory-shape-equal´´ added, to support the upcoming Gemini block genre.
**2024-05-06** Variant ´´turning´´ was added, to support an upcoming genre.
**2024-05-08** Under [#Clue Management], variant ´´edge-given´´ was added (@PinkHoodie).
**2024-05-08** Variant ´´escape´´ (from [Turtle shell loop]) was extended to square grids with diagonal (corner) lines and exposed globally.
**2024-05-14** Variant ´´pipe´´ was added in anticipation for an upcoming genre. 
**2024-05-14** Variant ´´pipe-partial´´ was also added, and idea by @AnuragSahay
**2024-05-27** Variants ´´bramble-max-N´´ and ´´bramble-min-N´´ were exposed (after a question by @MartinEnder)
**2024-05-29** Variant ´´edge-forbidden´´, suggested by @PinkHoodie, added globally.
**2024-06-04** Variant ´´crossing-no-adjacent´´, for an upcoming genre, can now be used globally
**2024-06-04** Variant alias ´´bramble-N´´ condenses ´´bramble-max-N´´ and ´´bramble-min-N´´, so that it works on the genre [bramble] too (@PinkHoodie)
**2024-06-04** Variants ´´crossings-N´´,´´crossings-min-N´´, ´´crossings-max-N´´ were added (@AnuragSahay)
**2024-06-24** Clue management variant ´´arrow-yajilin-solve´´ was added more broadly (@PinkHoodie)
**2024-07-04** Variant ´´luz-loop´´ added, as suggested by @AnuragSahay (in May)
**2024-07-04** Variants ´´ice´´, ´´ice-crossing´´ and ´´ice-zone-visited´´ were added (@jubale). Thanks @PinkHoodie for noticing a mistake, corrected.
**2024-07-06** Variants ´´no-turn´´, ´´turn-allowed´´ were added
**2024-07-08** Variants ´´creek´´, ´´crosswall´´ and ´´kindomino´´ were added
**2024-07-08** Variant ´´wolf-and-sheep´´ was added (edge lines only)
**2024-07-17** Variant ´´zero´´ from [X-sums] extended to all applicable number placement genres (such as [Crossmath]), a suggstion by @JustKirb
**2024-07-17** Variant ´´math-sequential´´ added, using the sequential operator precedence found in [Crossmath], after a related suggestion by @JustKirb
**2024-07-18** ´´no-branch´´ promoted from building-block to variant, as suggested by @JustKirb - thank you!
**2024-08-06** Variants ´´cell-to-block´´,´´cell-or-block´´, ´´block-to-cell´´ disabled to tame complexity in the template loading system. They may be re-enabled in the future. Apologies for the disruption.
**2024-08-06** Variant ´´shade-no-number´´ added (@PinkHoodie)
**2024-08-29** Variant ´´straight´´ added (suggested by @PinkHoodie, who also sent some good test cases). This is the opposite of ´´turning´´
**2024-09-01** Reorganised simple and marked numeric variants. Redefined variants ´´tasquare´´, ´´kurohori´´, ´´kurodoko´´, ´´koburin´´ and ´´linesweeper´´ as simple. Older puzzle urls using those variants should be updated to include the suffix ´´-marked´´ where appropriate. This also solves an issue raised by @GeneTheSupreme.
**2024-09-01** Shaded cells now display consistently above ice tiles (@PinkHoodie)
**2024-09-04** Restored arrows in ´´myopia-shade´´ (cause: reencoding); ´´shade-minesweeper´´ recast as a simple alias of ´´kurohori-marked´´ (cause:duplication). Thanks @PinkHoodie for reporting.
**2024-09-06** Variant ´´territory-shade-block-unique´´, suggested by @PinkHoodie, added globally.
**2024-09-09** Former variant ´´straight´´ renamed straight´´ and its behaviour adjusted to not allow crossing, following the original intention of @PinkHoodie more closely
**2024-09-10** Variant ´´territory-shade-block-equal´´, suggested by @PinkHoodie, added globally.
**2024-09-17** Isolated simple adjacency variants ´´antiking´´,´´antiknight´´, which can now be stacked as well ´´antiking,antiknight´´ (a suggestion by @PinkHoodie). Also, variants ´´antiwazir´´ and ´´antiferz´´ were added. Finally, their behaviour with number genres was corrected, after good unit tests sent by @PinkHoodie (only equal numbers are disallowed)
**2024-09-18** Variant ´´tentaisho´´ was added.
**2024-09-18** Variants ´´antiqueen´´, ´´antirook´´, ´´antibishop´´ were added.
**2024-09-18** Meta-variant ´´cross-connectivity´´ by @xetto, was added.
**2024-09-24** Variants ´´territory-symmetry-rotational-...´´ were added, inspired by [Tentaisho].
**2024-09-27** Variant ´´cross-connectivity-total´´ added (@PinkHoodie), and behaviour fixed after a reports by @xetto and @PinkHoodie - thank you!
**2024-10-06** Variant ´´obstacle´´ added, to support an upcoming puzzle by @WisteriaFall. 
**2024-10-07** The ´´obstacle´´ symbol is now hollow to make it clear that it can be visited (@PinkHoodie)
**2024-10-15** Global variant ´´realm-anchor´´ was added for a [Masyu] puzzle by @dumediat
**2024-10-19** Clue-management variant ´´piece-count´´ was added globally, with a focus on an upcoming halloween genre.
**2024-10-23** Under new section [#lines with region division]  variant family ´´cloterrilines-equal´´, ´´cloroterrilines-equal´´, ´´clomiroterrilines-equal´´ was added, which includes a variant usually called "clones" or "cloned regions" for line genres.
**2024-11-02** Variant ´´loop-to-path-vertex´´, extending ´´loop-to-path´´ was added (@JustImagineIt)
**2024-11-02** Variant ´´empty-area-max-N´´ renamed to ´´realms-max-N´´. Please update any puzzles (sorry for the inconvenience)
**2024-11-02** Variant ´´start-finish´´ adds (given) start and finish symbols to a genre (@random8, @PinkHoodie).
**2024-11-23** Variant ´´masyu´´ was missing from this page and was now added (@Rever). Also, variant ´´masyu-merged´´ was added to distinguish an earlier case where pearls obey base genre rules too. Please update earlier puzzles if appropriate.
**2024-11-23** Variant ´´endpoints´´, an idea by @PinkHoodie, added globally.
**2024-11-26** Clue management variant ´´barrier´´, an idea previously used in [Regional Akari] and [Putteria], was added globally, after a suggestion by @PinkHoodie.
**2024-11-28** Variant ´´territory-shade-blocks-diagonal-adjacent-max-N´´, an idea by @AnuragSahay for ´´double´´ [Accord], was added globally.
// **2024-10-30** Global variant ´´mirror´´ added to all genres, whereas local variant ´´prism´´ by @Leeor was promoted to global. With thanks @JoeLangstaff for helpful discussions about this variant family.
// **2024-09-27** Some [#cage] variants added for numeric genres (@Leeor)
**2024-12-07** :::Advariants Global variant ´´directions-optional´´, a suggestion by @PinkHoodie, who kindly made the rule panel, was added!
**2024-12-08** :::Advariants Global variant ´´dream-sequence-merged´´, an idea by @matcha20070516 for [Ice Walk] was added.
**2024-12-10** :::Advariants ´´gemini-numbers´´ added globally, an idea by @Solyu for [Slitherlink] (from the anomaly series)
**2024-12-10** Global variant ´´dream-sequence´´ added.
**2024-12-10** :::Advariants global variant ´´longbreaksegment-numbers-distinct´´ added, an idea by @PinkHoodie for [Spokes]
**2024-12-12** Global variants ´´cloterrinumbers-equal´´, ´´cloroterrinumbers-equal´´ and ´´clomiroterrinumbers-equal´´ were added.
**2024-12-13** :::Advariants global variant family ´´numberrun-multiple-N´´ added, a [puzzle idea|https://puzsq.logicpuzzle.app/puzzle/155124] by @tennnomikasa for [Kropki Pairs] (there with N=11, multiples of eleven)
**2024-12-20** Realm variants ´´realm-rectangle´´, ´´realm-square´´, ´´realm-no-rectangle´´, ´´realm-no-square´´ were added, after a suggestion by @PinkHoodie for [Kakeeru]
**2025-01-09** Variants ´´territory-shade-blocks-min-N´´ and ´´territory-shade-blocks-max-N´´ added, a suggestion by @PinkHoodie for upcoming [regional LITS]!
**2025-01-13** Variant ´´shade-number-allowed´´ was added to allow shading numbers, as appeared in a [Hasu no Mura] puzzle by @PinkHoodie
**2025-01-14** Clue management variant ´´edge-solve´´ was added to allow drawing in edges, where the base genre does not allow it.
**2025-02-03** Variants ´´shade-no-loop´´ and ´´unshade-no-loop´´ were added (@PinkHoodie)
**2025-02-08** Variants ´´number-visit-allowed´´, ´´number-visit-required´´ and ´´number-visit-forbidden´´ were added for upcoming genre [kurodoko loop]
**2025-03-25** Variant ´´unshade´´, suggested by @PinkHoodie was added globally.
**2025-03-27** Variant ´´successive-parallel-consecutive-lengths´´, suggested by @AnuragSahay was added globally, as well as ´´successive-parallel-unequal-lengths´´, from [elastic loop].
**2025-03-27** Variants ´´inner-edge-allowed´´ and ´´inner-edge-forbidden´´, to support a case by @Yoshiki, were added globally.
**2025-03-27** Global variant ´´yin-yang´´ was added, promoting the genre [Yin Tang], to support an older [LITS] puzzle by @PinkHoodie
**2025-04-07** Variant family ´´shade-symmetry-rotational-...´´ were added, inspired by several puzzles, including one by @PinkHoodie.
**2025-04-12** Upgraded the style of the ´´gemini-numbers´´ symbol so it fades in the background, allowing numbers on top (to support a puzzle by @PinkHoodie)
**2025-04-29** Variant ´´divide-n´´ renamed ´´territories-n´´ and an issue was fixed (@PinkHoodie) - there is no requirement on particular areas.