#AC: Variant Sudokus

 So, this is what it's been building up to. I honestly didn't think I would finish in time, but I did! It's highly recommended to try all the other puzzle types on the advent calendar before attempting their respective days' variant sudokus. Huge thanks to random 8 for solving all the sudokus and providing feedback and cheese.

Best of luck, and Merry Christmas!

http://tinyurl.com/3vpcnewz


1. Choco Renbanana

Shade some cells in the form of a choco banana.

Every region must have a number which represents its area - the circled digits must represent area.

Unshaded regions are renban groups: they contain a set of consecutive numbers (e.g. 234, 12, 12345) in some order.

Numbers cannot repeat within a renban group.


2. Castle Wall

Solve as a Castle Wall, where every cell with an arrow borrows its digit to form a clue.


3. No Three

No digit can be horizontally equidistant from digits that differ from it by the same amount, nor vertically equidistant.

For example, R1C3 cannot be a 3 because the 2 would be horizontally equidistant from 1 and 3.


4. Step Counter

Draw paths moving orthogonally from each given digit.

Each digit on the path is the amount of steps that have been taken, and each path ends on the value of the given digit.

For example, the 4 path will be 41234.

Paths cannot cross each other and do not have to travel optimally as they would in Soulmates.


5. Inverse LITSO Codebreaker

After solving the Inverse LITSO, replace the shaded square in each region based on the unshaded region's letter in LITSO:

L-1 I-2 T-3 S-4 O-5

Then solve as normal, without repeating digits in the regions.


6. Evolmino Assembly Instructions

Solve as an evolmino, with 5 different ominoes on the arrow.

Then, solve the sudoku in such a way that two tiles on each omino (except the first) contain the number of the step that tile was added to the omino. 

You could think of it like starting with a unit square with a 1, then adding the square with the 2, then the 3, et cetera, then ensuring two numbers match what's expected on each omino.

For all ominos with two numbers to match, one of these two tiles must be the one on the arrow.


7. Crosswall of Exceptions

Solve as a Crosswall.

All but one of the regions created by the loop contains its area exactly once; the circled digits must be used for area.

All but one of the circled digits also acts as a corner clue.


8. Tontonbeya Regions

Every region must contain either two or three groups of equal area composed of equivalent numbers which are orthogonally connected. Equivalent numbers in a region must be in the same group.

Numbers are either equivalent modulo 2 or modulo 3 on a region-by-region basis.


9. Operationless KenKen

If a region has a corner value, its digits must either add, subtract, multiply, or divide to the given value.

Numbers are allowed to repeat within regions (but still not within rows or columns)


10. Cross Border Parity Loop / Kissing Squares

Draw a loop which passes through both borders.

The loop switches between only passing through odd numbers and only through even when crossing each border.

Also, shade some cells to form squares. Every square must "kiss" a border.

Squares must kiss at both borders but can only kiss at borders.

Every square contains digits that add up to a square number.


11. Calculated Islands / Reach For the Star

Shade some cells to form an Aquapelago and Guide Arrow.

The given numbers represent their islands' areas.

The numbers on each island must either add, subtract, multiply, or divide into the area.

There is also an invisible thermometer of length 5 that moves orthogonally through unshaded cells and starts next to the star.

(Numbers strictly increase along the thermometer as they move away from the star.)


12. Haisu

Solve as a Haisu puzzle, where the given 5 is the start and the given 3 is the end.

Circled numbers are used as clues.


13. Squares and Squares

Shade some cells as a Circles and Squares. The given digits cannot be shaded.

The sums of digits within each unshaded region and the shaded region are perfect squares.

To force a single solution, the rows aren't all just left/right shifts from each other

(Note: this puzzle was found to accidentally have two solutions.)


14. Square Jamming

Divide the grid as a Square Jam, using the circled digits as clues.

The sums of all the digits in a square region must be a square number if and only if the region contains a circle.


15. Parity Norinuri

Shade some cells to form dominoes.

Every unshaded region must contain its area as a digit.

The circled numbers must be used as area and cannot be shaded.

The pair of numbers on each domino are either both even or both odd.


16. Triforce / The Octagon of Destiny

Draw a Bouba Loop, which is only allowed to make 135 degree turns.

Fill the space outside the loop with right triangles, which may be singular cells.

The sum of digits within each triangle must be a triangular number (1,3,6,10,15,21...)

(This one is nonunique, but I'm not surprised.)


17. Layers of Tricks / Shattered Clones

Divide part of the grid into rectangular Tricklayer regions, none of which are the same shape and size, even if rotated.

Every Tricklayer region must contain at least one given clue.

Conversely, every given clue must be in a Tricklayer region.

Each Tricklayer region contains every digit between 1 and its area.

There must be an orthogonal path within every Tricklayer region which visits every digit but either always or never travels between consecutive numbers.

The leftover area should be divided into two regions containing the same set of numbers.


18. Ice and Even

Solve as an Alcazar. The path is not prevented from entering/leaving anywhere on the boundary.

The path must go straight on even numbers.


19. Hasu No Mura (context)

Shade some cells to solve a Context variant Hasu No Mura, using the circled numbers as clues.

The given numbers must be unshaded.


20. Double Yajilin

Solve as an R&B Loop, where cells with arrows borrow their digit as a clue.

There is no distinction between the red loop and the blue loop.

The loops are only allowed to cross on cells containing the digit 4.

Every shaded square contains a different digit.


21. Shaking Things Up a Bit

Solve as a Shakashaka. You may shade more cells fully, but all fully shaded cells use their digit as a clue.

If two unshaded rectangles are identical, neither rotated nor reflected, at most one digit is in the same position on both rectangles.

(There is unfortunately one cell which may or may not be shaded.)


22. Consecutive Deflections

Solve as a Nanameguri.

The digits immediately before and after each bounce against a diagonal line differ by 1.


23. Sukoro Containment

Ignoring the number 5, one mass of orthogonally connected numbers forms a sukoro.


24. Double Thermo/Region

Both given numbers are at the starts of paths that move orthogonally between cells and count down to 1.

Bordering each path is another path of the same shape (possibly rotated) containing the same digits (possibly in a different order).

None of these four paths overlap.


25. Merry Christmas!

The digit immediately above each digit which is the same as its column number is either a 2 or a 5.


(There is also a secret 26th puzzle hidden in one of the grids. It involves a certain doppelganger idea showcased in my puzzles for one of the days.)


And finally, here's an exclusive scrapped Square Jam:

https://puzz.link/p?squarejam/21/21/x1r1zzzy2m4q5g3k3g5q3m2zzp1m1zzx3m3q4g2k1g1q5m3zzo2zw4s1o 

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