How to solve Shikaku
Two rules, six techniques, and a grid full of rectangles.
What is Shikaku?
Shikaku is a rectangle-partition puzzle from Nikoli, invented in 1989 by Yoshinao Anpuku, a university student in Kyoto. The name comes from the Japanese ๅ่งใซๅใ (shikaku ni kire), meaning โcut into rectangles.โ You might also know it as Cellblocks (the name The Guardian newspaper uses), Divide by Box (Nikoli's official English name), or simply Rectangles.
The premise is straightforward. You get an NรN grid with a few numbered cells scattered across it. Everything else is blank. Divide the entire grid into non-overlapping rectangles so that each rectangle contains exactly one number, and that number equals the rectangle's area. A cell showing โ6โ must belong to a rectangle covering 6 cells โ could be 2ร3, could be 1ร6, could be 3ร2 or 6ร1. The grid, the numbers, and the constraint that every cell belongs to some rectangle โ that's all you need.
The two rules
Shikaku has the shortest ruleset of any Nikoli puzzle on this site. Most grid puzzles need four to six rules. Shikaku needs two:
- Divide the grid into rectangles. Every cell must belong to exactly one rectangle. Rectangles cannot overlap. Squares count as rectangles (a 3ร3 block is perfectly valid).
- Each rectangle contains one number equal to its area. No rectangle can be empty. No rectangle can contain two numbers. The number inside tells you how many cells the rectangle covers.
A consequence worth noting: since every cell belongs to a rectangle and every rectangle has exactly one number, the total of all numbers on the grid equals the total number of cells (NรN). On a 5ร5 grid, the numbers sum to 25. On a 10ร10 grid, they sum to 100. This is a useful sanity check when solving.
How to play on ThePuzzleLabs
On desktop, click on one corner of where you want your rectangle, drag to the opposite corner, and release. The rectangle fills in with a pastel color and the cells get claimed. To remove a rectangle, right-click on any cell inside it (or press Ctrl+Z to undo).
On mobile, tap-and-drag is tricky on small screens, so there's a tap-two-corners mode: tap the first corner, then tap the opposite corner. Long-press to remove. Clicking a numbered cell without dragging shows ghosted outlines of all valid rectangle placements for that number โ a handy way to explore your options.
Worked example: 5ร5 grid
Picture a 5ร5 grid. In the top-left corner sits a โ3,โ the center has a โ6,โ and the bottom-right area has a โ4.โ Several smaller numbers (1s and 2s) fill out the rest. The total of all numbers is 25, which is 5ร5 โ checks out.
Step 1 โ Place the 1s. Any cell numbered 1 is its own rectangle: a 1ร1 block. Place those immediately. They're free information.
Step 2 โ Corner and edge numbers. The โ3โ in the top-left corner can only extend right (1ร3) or down (3ร1). If the cells to the right are blocked by another number, it has to go down. Check the constraints and place the only valid option.
Step 3 โ Factorize the 6. The center โ6โ has options: 1ร6, 2ร3, 3ร2, or 6ร1. Some of these extend past the grid boundary or overlap the rectangles you already placed. Usually only one or two factorizations remain valid. If 2ร3 is the only shape that fits without bumping into existing rectangles, place it.
Step 4 โ Fill in the rest. With the big numbers placed, the remaining unclaimed cells form small regions. The โ4โ near the bottom-right might be forced into a 2ร2 square. The โ2sโ fill in the gaps. When every cell is claimed and every rectangle has exactly one number matching its area, you're done.
Solving techniques
1. Forced rectangles
Some numbers have only one possible rectangle that fits the grid. A โ2โ crammed into a corner can only extend in one direction. A โ1โ is always a single cell. Numbers along edges have fewer options than numbers in the middle. Start by scanning for these โ they give you free placements that constrain everything around them.
2. Factorization analysis
For each number, list every way it can form a rectangle. 12 = 1ร12, 2ร6, 3ร4, 4ร3, 6ร2, or 12ร1 โ six options. Then check which ones actually fit in the available space. Does the 1ร12 extend past the grid edge? Does the 2ร6 overlap a rectangle you already placed? Eliminate the impossible ones. If only one remains, place it.
3. Large-number anchoring
Big numbers are your friends. A clue of 15 on a 15ร15 grid can only be 1ร15, 3ร5, 5ร3, or 15ร1. That's four shapes, and at most one or two fit the available space. Placing a large rectangle carves the grid into smaller sub-regions that constrain neighboring numbers. Tackle these before the ambiguous small numbers in the middle of the grid.
4. Boundary propagation
Every time you place a rectangle, the unclaimed cells around it become more constrained. A neighbor that previously had three valid placements might drop to one. This cascading effect is the main engine of medium and hard solves โ one placement triggers the next, which triggers the next. After placing a rectangle, always re-scan its neighbors.
5. Isolated cell detection
If an unclaimed cell can only be reached by one number's rectangle options, it must belong to that number. This comes up when rectangles you've already placed wall off certain cells, leaving them accessible from only one direction. Identifying these cells narrows down the remaining placements.
6. Elimination by contradiction
When you're stuck, pick a number with two remaining options and mentally test each one. If placing a rectangle for number A in position X would make it impossible for a neighboring number B to form any valid rectangle, then position X is wrong for A. This technique breaks open stalled puzzles on expert and einstein grids.
Shikaku for math learning
Nikoli explicitly positions Shikaku as educational: โa great math trainer for kids โ while playing the game they learn multiplication.โ The reason is mechanical. Every clue number is a factoring problem. When a child sees 12 on the grid, they work through 1ร12, 2ร6, 3ร4 โ and then figure out which one fits the physical space. That's area calculation, factoring, and spatial reasoning happening together, and none of it feels like a worksheet.
The easy 5ร5 grids are a good starting point for kids learning multiplication tables. Numbers stay small (typically 1 through 6), and the spatial component is manageable. As they get comfortable, 7ร7 and 10ร10 grids introduce larger numbers with more factorization options. The difficulty scales with mathematical maturity in a way that most puzzle types don't.
Shikaku vs other puzzles
Sudoku is the obvious comparison point. Both are grid puzzles from Nikoli, both use numbers as clues, and both require pure logic. But Sudoku is about placing digits so that rows, columns, and boxes have no repeats. Shikaku is about drawing territorial boundaries. The mental model is completely different โ Sudoku feels like bookkeeping, Shikaku feels like mapmaking.
Suguru (Tectonic) is a closer relative. Both divide a grid into regions that must satisfy numeric constraints. The difference is that Suguru gives you the regions and asks you to fill in numbers, while Shikaku gives you the numbers and asks you to draw the regions. Inverted problems, similar spatial reasoning.
KenKen shares the arithmetic angle. Both puzzles make you think about factors and products. In KenKen the arithmetic is explicit (cage targets with operations); in Shikaku it's implicit (every number is an area, which is a product of width ร height).
Common mistakes
Forgetting that squares are rectangles. A cell numbered 4 can belong to a 2ร2 square. A cell numbered 9 can belong to a 3ร3 square. People sometimes skip the square factorization when listing options and miss valid placements.
Leaving gaps. Every cell must belong to a rectangle. If you place all the numbered rectangles and unclaimed cells remain, something is wrong. The numbers should sum to NรN, and the rectangles should tile the grid perfectly.
Ignoring large numbers. It's tempting to start with small numbers because they feel simpler. But large numbers are actually more constrained โ they have fewer valid placements. A โ15โ on a 15ร15 grid has at most 4 factorizations, while a โ6โ in the middle of the grid might have 10+ valid rectangles. Start with the constrained numbers.
Difficulty levels
Shikaku on ThePuzzleLabs comes in five levels that differ by grid size and the techniques needed:
- Easy (5ร5): Most numbers have one forced rectangle. Good for learning the rules and getting used to the rectangle-drawing interaction.
- Medium (7ร7): Numbers start having multiple factorizations. Elimination between 2โ3 candidates becomes necessary.
- Hard (10ร10): Boundary propagation is the main technique. Placing one rectangle cascades constraints to its neighbors.
- Expert (12ร12): Multi-step constraint chains across 144 cells. Large numbers with many factorizations appear.
- Einstein (15ร15): 225 cells of deep factorization ambiguity. Solvable by logic alone, but the chains are long and the interactions are dense.
Frequently asked questions
Can rectangles be squares?
Yes. A square is a rectangle. A cell numbered 4 can belong to a 2ร2 square, 1ร4, or 4ร1. A cell numbered 9 can belong to a 3ร3, 1ร9, or 9ร1. Always include the square factorization when listing your options.
What's the best strategy for beginners?
Place 1s first (they're free). Then scan corners and edges for numbers that can only form one rectangle. After that, tackle the largest numbers โ they have the fewest valid placements. Save the flexible mid-grid numbers for last.
How do I know if my placement is wrong?
Invalid rectangles get highlighted in real time: wrong area, multiple numbers inside, or zero numbers. You can undo any placement with Ctrl+Z (or the undo button). The hint system can also point you toward the next correct move.
Do I need to guess?
No. Every puzzle on ThePuzzleLabs has exactly one solution reachable through logic. Even Einstein-level 15ร15 puzzles are certified solvable without guessing or backtracking.