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Word Trip Brazil answers

Word Trip answers

Here are Word Trip Brazil Answers. The answers are divided into several pages to keep it clear. Choose the page that contains the level number for which you are looking the answer. Then you will see the answer for each level. A free word puzzle game to train your spelling skills. We bring you a full walkthrough of this new and addicting game that’s sweeping the iOS and Android app stores. Created by PlaySimple Games for both iOS and Android devices for free. Solve the words using the letters given from the grid below, Solve the levels from hundreds of different categories

  • Brazil - Level 131 - Letters: FLOOD
  • Brazil - Level 132 - Letters: OFFER
  • Brazil - Level 133 - Letters: THING
  • Brazil - Level 134 - Letters: APPLE
  • Brazil - Level 135 - Letters: DEBUT
  • Brazil - Level 136 - Letters: THROW
  • Brazil - Level 137 - Letters: WATER
  • Brazil - Level 138 - Letters: FORUM
  • Brazil - Level 139 - Letters: MEDAL
  • Brazil - Level 140 - Letters: HEART
  • Brazil - Level 141 - Letters: SHARE
  • Brazil - Level 142 - Letters: SWING
  • Brazil - Level 143 - Letters: BLACK
  • Brazil - Level 144 - Letters: SHRUB
  • Brazil - Level 145 - Letters: UNITE
  • Brazil - Level 146 - Letters: TOWER
  • Brazil - Level 147 - Letters: STEER
  • Brazil - Level 148 - Letters: ALLOW
  • Brazil - Level 149 - Letters: BREAK
  • Brazil - Level 150 - Letters: RANGE

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Welcome to Logic Puzzles!

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What is a Logic Puzzle?

Logic puzzles come in all shapes and sizes, but the kind of puzzles we offer here are most commonly referred to as "logic grid" puzzles. In each puzzle you are given a series of categories, and an equal number of options within each category. Each option is used once and only once. Your goal is to figure out which options are linked together based on a series of given clues. Each puzzle has only one unique solution, and each can be solved using simple logical processes (i.e. educated guesses are not required).

A custom-labeled grid is provided for every puzzle, like the one you see to the right. The grid allows you to cross-reference every possible option in every category. You can eliminate pairs you know aren't true with an X, and pencil in pairs you know are related with an O. If you know, for example, that Lauren wasn't born in 1961, you can add an X in the box where the Lauren column and 1961 row meet. Similarly, if you know that Bryant was born in 1971, you can add an O in the appropriate box. Furthermore, since every option can only be used once in any given puzzle, you can eliminate the four other options for Bryant in that category (1937, 1946, 1961, 1975) and the four other options for 1971 (Anahi, Jayden, Lauren and Nikolas).

Continue doing this for every clue you're given. Eventually you will have filled in enough X's and O's on the board that you will then be able to use simple logic to deduce the solution to the puzzle. For example, if A = B, and B = C, then A must equal C. Similarly, if A = B, and B =/= D, then A must not equal D.

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What is the 2nd letter in bath ?

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Kakuro (also known as "Cross Sums" , "Kakro" ) is a logic puzzle, a mathematical equivalent of crosswords. The puzzle consists of a playing area of filled and empty cells similar to a crossword puzzle. Some black cells contain a diagonal slash from top left to bottom right with numbers in them, called "the clues". A number in the top right corner relates to an "across" clue and one in the bottom left a "down" clue.

The object of a kakuro is to insert digits from 1 to 9 into the white cells to total the clue associated with it. However no digit can be duplicated in an entry. For example the total 6 you could have 1 and 5, 2 and 4 but not 3 and 3.

Hitori (from Japanese "Hitori ni shite kure"; literally "let me alone") is played on a grid of squares. At the beginning, each cell contains a number. The goal is to paint out some cells so that there are no duplicate numbers in any row or column, similar to the solved state of a Sudoku puzzle (except with black squares added to the grid).

Orthogonal connections are important as well; painted-out (black) cells cannot be connected orthogonally, and the other cells must be connected orthogonally in a single group (i.e. no two black squares can be adjacent to each other, and all un-painted squares must be connected, horizontally or vertically, to create a single shape).

Slitherlink (also known as "Fences" , "Loop the Loop" , "Dotty Dilemma" , "Sli-Lin" , "Great Wall of China" ) is a logic puzzle. It was invented by Nikoli Puzzles in Japan.

Slitherlink is played on a rectangular lattice of dots. Some of the squares formed by the dots have numbers inside them. The objective is to connect horizontally and vertically adjacent dots so that the lines form a single loop with no loose ends. In addition, the number inside a square represents how many of its four sides are segments in the loop.

Link-a-Pix (also known as "Paint by Pairs" ) consists of a grid, with numbers filling some squares; pairs of numbers must be located correctly and connected with a line filling a total of squares equal to that number. Squares containing '1' represent paths that are 1-square long. Paths may follow any horizontal or vertical direction. Paths are not allowed to cross other paths.

There is only one unique way to link all the squares in a properly-constructed puzzle. When completed, the squares that have lines are filled; the contrast with the blank squares reveals the picture.

Fill-a-Pix (also known as "Mosaic" , "Magipic" , "Nurie Puzzle" , "Fill-In" ) consists of a grid with number clues scattered in various places. Each number shows how many of the nine squares - the one with the number plus the eight around it - should be filled in.

It is necessary to determine which squares are filled in and which should remain empty until the hidden picture is completely exposed.

Battleships (also known as "Solitaire Battleships" , "Battleship Solitaire" ) is a logic puzzle based on the Battleships guessing game. In a square grid of 10 x 10 small squares, an armada of battleships is located. There is one battleship of 4 squares, two cruisers of 3 squares, three destroyers of 2 squares, and four submarines of 1 square. Each ship occupies a number of contiguous squares on the grid, arranged either horizontally or vertically. The boats are placed so that no boat touches any other boat, not even diagonally.

The numbers on the bottom and on the right of the grid show how many squares in the corresponding rows and columns are occupied by ships. Occasionally some squares may contain given ship or water segments as hints to help start the puzzle. The object is to discover where all ships are located.

Hashiwokakero (from Japanese "Hashi o kakero"; literally "build bridges"; also known as "Hashi", "Bridges", "Chopsticks", or "Ai-Ki-Ai" ) is a type of logic puzzle. It is played on a rectangular grid with no standard size, although the grid itself is not usually drawn. Some cells start out with (usually encircled) numbers from 1 to 8 inclusive; these are the islands. The rest of the cells are empty.

The goal is to connect all of the islands into a single connected group by drawing a series of bridges between the islands. The bridges must follow certain criteria:

  • They must begin and end at distinct islands, travelling a straight line in between.
  • They must not cross any other bridges or islands.
  • They may only run orthogonally.
  • At most two bridges connect a pair of islands.
  • The number of bridges connected to each island must match the number on that island.

Masyu (also known as "Shiroshinju Kuroshinju", "White Pearls and Black Pearls" ) is a type of logic puzzle. It is played on a rectangular grid of squares, some of which contain circles; each circle is either "white" (empty) or "black" (filled). The goal is to draw a single continuous non-intersecting loop that properly passes through all circled cells. The loop must "enter" each cell it passes through from the center of one of its four sides and "exit" from a different side; all turns are therefore 90 degrees.

The two varieties of circle have differing requirements for how the loop must pass through them:

  • White circles must be traveled straight through, but the loop must turn in the previous and/or next cell in its path.
  • Black circles must be turned upon, but the loop must travel straight through the next and previous cells in its path.

Light Up (also known as "Akari", "Bijutsukan" ) is a logical puzzle. It is played on a rectangular grid of white and black cells. The player places light bulbs in white cells such that no two bulbs shine on each other, until the entire grid is lit up. A bulb sends rays of light horizontally and vertically, illuminating its entire row and column unless its light is blocked by a black cell. A black cell may have a number on it from 0 to 4, indicating how many bulbs must be placed adjacent to its four sides; for example, a cell with a 4 must have four bulbs around it, one on each side, and a cell with a 0 cannot have a bulb next to any of its sides. An unnumbered black cell may have any number of light bulbs adjacent to it, or none. Bulbs placed diagonally adjacent to a numbered cell do not contribute to the bulb count.

Fillomino (also known as "Polyominous" ) is a type of logic puzzle. It is played on a rectangular grid of squares. Some cells of the grid start containing numbers, referred to as "givens". The goal is to divide the grid into blocks. The block must contain the number of cells indicated by the number in the cells of the block. The block cannot touch a similarly sized block, horizontally or vertically. Cells without numbers may form blocks necessary to complete the puzzle.

Futoshiki (from Japanese, literally "not equal"; also known as "Hutoshiki", "Unequal" ) is a logic puzzle. The puzzle is played on a square grid, such as 9 x 9. The objective is to place the numbers 1 to 9 (or whatever the dimensions are) in each row, ensuring that each column also only contains the digits 1 to 9. Some digits may be given at the start. In addition, inequality constraints are also initially specifed between some of the squares, such that one must be higher or lower than its neighbour. These constraints must be honoured as the grid is filled out.

Kuromasu (from Japanese "kuromasu wa doko da", literally "Where is Black Cells?" ; also known as "Kurodoko" ) is played on a rectangular grid. Some of these cells have numbers in them. Each cell may be either black or white. The object is to determine what type each cell is.

The following rules determine which cells are which:

  • Each number on the board represents the number of white cells that can be seen from that cell, including itself. A cell can be seen from another cell if they are in the same row or column, and there are no black cells between them in that row or column.
  • Numbered cells may not be black.
  • No two black cells may be horizontally or vertically adjacent.
  • All the white cells must be connected horizontally or vertically.

Nurikabe is a logic puzzle ("nurikabe" in Japanese folklore is an invisible wall that blocks roads and upon which delays in foot travel are blamed; other names for the puzzle: "Cell Structure" , "Islands in the Stream" ). The puzzle is played on a grid, typically rectangular with no standard size. Some cells of the grid start containing numbers.

The goal is to determine whether each of the cells of the grid is "black" or "white" according to the following rules:

  • All of the black cells must be connected.
  • Each numbered cell must be part of a white island of connected white cells.
  • Each island must have the same number of white cells as the number it contains (including the numbered cell).
  • Two islands may not be connected.
  • There cannot be any 2 x 2 blocks of black cells.

Sashikabe combines Nurikabe puzzle with Sashigane puzzle. The goal is to blacken some cells of a grid according to the following rules:

  • All islands must be L-shaped and one cell wide. Two islands may not be connected.
  • A circle represents a cell in which an "L" must bend.
  • An island must have the same number of white cells as a number in a circle.
  • An arrow marks the end of the island's "leg"; the arrow points to the cell in which the "L" bends.

Yajikabe was invented by Naoki Inaba (Japan): he combined Yajilin and Nurikabe puzzles. The goal is to blacken some cells of a grid according to the following rules:

  • Cells with numbers are always white.
  • No 2 x 2 cell area within the grid can contain all black cells.
  • All the black cells form one contiguous region.
  • A cell containing a number and an arrow represents how many black cells are in the row or column pointed at by the arrow.

Tents ( "Tents and Trees" ) is a logic puzzle invented by Léon Balmaekers (Netherlands). The task is a grid of squares, some of them contain trees. The goal is to place tents in some of the remaining squares, in such a way that the following conditions are met:

  • There are exactly as many tents as trees.
  • The tents and trees can be matched up in such a way that each tent is directly adjacent (horizontally or vertically, but not diagonally) to its own tree. However, a tent may be adjacent to other trees as well as its own.
  • No two tents are adjacent horizontally, vertically or diagonally.
  • The number of tents in each row, and in each column, matches the numbers given round the sides of the grid.

Calcudoku (also known as "KenKen" , "KENKEN" , "KenDoku" , "Square Wisdom" ) is a mathematical and logical puzzle loosely similar to Sudoku. It was invented by a Japanese mathematics teacher Tetsuya Miyamoto. The objective is to fill the grid in with the digits 1 through N (where N is the number of rows or columns in the grid) such that:

  • Each row contains exactly one of each digit.
  • Each column contains exactly one of each digit.
  • Each bold-outlined group of cells (block) contains digits which achieve the specified result using the specified mathematical operation: addition (+), subtraction (-), multiplication (×), and division (÷).
  • Unlike Killer Sudoku, digits may repeat within a block.

Hidato (from Hebrew: "my puzzle" ; also known as "Hidoku" ) is a puzzle invented by Gyora Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally.

In every Hidato puzzle the smallest and the highest number are presented in the grid. There are more numbers on the board to help to direct the player how to start the solution and to ensure that Hidato has only a single solution.

Numbrix is a type of logic puzzle. It is played on a rectangular grid of squares. Some of the cells have numbers in them. The object is to fill in the missing numbers, in sequential order, going horizontally and vertically only. Diagonal paths are not allowed.

Shikaku (also known as "Divide by Squares" , "Divide by Box" , "Number Area" ; "Shikakunikire" , from Japanese, literally "cut into squares" ) is a logic puzzle. It is played on a rectangular grid. Some of the cells in the grid are numbered. The objective is to divide the grid into rectangular and square pieces such that each piece contains exactly one number, and that number represents the area of the rectangle.

Galaxies (also known as "Tentai Show" , "Sym-a-Pix" ) consists of a rectangular grid with dots. The goal is to divide the rectangle into exactly one region per dot that is two-fold rotationally symmetric around the dot.

Skyscrapers consists of a square grid. The goal is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. The numbers along the edge of the puzzle indicate the number of buildings which you would see from that direction if there was a series of skyscrapers with heights equal the entries in that row or column.

Hakyuu (also known as "Ripple Effect" , "Hakyuu Kouka" , "Hakyukoka" , "Seismic" ) is a logic puzzle published by Nikoli. The puzzle consists of a rectangular grid of any size divided into polyomino sections called "rooms". Each room must be filled with each of the numbers from 1 to the number of cells in the room. If two identical numbers appear in the same row or column, at least that many cells with other numbers must separate them.

Grand Tour is a logic puzzle. It is a grid of points that all need to be connected by a single loop. To begin the puzzle, a few of the points are already connected to insure a unique solution.

Easy as ABC ( "ABC End View" , "Last Man Standing" ) is a square grid, whose cells are to be filled by a range of letters (e.g. A through E), with each different letter occurring exactly once in each row and column, and the other cells remaining empty. The letters outside the grid show which letter will come across first from that direction.

Clouds (also known as "Rain Clouds" , "Radar" , "Weather Watch" ) is a variant of Battleships puzzle. The task is to mark certain cells of the rectangular grid as belonging to a cloud. Clouds occupy an area of rectangular shape and their width and height is at least two cells. No clouds touch each other, not even diagonally. Numbers outside the grid show the quantity of cells occupied by clouds in corresponding row or column.

Yajilin (also known as "Arrow Ring" , "Straight and Arrow" ) is a type of logic puzzle published by Nikoli. The goal is to draw a single continuous non-intersecting loop that connects the centers of the grid cells. The loop may not pass through any cells which contain arrows. The loop may only travel horizontally or vertically, and never diagonally. Any cell that does not have an arrow and which is not part of the loop must be shaded in black. Black cells do not touch each other orthogonally (they do not share a side). A cell containing a number and an arrow represents how many black cells are in the row or column pointed at by the arrow. There may be black cells that are not accounted for by the cells with arrows and numbers. The grid may contain gray cells that can not be part of the loop.

Minesweeper is well-known by the game in Microsoft Windows. The task is to place mines into empty cells in the grid. The digits in the grid represent the number of mines in the neighbouring cells, including diagonal ones.

Minesweeper Battleships (also known as "Battlemines" ) combines Battleships puzzle with Minesweeper game found on many computers. The aim is to locate the position of the fleet in the grid. The ships do not touch each other, not even diagonally. A cell with a number indicates how many ship pieces are adjacent to it. Ships are not allowed on the numbered cells.

Heyawake (from Japanese, "divided rooms" ) is played on a rectangular grid. The grid is divided into rectangular "rooms". Some rooms may contain a single number. These rooms must have the designated number of cells painted black. Other rooms may have zero or more cells painted black.

  • Black cells must not be orthogonally connected.
  • All white cells must be interconnected.
  • A line of connected white cells must not connect more than two rooms together.

Tenner Grid (also known as "From 1 to 10" , "Zehnergitter" , "Grid Ten" ) consists of a rectangular grid of width ten cells. The task is to fill in the grid so that every row contains the digits 0 through 9. In columns the numbers may be repeated. The bottom numbers give the sum of the numbers in column. The digits in contiguous cells (even diagonally contiguous cells) must be different.

Hundred is a square grid of 3 x 3 or 4 x 4 , whose cells are to be filled by some digits. The task is to fill additional digits in required cells such that the sum of numbers in each row and each column equals to 100.

Arrows is a type of logic puzzle. It is played on a rectangular grid filled with numbers. The task is to place arrows outside the grid. Every arrow can go horizontally, vertically or diagonally and points to at least one cell with a number. The numbers indicate the total number of arrows that point to them.

Mathrax consists of a square grid. The goal is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. Circles with additional conditions may be situated on intersections of lines inside the grid.

  • A number and a sign of mathematical operation (addition, subtraction, multiplication, division) - a number is a result of an operation execution with numbers in diagonally adjacent cells.
  • A letter " E " ("even") - all numbers in four cells are even.
  • A letter " O " ("odd") - all numbers in four cells are odd.

Str8ts (also known as "Straights" ) is a logic puzzle, invented by Jeff Widderich (Canada). It is a grid, partially divided by black cells into compartments. Each compartment, vertically or horizontally, must contain a straight - a set of consecutive numbers, but in any order (for example: 2-1-3-4). The aim is to fill all white cells with the numbers from 1 to N (where N is the size of the grid). No single number can repeat in any row or column. Clues in black cells remove that number as an option in that row and column, and are not part of any straight.

Linesweeper (also known as "Loop" ) is played on a rectangular grid. The object is to create a single continuous non-intersecting loop that connects the centers of the grid cells. The numbered cells can't be passed through; the number in the cell means how many of the 8 surrounding cells should contain some part of the solution path. (For example, "0" means that 8 surrounding cells can't be passed through at all).

Binairo (also known as "Binary Puzzle" , "Takuzu" , "Tohu wa Vohu" ) is played on a rectangular or square grid. The goal is to fill in the grid with digits "0" and "1" according to the following rules:

  • There are as many digits "1" as digits "0" in every row and every column (or one more for odd sized grids).
  • No more than two cells in a row can contain the same number.
  • Each row is unique, and each column is unique.

Walls is a logic puzzle, invented by Naoki Inaba (Japan). The task is to place a horizontal or a vertical line in every blank cell. A number in a black cell indicates the total length of the segments connected to that square.

Dominosa (also known as "Dominosa Omnibus" , "Solitaire Dominoes" , "Domino Hunt" ) is a logic puzzle. On the board the domino numbers are shown, but the borders between dominoes are missing. The task is to restore borders between domino tiles.

Patchwork (also known as "Tatami" ) consists of a square grid divided into regions ("rooms"). Each room must be filled with each of the digits from 1 to the number of cells in the room. Every row and every column must contain the same amount of each digit. Same digits must not be orthogonally adjacent.

In some puzzles letters are used instead of digits. Cross+A can solve such puzzles also.

Knossos is a logic puzzle ("Knossos" is a palace on Crete; this palace is connected with ancient legends, such as the myth of the Labyrinth with the Minotaur). It is played on a rectangular grid. Some of the cells in the grid are numbered. The goal is to divide the grid into regions (“rooms”) such that each region contains exactly one number. The number represents the border’s length of the region.

Rekuto ( "Recto" ) is played on a rectangular or square grid. Some of the cells have numbers in them. The aim is to divide the grid into rectangular and square pieces such that each piece contains exactly one number, and that number represents the sum of the width and height of the rectangle.

Neighbours is played on a grid of irregular shape. Some cells of the grid contain numbers. It is necessary to divide the grid into a number of connected regions of an equal number of cells. Every region contains exactly one cell with a number (or a question mark) in it, and has as many neighbours as the number indicates. Regions are neighbours when they share a part of their border.

Four Winds ( "Line Game" ) is played on a rectangular or square grid with black and white cells. All black cells contain numbers. The aim is to draw a horizontal or a vertical line in each white cell. Each number represents the total number of white cells occupied by the lines from that number. Lines cannot enter other numbered black cells or intersect with other lines.

Shakashaka (also known as "Proof of Quilt" ) is a logic puzzle, invented by Nikoli. The task is to place one of the four isosceles right triangles in some white cells. Each triangle must occupy exactly half of its cell, but may be in one of four orientations. Every contiguous white region must be a rectangle or a square. A number in a black cell indicates how many triangles are adjacent to that cell by sides.

Kakurasu ( "Index Sums" ) is played on a rectangular or square grid. The goal is to color in some of the cells to satisfy the clues. The numbers across the top and down the left are the clues, and equal the row and column totals for the black squares. The numbers across the bottom and down the right are the values for each of the squares in the rows and columns (the first square in a row or column is worth 1, the second 2, the third 3, etc.).

Mochikoro ( "Mochinuri" ) is a logic puzzle. It consists of a grid, with numbers in some cells. The aim is to blacken some cells according to the following rules:

  • The black cells divide the grid in rectangular areas ("islands") of white cells.
  • No two islands may share an edge, but all of the islands must be connected to each other through their corners.
  • Each numbered cell must be a part of a white island. Some white areas may not include a cell with a number.

Seethrough (also known as "Doors" , "Open Office" ) is a logic puzzle, where every cell denotes a "room". The aim is to close some "doors" between rooms. Open doors allow to look into other rooms. The number in the cell indicates the total number of rooms visible in horizontal and vertical direction from that room (the room itself excluded). There can be no isolated rooms; this means that you should be able to reach all rooms by moving horizontally and vertically.

Lighthouses is played on a rectangular or square grid. It contains black cells with numbers ("lighthouses"). The number in the cell represents the number of ships lit by the lighthouse. A ship is lit if it is in the same row or column as the lighthouse, also ships behind other ships or lighthouses. Each ship is lit by at least one lighthouse. The ships are placed so that no ship touches any other ship or lighthouse, not even diagonally.

Lighthouse Battleships combines Battleships with Lighthouses puzzle. A cell with a number is a lighthouse, and it indicates the total number of ship pieces that are in the same row or column as the lighthouse. Ships can not touch the lighthouses, not even diagonally.

Tapa is a logic puzzle created by Serkan Yürekli (Turkey). The goal is to blacken some cells of the grid. All the black cells form one contiguous region. No 2 x 2 cell area within the grid can contain all black cells. Clue cells with numbers may not be filled in and tell the length of each consecutive black cell block in the eight surrounding cells. If there's more than one digit in a cell, the groups of black cells have to be separated by at least one white cell. Question marks can be used instead of clue numbers. Each question mark can represent any nonzero integer.

Fobidoshi ( "Forbidden Four" ) is a logic puzzle, invented by Naoki Inaba (Japan). It is played on a rectangular or square grid. Some of the cells have circles in them. The aim is to place circles into empty cells; all the circles must form an orthogonally continuous area. A line of connected circles must not contain more than 3 circles.

Island (also known as "Tents Island" , "Airando" ) is a logic puzzle invented by Naoki Inaba (Japan). It consists of a grid, with numbers in some cells. The aim is to blacken some cells of a grid according to the following rules:

  • The white cells form a single island. Each numbered cell must be a part of this island.
  • The numbers indicate how many unnumbered white cells can be reached from that cell by moving horizontally or vertically. Numbered cells block access.

Dominion is a logic puzzle created by Naoki Inaba (Japan). It consists of a grid, with letters in some cells. The aim is to blacken some cells of a grid according to the following rules:

  • The black cells must form dominoes which can touch each other diagonally.
  • Cells with letters are always white.
  • The black cells divide the grid into regions of white cells.
  • Cells with the same letter belong to the same white region.
  • White regions without a cell with a letter are not allowed.

Tren is a logic puzzle invented by Shinichi Aoki (Japan). The Japanese name of this puzzle means "parking" (each block is a car, and a grid is a car park). The puzzle contains a grid with numbers in some cells. The goal is to locate some blocks in the grid, having the size either 1 x 2 or 1 x 3 . Each number in the grid should be part of a block, indicating the amount of the possible movements of the block. Blocks can only move in the direction of their short edge.

No Four in a Row is played on a grid of irregular shape. Some cells of the grid contain 'X' and 'O'. The task is to fill in the grid so that four consecutive identical symbols never appear in any row, column or diagonal.

Corral (also known as "Bag" , "Cave" ) is a logic puzzle invented by Nikoli. The aim is to draw a single closed loop along the grid lines that does not intersect itself. The loop goes around all numbers. The numbers in the grid indicate how many cells inside the loop can be seen horizontally and vertically from that cell, including the cell itself. Question marks can be used instead of clue numbers. Each question mark can represent any nonzero integer.

Foseruzu ( "Four Cells" ) is a type of logic puzzle published by Nikoli. The goal is to divide the grid into regions of exactly four cells. The number inside a cell represents how many of its four sides are segments of region borders (including the border of the grid).

Faibuseruzu ( "Five Cells" , "Solomon's Keep" ): the grid needs to be divided into regions of exactly five cells.

Sutoreto ( "Sutoretokurosu" , "Straight Cross" ) is a logic puzzle created by Naoki Inaba (Japan). It is played on a rectangular or square grid with black and white cells. Some white cells contain numbers. The aim is to place a number into every white cell. The numbers in a horizontal or vertical stripe of consecutive white cells must form a sequence of numbers without gaps, but in any order (for example: 2-4-1-3).

Renban consists of a square grid divided into regions. The aim is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row, column or region. All numbers in a region must form a sequence of consecutive numbers, but in any order (for example: 5-3-4).

Buraitoraito ( "Bright Light" ) is played on a rectangular or square grid. It contains black cells with numbers. The number in the cell represents how many stars can be seen from this cell. A star is visible from the black cell, if it is in the same row or column as this cell, but not behind other black cells.

Irasuto ( "Illustration" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains white and black cells with numbers. The goal is to blacken some cells of a grid according to the following rules:

  • A number in a white cell represents the number of empty white cells that can be seen from that cell.
  • A number in a black cell represents the number of empty black cells that can be seen from that cell.

Suguru ( "Number Blocks" ) is a logic puzzle invented by Naoki Inaba (Japan). The task consists of a rectangular or square grid divided into regions. Each region must be filled with each of the digits from 1 to the number of cells in the region. Cells with the same digits must not be orthogonally or diagonally adjacent.

Trinudo is a logic puzzle. It is played on a rectangular grid. Some cells of the grid start containing numbers, referred to as "givens". The goal is to divide the grid into blocks of either one, two or three cells. Blocks of the same size must not be orthogonally adjacent. Each given number represents the size of the block to which it belongs.

Creek ( "Kuriku" ) is played on a rectangular or square grid. Circles with digits from 0 to 4 may be situated on intersections of lines inside the grid. The digit in the circle indicates how many adjacent cells must be blackened. All the white cells must be connected horizontally or vertically.

Gappy ( "Gaps" ) is played on a square grid. The aim is to blacken some cells of a grid according to the following rules:

  • Each row and each column contains two black cells.
  • No black cells touch each other, not even diagonally.
  • Numbers outside the grid show the number of white cells between black cells in corresponding row or column.

Norinori ( "Dominnocuous" ) is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. The aim is to blacken some cells of a grid according to the following rules:

  • Every region contains exactly two black cells.
  • Each black cell must be a part of a 2 x 1 or 1 x 2 block (domino), irrespective of the region borders.
  • No two dominoes may share an edge. Black blocks can touch each other diagonally.

Yonmasu ( "Yonmasubunkatsu" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to divide the grid into regions of exactly four cells. Each region contains one circle.

Bricks consists of a square grid. The aim is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. Every brick contains an odd number and an even number.

Number Chain is a logic puzzle invented by Leonid Mochalov (Russia). A rectangular or square grid contains numbers from 1 to N in cells. The aim is to draw a single continuous line from the upper left corner to the lower right corner. The line includes each number from 1 to N exactly once.

Kapetto ( "Settokapetto" , "Set Carpets" ) is a logic puzzle invented by Naoki Inaba (Japan). It is played on a rectangular or square grid. Some of the cells have numbers in them. The goal is to divide the grid into rectangular blocks such that each block contains exactly one number. The number represents the amount of cells in the block. The grid may contain cells that belong to no one block.

Renkatsu is a logic puzzle created by Naoki Inaba (Japan). It is played on a rectangular or square grid filled with numbers. It is necessary to divide the grid into regions. Each region contains digits from 1 to the number of cells in the region.

Eulero ( "Graeco-Latin Square" , "Euler Square" ) is a puzzle with letters and digits. The goal is to fill in the grid with symbols according to the following rules:

  • Each cell contains one letter and one digit.
  • Every row and every column contains each letter and each digit exactly once.
  • No two cells contain the same pair of symbols.

Anraikumozaiku ( "Unlike Mosaic" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to divide the grid into rectangular regions. Each region contains one circle. Black cells do not belong to any region. Regions of the same size must not share an edge.

Kurotto (from Japanese, literally "black units" ) is a logic puzzle published by Nikoli. The task consists of a grid, with circles in some cells; a circle may have a number inside or not. The task is to blacken some cells of a grid according to the following rules:

  • Cells with circles can not be blacken.
  • Black cells form orthogonally contiguous areas.
  • A number in a circle indicates the total number of black cells in areas orthogonally neighbouring the circled cell.
  • Cells with empty circles may have any number of black cells around them.

Tasukuea ( "Tasquare" ; from Japanese, literally "find squares" ) is a type of logic puzzles. It is played on a rectangular or square grid with numbers or question signs in some cells. The goal is to blacken some cells of a grid according to the following rules:

  • Cells with numbers or question signs can not be blacken.
  • Black cells form square areas, that must not be orthogonally adjacent.
  • A number in a circle indicates the total number of black cells in areas orthogonally neighbouring the numbered cell.
  • A cell with a question sign must have at least one adjacent black cell.

Star Battle consists of a square grid divided into regions. The goal is to place stars into some cells in the grid so that each row, column, and region contains the same number of stars. Stars cannot be placed in adjacent cells, not even diagonally.

Araf (from Turkish, literally "purgatory" ; original Japanese name - "Aidabeya" ) is a logic puzzle. It is played on a rectangular grid. Some of the cells in the grid are numbered. The goal is to divide the grid into regions such that each region contains exactly two numbers. Each region must have an area that is strictly between those numbers. For example, if the region contains 2 and 5, the region's area must be equal to 3 or 4.

Kabingurodo ( "Curving Road" ) is a logic puzzle invented by Naoki Inaba (Japan). It consists of a grid, with circles in some cells. The aim is to blacken some cells of a grid according to the following rules:

  • Cells with circles are always white.
  • All the white cells must form an orthogonally continuous area.
  • Each path from one circle to another circle on white cells must turn at least two times.

Thermometers is a kind of logic puzzles. The grid is filled with thermometers, which are either not filled, partly filled or completely filled. The numbers on the outside indicate how many squares are filled in that row or column. Every thermometer is filled from the base (circular part), towards the top. This does not depend on the actual orientation of the thermometer.

Snake (also known as "Tunnel" ) is a kind of logic puzzles. It is played on a rectangular or square grid, where two cells are marked. The task is to draw a single line ("snake") between marked cells; this line never touches itself, not even diagonally. Numbers outside the grid show how many cells must be blackened in the corresponding row or column.

Peintoeria ( "Paint Area" ) is a logic puzzle published by Nikoli. The puzzle consists of a rectangular grid of any size divided into regions. The goal is to blacken some cells of a grid according to the following rules:

  • All cells of a region must have the same color.
  • A cell with a number indicates how many black cells are adjacent to it.
  • All black cells must form an orthogonally continuous area.
  • No 2 x 2 cell area within the grid can have the same color.

Irupu ( "I-Loop" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to locate some blocks in the grid, having the size either 1 x 3 or 3 x 1 . Each block contains one circle and must be orthogonally adjacent to exactly two other blocks. All block cells form one contiguous region.

Sashigane (from Japanese, literally "carpenter's square" ; "Ellbound" ) is a type of logic puzzle published by Nikoli. The goal is to divide the grid into L-shaped regions. The two "legs" of a region must be exactly one cell wide. A circle represents a cell in which an "L" must bend (the grid contains circles not for all regions). A region must have the same number of cells as a number in a circle. An arrow marks the end of the region's "leg"; the arrow points to the cell in which the "L" bends.

Sashikazune is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The aim is to divide the grid into L-shaped regions. The two "legs" of a region must be exactly one cell wide. Each region contains not more than three cells with numbers. The grid may contain regions without numbers. A number indicates the amount of cells up to a place where an "L" must bend (including the cell with the number). A cell with "1" always represents a cell in which an "L" must bend.

Chocona ( "Chocolate" ) consists of a rectangular or square grid divided into regions. The aim is to blacken some cells of a grid according to the following rules:

  • A cell with a number indicates how many cells in the region must be blackened.
  • In a region without a number any number of cells may be blackened.
  • The black cells must form rectangles, independently of the region borders.
  • The black rectangles must not be orthogonally adjacent.

Different Neighbours consists of a rectangular or square grid divided into regions. The aim is to place a number from 1 to 4 into each region so that no two regions that touch (even diagonally) share the same digit.

LITS ( "Nuruomino" ) is a logic puzzle created by Naoki Inaba (Japan). The puzzle consists of a rectangular grid of any size divided into regions. The goal is to blacken exactly four connected cells in each region, to form an L , I , T , or S tetromino.

The tetrominoes may be rotated or mirrored. When two tetrominoes in adjacent regions share an edge, they must not be of the same type. All tetrominoes must form an orthogonally contiguous area. The tetrominoes must not cover an area of 2 x 2 cells.

Nanbaboru ( "Number Ball" ) consists of a square grid. The goal is to fill in some cells with numbers from the given range. No number may appear twice in any row or column. A cell with a circle must contain a number; a cell with a cross cannot contain a number.

Tairupeinto ( "Tile Paint" , "Crazy Pavement" ) consists of a rectangular or square grid divided into regions. The aim is to blacken some cells so that each region is either completely filled or completely empty. External numbers are the clues, and equal the row and column totals for the black squares.

Yin-Yang consists of a rectangular or square grid with white and black circles in some cells. The aim is to place a black or white circle in each empty cell so that all circles of same color are connected to each other, vertically or horizontally. Additionally, no 2 x 2 group of cells can contain circles of the same color.

Nanro is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid divided into regions. The goal is to fill in some cells with numbers. All numbers in a region must be the same. The given number in a region denotes how many cells in this region contain a number (all regions must have at least one number). When two numbers are orthogonally adjacent across a region boundary, the numbers must be different. Numbered cells must not cover an area of size 2 x 2 or larger. All cells with numbers must be interconnected.

Light and Shadow is a type of logic puzzles. The aim is to divide the grid into gray and white regions. Every region contains exactly one number. The region must have the same number of cells as the number it contains. Numbers in white cells are part of white regions; numbers in gray cells are part of gray regions. Same colored regions cannot share an edge.

Arukone ( "Number Link" ) consists of a rectangular or square grid with numbers in some cells. The goal is to connect each pair of numbers with single continuous lines. The lines must neither cross nor touch each other.

Tetroid is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains black cells. The aim is to divide the grid into regions of exactly four cells, to form an L , I , T , S or O tetromino.

Black cells do not belong to any tetromino. The tetrominoes may be rotated or mirrored. When two tetrominoes in adjacent regions share an edge, they must not be of the same type.

Sukima (from Japanese "Sukimaburokku" ; literally "space between blocks" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The aim is to locate some regions in the grid, having the size of exactly three cells. Each region contains one circle. Each 2 x 2 area must contain at least one cell, that does not belong to any region. Black cells do not belong to any region.

Triplets ( "One or All" ) is a logic puzzle invented by Naoki Inaba (Japan). The task consists of a rectangular or square grid divided into regions of exactly three cells. Some cells contain figures of 3 kinds: squares, circles, triangles. The goal is to fill in each cell with figures. Each region must contain all identical or all different figures. When two figures are orthogonally adjacent across a region boundary, the figures must be different.

Korekutokonekuto ( "Correct Connection" ) is a logic puzzle created by Naoki Inaba (Japan). The task consists of white and black circles; some white circles may contain digits. The aim is to connect all white circles by horizontal and vertical lines. The lines must not cross other lines or black circles. The number of lines connected to the white circle must match the digit in that circle.

Doppelblock ( "Double Block" ) consists of a square grid. The goal is to blacken two cells in each row and each column. The remaining white cells must be filled with the digits from 1 to N-2, where N is the size of the puzzle's side. Each number appears once in every row and column. Numbers outside the grid show the sums of the numbers between two black cells in corresponding row or column.

Furisuri ( "Free Three" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to locate some blocks in the grid, having the size of exactly three cells. Each block must contain one circle. It must be possible to move each block by one cell in at least one direction.

Yagit (from Japanese "Yagi to ookami" ; literally "goat and wolf" ) is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid with circles ("goats") and squares ("wolves") in some cells. The task is to divide the grid into regions. Each region must contain either goats or wolves (but not both) and must not be empty. The border lines of the regions start and end on the edges of the grid. Lines can only turn at black dots. Lines can cross each other except at black dots. Not all black dots must be used by border lines.

Purenrupu ( "Pure Loop" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains black cells. The aim is to draw a single loop. The loop visits all white cells exactly once. The segments of the loop run horizontally and vertically between the centers of white cells.

Firumatto ( "Fillmat" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains digits in some cells. It is necessary to divide the grid into rectangular regions. Every region must be exactly one cell wide; the other side of the region has length from 1 to 4 cells. A cell with a number indicates the size of a region. Two regions of the same size must not be orthogonally adjacent. A grid dot must not be shared by the corners of four regions.

Nawabari ( "Territory" ) is a logic puzzle published by Nikoli. The aim is to divide the grid into rectangular regions such that each region contains exactly one digit. The digit in the cell represents how many sides of the cell belong to the borders of the regions, including the edge of the grid.

Makaro is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. Each region must be filled with each of the digits from 1 to the number of cells in the region. The grid may contain the black cells with arrows. The arrow points at the greatest number among the four cells around (up, under, left, right) the black cell. When two numbers are orthogonally adjacent across a region boundary, the numbers must be different.

Dosun-Fuwari is a logic puzzle published by Nikoli. The task consists of a grid divided into regions. The grid may contain black cells; black cells do not belong to any region. The aim is to place one black circle and one white circle in each region according to the following rules:

  • White circles ("balloons") are light and float, so they must be placed either into the top cell of the grid or into the cell right under the black cell or under other white circle.
  • Black circles ("iron balls") are heavy and sink, so they must be placed either into the bottom cell of the grid or into the cell right over the black cell or over other black circle.

Satogaeri (from Japanese; literally "coming home") is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. Some cells of the grid contains circles (empty or with numbers). The task is to move the circles vertically or horizontally, so each region contains only one circle. The numbers in the circles indicate how many cells they have to pass through. Circles without numbers may move any distance, but some of them stay put. The circles cannot cross the tracks of other circles and cannot move over other circles.

Koburin is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The aim is to blacken some cells and draw a single continuous non-intersecting loop that properly passes through all empty white cells. The number in the cell indicates the total number of black cells orthogonally adjacent to this cell. The grid may contain black cells not adjacent to cells with numbers. Cells with numbers must not be blacken. Two black cells must not be orthogonally adjacent.

Sukrokuro combines the elements of three logic puzzles: Sudoku, Kropki Sudoku and Kakuro. It consists of a square grid with white and black cells. The goal is to fill in the white cells, one number in each, so that each column and row contains the numbers 1 through 9 exactly once. Black cells contain a diagonal slash from top left to bottom right with numbers in them, called "the clues". Such number tells the sum of numbers in consecutive cells at its right or downward. If absolute difference between two numbers in neighbouring cells equals 1, then they are separated by a dot. If a dot is absent between two white cells, the difference between the numbers in these cells is more than 1.

Shirokuro is a logic puzzle invented by Nikoli. It contains white and black circles. The task is to connect each white circle with a black circle by a horizontal or vertical line. Lines are not allowed to cross other lines. The line between two circles may not pass through other circles.

Roma is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. Some cells of the grid contain black circles. The goal is to place arrows pointing in four directions in each empty cell. Each region must contain all different arrows. Starting with any cell, following the arrows from cell to cell, this path must end in the cell with the black circle.

Bodaburokku ( "Border Block" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. It is necessary to divide the grid into regions. Cells with the same number belong to the same region. All points where three or four lines meet are given. Every region contains at least one cell with a number.

Kuroshuto ( "Kurochute" ; from Japanese, literally "black shot" ) is a logic puzzle invented by Nikoli. A rectangular or square grid contains numbers in some cells. The goal is to blacken some empty cells. A cell with a number indicates that only one of the cells with such distance must be blackened. Two black cells must not be orthogonally adjacent. All of the white cells must be connected.

Toichika is a logic puzzle invented by Gesaku (Japan). The task consists of a rectangular or square grid divided into regions. The goal is to place arrows in some cells according to the following rules:

  • Each region contains exactly one arrow.
  • Each two arrows are paired, they point to each other. There are no unpaired arrows.
  • Two regions with paired arrows must not be horizontally or vertically adjacent.
  • Between two paired arrows no other arrow must be placed.

Usotatami is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The aim is to divide the grid into rectangular regions such that each region contains exactly one number. Every region must be exactly one cell wide; the length of the other side is NOT equal to the number in this region. A grid dot must not be shared by the corners of four regions.

Pipelink consists of a rectangular or square grid. The task is to draw a single continuous loop that passes through all cells. The loop must use all given sections and may cross itself in any cell.

Hakoiri is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The goal is to place exactly one triangle, one square and one circle in each region. The same figures cannot be placed in adjacent cells, not even diagonally. All the figures must be connected horizontally or vertically.

Nuribou is a logic puzzle invented by Nikoli. A rectangular or square grid contains numbers in some cells. The task is to blacken some empty cells according to the rules:

  • The black cells divide the grid in areas of white cells. Each area contains one cell with a number.
  • Each area must have the same number of white cells as the number it contains (including the numbered cell).
  • Black cells form horizontal or vertical stripes, that must not be orthogonally adjacent. Each stripe must be exactly one cell wide.
  • If two stripes are connected diagonally, the length of the stripes must be different.

Tatamibari is a logic puzzle invented by Nikoli. A rectangular or square grid contains 3 kinds of symbols: cross, horizontal bar, vertical bar. The goal is to divide the grid into rectangular regions. Each region contains one cell with a symbol. A region with a cross must be a square. If a region contains a horizontal bar, the region's width must be greater than its height. If a region contains a vertical bar, the region's width must be less than its height. A grid dot must not be shared by the corners of four regions.

Sun and Moon ( "Munraito" ) is a logic puzzle invented by Naoki Inaba (Japan). A square grid contains planets in some cells. The goal is to place exactly one star and one stardust cloud ( dark square ) into each row and each column of the grid. If a particular semicircle of a planet is illuminated, there must be a star in that rank to light it. A star shines horizontally and vertically only; planets and stardust clouds block starlight.

Kojun is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. Some cells contain numbers. Each region must be filled with each of the digits from 1 to the number of cells in the region. When two numbers are orthogonally adjacent, the numbers must be different. The upper number of two vertically adjacent numbers in the same region must be greater than the lower number.

Usowan (from Japanese, literally "one liar" ) is a logic puzzle published by Nikoli. A grid is divided into rectangular and square regions. Some of the cells in the grid are numbered. The aim is to blacken some cells of a grid according to the following rules:

  • A number in a cell indicates how many black cells must be placed adjacent to its four sides. However, in each region there is one (and only one) wrong number (it shows a wrong amount of black cells).
  • Two black cells must not be orthogonally adjacent.
  • All of the white cells must be connected.

Gokigen Naname (from Japanese, literally "to be in a bad mood" ; also known as "Slalom" , "Slant" ) is a logic puzzle invented by Nikoli. It is played on a rectangular or square grid. Circles with digits from 0 to 4 may be situated on intersections of lines inside the grid. The aim is to fill in a diagonal line in every cell. The number in each circle equals the number of lines extending from that circle. The diagonal lines must not form a closed loop.

Hebi-Ichigo is a logic puzzle invented by Nikoli. The goal is to insert the numbers 1 to 5 according to the rules:

  • Numbers form a sequential chain of five cells from 1 ("head") to 5 ("tail") connected horizontally and vertically ("snake").
  • Snakes cannot touch other snakes horizontally or vertically, diagonally is allowed.
  • Snakes are not allowed to appear in front of the head of another snake. The snake’s eyes are located on a side of the head (cell with number 1), opposite from the side its body (cell with number 2) is connected to. A snake looks in the direction of its eyes until a black cell or the edge of the grid is reached.
  • The number in the black cell shows the value of the nearest number in the direction of the arrow. This number must appear before any other black cells. A black cell with a zero means there is no snake in the direction of the arrow until the next black cell or the edge of the grid.

Hamle (from Turkish, literally "move" ) consists of a rectangular or square grid. The aim is to move every numbered black cell in one of the four directions, so that numbers in the cells indicate the length of their moves. When all moves are done, all white cells should be interconnected and numbered cells should not share an edge.

Gyokuseki (from Japanese, literally "gems and stones" ) is a logic puzzle created by Naoki Inaba (Japan). The aim is to fill a square grid with black circles ("gems") and white circles ("stones"). Every row and every column contains one black circle and random quantity of white circles. A number at the edge of the puzzle indicates how many circles can be seen in the corresponding row or column up to and including the black circle.

Kin-Kon-Kan is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid divided into regions. The goal is to fill in some cells with diagonal lines ("mirrors"). Each region contains exactly one mirror. Letter-number pairs at the edges of the grid can be connected by straight lines ("laser beams") that bounce of the same number of mirrors as the number in the letter-number pair. Every mirror must reflect at least one laser beam.

Ichimaga is a logic puzzle invented by Nikoli. The task is to connect all circles by horizontal and vertical lines. The number of lines connected to the circle must match the digit in that circle. Any number of lines may be connected to the empty circle (at least one). The lines must not cross other lines. The line may change direction 90 degrees no more than once.

Shimaguni is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The goal is to blacken some cells in each region according to the following rules:

  • All black cells in a region must be connected.
  • In regions without a number any amount of cells may be blackened (at least one).
  • Two regions with the same amount of black cells must not be orthogonally adjacent.
  • When two cells are orthogonally adjacent across a region boundary, at least one cell must be white.

Meadows is a logic puzzle. It is played on a rectangular or square grid. Some of the cells have circles in them. The aim is to divide the grid into square blocks such that each block contains exactly one circle.

Yajisan-Kazusan (from Japanese, literally "arrow - number" ) is a logic puzzle published by Nikoli. The aim is to blacken some cells according to the following rules:

  • A cell with a number may be blacken.
  • Numbered cells must be painted black if they contain false clues, but numbered cells painted black do not necessarily contain false clues.

Snake Pit consists of a rectangular or square grid. The goal is to divide the grid into regions ("snakes") according to the following rules:

  • A snake is a one-cell-wide path at least two cells long. A snake cannot touch itself, not even diagonally.
  • A cell with a circle must be at one of the ends of a snake. A snake may contain one circled cell, two circled cells, or no circled cells at all.
  • A cell with a number must be part of a snake with a length of exactly that number of cells. A snake may contain any amount of numbered cells.
  • Two snakes of the same length must not be orthogonally adjacent.
  • A cell with a cross cannot be an end of a snake.

Hiroimono ( "Goishi Hiroi" ; from Japanese, literally "things picked up" ) is a logic puzzle invented by Nikoli. The grid contains circles ("stones") placed at some grid points. The task is to move along the grid lines and collect all the stones (number them in the order in which you pick them up) according to the following rules:

  • Start at any stone.
  • When a stone is encountered, it is picked up.
  • When a stone is picked up, the direction can be changed.
  • It is not allowed to reverse the direction.

Water Fun ( "Aquarium" ) is played on a rectangular or square grid. The goal is to fill water in some parts of the grid. Numbers outside the grid show how many cells of each row and column must be filled with water. Connected areas of filled cells must have the same level of water everywhere, like in a series of tubes.

Round Trip is a kind of logic puzzles. The aim is to draw a single loop in a rectangular or square grid. A loop may cross itself orthogonally, but otherwise does not touch or retrace itself. The numbers along the edge of the puzzle indicate the number of cells visited by the nearest section of the loop in corresponding row or column.

Number Cross consists of a square grid with numbers. The goal is to blacken some cells. Numbers outside the grid show the sums of the numbers in white cells in corresponding row or column.

Santoitchi ( "San to itchi" ; from Japanese, literally "three and one" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains numbers in some cells. The task is to blacken some empty cells according to the rules:

  • All white cells must be divided on regions having the size of exactly three cells.
  • Each region contains a number.
  • A number indicates how many black cells share an edge with that region.

Hamusando ( "Ham Sandwich" ) is a logic puzzle invented by Naoki Inaba (Japan). The goal is to fill a square grid with squares ("toasts") and circles ("pieces of ham"). Every row and every column contains two squares and N circles (N is given for each puzzle). A number at the edge of the grid indicates how many circles must be placed between the two squares in the corresponding row or column.

Trace Numbers consists of a rectangular or square grid with numbers in some cells. The aim is to draw as many lines into the grid as it contains cells with the number 1. The line may only travel horizontally or vertically, and never diagonally. The line starts in the cell with the number 1 and visits all cells with numbers in order through the highest number. Each cell must be visited exactly once; lines cannot cross.

Area Division is played on a grid filled with Latin letters. The goal is to divide the grid into regions. Each region has all the letters of the given range. The region contains each letter exactly once. Each letter must be part of exactly one region.

Sukoro consists of a rectangular or square grid with numbers from 1 to 4 in some cells. The number inside a cell represents how many neighbouring cells contain numbers. When two cells with numbers are orthogonally adjacent, the numbers must be different. All the cells with numbers must be connected horizontally or vertically.

EntryExit consists of a rectangular or square grid divided into regions. The aim is to draw a single continuous non-intersecting loop that passes through all cells. It can enter and exit each region only once.

Sign In is played on a square grid. The goal is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. Some digits may be given at the start. If absolute difference between two digits in neighbouring cells equals 1, then they are separated by a sign "+" or "-". If a border between cells contains a sign "+", a digit in a left or upper cell is one lower than a digit in a right or lower cell. If a border between cells contains a sign "-", a digit in a left or upper cell is one bigger than a digit in a right or lower cell. All instances of consecutive digits are shown by these signs.

Kuroshiro ( "Kuroshirorupu" ; from Japanese, literally "black and white loop" ) is played on a grid with black and white circles in some cells. The goal is to draw a single continuous non-intersecting loop that properly passes through all circled cells. Between two successive circles of the same color the loop must not be turned. Between two successive circles of different colors the loop must turn exactly once.

Moonsun ( "Moon or Sun" ) is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. A grid contains black and white circles in some cells. The aim is to draw a single non-intersecting loop. The loop must cross borders of each region exactly twice. In a region the loop must visit either all cells with black circles or all cells with white circles. Regions with visited black circles must alternate with regions, where white circles were visited.

Rectslider ( "Rectangle-Slider" , "Shikaku suraida" ) consists of a rectangular or square grid with black cells. The task is to move the black cells vertically or horizontally, so black cells form rectangles having area greater than one cell. Two black rectangles must not be orthogonally adjacent. The numbers in the black cells indicate how many cells they have to pass through. Black cells without numbers may move any distance, but some of them stay put. The black cells cannot cross the tracks of other black cells and cannot move over other black cells.

Stostone ( "Sto-Stone" , "Stone on Stone" ) is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. The goal is to blacken some cells of a grid ("stones") according to the following rules:

  • All black cells in a region must be connected horizontally or vertically.
  • If all stones "fall down", they must cover exactly the bottom half of the grid.

Kohi Gyunyu (from Japanese, literally "coffee milk" ) consists of white, black and gray circles. The aim is to connect circles by horizontal and vertical lines. All connected circles form a group. Each group must contain exactly one gray circle and equal amounts of white and black circles. The lines must not cross other lines. White and black circles cannot be directly connected.

Mirukuti ( "Milk Tea" , "Milk-T" ) consists of a rectangular or square grid with black and white circles in some cells. The goal is to connect each group of three circles (one black cell and two white circles) by a T-shaped line. Two white circles must be connected by the straight-line segment of the T-shaped line. The lines must not cross other lines.

Slash Pack is a logic puzzle invented by Yosuke Imai (Japan). The grid of irregular shape contains numbers from 1 to N in some cells. The goal is to divide the grid into regions by placing the diagonal lines into empty cells. Each region must contain the numbers from 1 to N exactly once. Two diagonals cannot cross in one cell, and there can be no loose ends.

Nurimaze ( "Nurimeizu" ) consists of a grid divided on regions. The aim is to blacken some regions according to the following rules:

  • Cells with letters, circles or triangles are always white.
  • White cells form a path from a cell with S ("start") to a cell with G ("goal"); a path must be exactly one cell wide.
  • A path from S to G includes all cells with circles and no cells with triangles.
  • All white cells must form an orthogonally continuous area.
  • White cells must not form a loop.

Canal View is played on a rectangular grid. Some of these cells have numbers in them. The aim is to blacken some cells of a grid according to the following rules:

  • All black cells create a single connected group.
  • Numbered cells must not be black.
  • Each numbered cell indicates the total number of black cells connected vertically and horizontally to that numbered cell, in a straight line till the next white cell, or the edge of the grid.

Country Road is a logic puzzle invented by Nikoli. The puzzle consists of a rectangular or square grid of any size divided into regions. The goal is to draw a single continuous non-intersecting loop that connects the centers of the grid cells. The loop must visit each region exactly once. The number in a region indicates how many cells of this region are visited by the loop. In regions without a number the loop may visit any number of cells. If the loop does not visit any two neigbouring cells, these cells must be in the same region.

Nondango ( dango is a Japanese dish, small balls made from rice flour and skewered on bamboo sticks) is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. Each region contains circles in some cells. The aim is to blacken some circles according to the following rules:

  • Each region contains one black circle.
  • Three consecutive circles of the same color never appear in any row, column or diagonal. There must be a circle of other color or an empty cell between them.

Mintonette (the original name of the game known as volleyball) is played on a grid of irregular shape with circles in some cells. The goal is to connect circles in pairs by drawing a line that goes horizontally and vertically through the centers of cells. Lines cannot touch or cross themselves or each other. If a circle contains a number, it represents the number of turns for the line between two circles. If two circles have no number, a line may make any number of turns between circles. All cells must be used by the lines, and each circle must be connected to another circle.

Arrow Maze consists of a rectangular or square grid with arrows. The aim is to find a path through the grid by visiting every cell once. The path is starting from the cell with number 1. The path can jump from one cell to another in a horizontal, vertical or diagonal direction, but only in the direction of the arrow. Some numbers have already been given.

Arrow Web is a logic puzzle. A rectangular or square grid is filled by arrows. The goal is to shade some of the arrows so that each arrow in the grid points to exactly one shaded arrow.

Hanare ( "Hanaregumi" ; from Japanese, literally "family pair" ) is a logic puzzle. A square or rectangular grid is divided into regions. The aim is to place a number into each region. A number is equal to the size of the region. The distance between two horizontally or vertically neighbouring numbers must be equal to the difference of these numbers.

Oases is a logic puzzle. A rectangular or square grid contains circles with numbers in some cells. The goal is to blacken some cells (leaving the other cells white) so that the unshaded cells must be connected horizontally or vertically. Blackened cells should not share an edge. Cells with circles cannot be blackened. Unshaded cells must not cover an area of size 2 x 2 . Each circled number represents the number of other circles that can be reached from that circle by only going through empty (unshaded and uncircled) cells. (A circle that can be reached by more than one path still only counts as one circle for counting purposes.)

Rabbits and Trees (also known as "Raitonanba" , "Light Number" ) is a square grid with numbers in some cells. The task is to place exactly one white circle ("rabbit") and one black circle ("tree") in every row and every column. A number indicates how many white circles ("rabbits") can be seen in the corresponding row and column. A rabbit is visible only when it is not hidden behind a tree.

Stars and Arrows consists of a rectangular or square grid with arrows in some cells. The aim is to place stars in empty cells. Each arrow points to exactly one star and each star is pointed by exactly one arrow. Numbers outside the grid show the numbers of stars in corresponding row or column.

Kanjo ( "Kanjo-sen supesharu" ; from Japanese, literally "special ring line" ) is a logic puzzle. A rectangular or square grid contains circles with numbers in some cells. The goal is to draw loops that properly passes through all cells. A loop may cross itself or other loops. All given line fregments must be used as a part of a loop. Cells with the same number belong to the same loop. Cells with different numbers belong to different loops. A loop must go trough at least one cell with a number (there are exactly as many loops as a grid contains different numbers). A cell with a number must not contain the intersection point where a loop crosses itself or other loop.

  • Black cells form an area of square shape.
  • No black areas touch each other horizontally or vertically (only diagonally).
  • Black areas of the same size must not "see" each other: horizontal or vertical lines between two black areas must contain at least one black area of other size.
  • Each number shows how many of the five cells (the one with the number plus the four orthogonally neighbouring cells) should be blacken.

Golem Grad (an island in Lake Prespa, in the Republic of North Macedonia) combines the rules of Nurikabe and Snake puzzles. A rectangular or square grid contains circles and numbers in some cells. The aim is to blacken some cells according to the following rules:

  • The black cells divide the grid into areas of white cells ("islands"), each containing at most one number.
  • The island must have the same number of white cells as the number it contains.
  • No 2 x 2 cell area within the grid can have the black color.
  • All black cells must be divisible into "snakes" with the heads and tails given as circles in the grid.
  • Snakes must not cross each other.

Trilogy consists of a square or rectangular grid with figures in some cells: squares, circles, triangles. The goal is to fill in each cell with figures. Three consecutive figures must not be all the same and must not be all different in any row, column or diagonal.

Grades is a logic puzzle. The goal is to place numbers in some cells of a square or rectangular grid according to the rules:

  • No two horizontally, vertically or diagonally adjacent cells contain a digit.
  • The numbers across the top and down the left equal the row and column totals for the cells with numbers.
  • The numbers across the bottom and down the right are the sums of numbers in the rows and columns.

Hukuwall is a logic puzzle created by Nishiyama Yukari (Japan). A rectangular or square grid contains letters in some cells. The goal is to draw a horizontal or vertical line in every empty cell. Each letter stands for a number: all the same letters must be replaced by the same number, different letters must be replaced by different numbers. A number in a cell indicates the total length of the lines that end at the edges of this cell. A line cannot pass over a cell with a letter. Lines must not cross each other. The numbers of line directions coming out of the same letter are all different.

Nurimisaki (from Japanese, literally "paint a cape" ) is a logic puzzle invented by Nikoli. A rectangular or square grid contains circles in some cells; a circle may have a number inside or not. The task is to blacken some cells of a grid according to the following rules:

  • White cells form a path exactly one cell wide.
  • A cell with a circle must have exactly one white cell adjacent to its side.
  • A white cell without a circle must have at least two orthogonally adjacent white cells.
  • A number in a circle indicates how many white cells can be seen horizontally and vertically from that cell, including the cell itself.

Starry Night (also known as "Niapuresu" , "Near Place" ) is a logic puzzle invented by Naoki Inaba (Japan). The aim is to place one white circle ("sun"), one black circle ("moon") and one star in every row and column of the grid. Same figures may not touch each other diagonally. The figures outside the grid indicate the distance between the star and circles in that row or column:

  • The white circle indicates that the sun is closer to the star than the moon.
  • The black circle indicates that the moon is closer to the star than the sun.
  • The star outside the grid indicates that the circles are at equal distance from the star in that row or column.

Douieru (from Japanese, literally "same and different" ) is a logic puzzle invented by Nishiyama Yukari (Japan). A rectangular or square grid contains circles in some cells. The aim is to divide the grid into L-shaped regions. The two "legs" of a region must be exactly one cell wide. A circle represents a cell in which an "L" must bend (the grid contains circles for all regions). If a cell contains a double circle, the two legs of the region must have the same length. A black circle means difference in leg lengths. If a cell contains a white circle, the ratio of leg lengths is unknown.

Tetoron is a logic puzzle invented by Nishiyama Yukari (Japan). A rectangular or square grid contains symbols in some cells. The goal is to divide the grid into regions of exactly four cells (tetromino). Each region contains exactly two different symbols. Regions of the same shape must contain the same symbols. The tetrominoes may be rotated or mirrored.

Sashikaku ( "Sadeshikaku" ; from Japanese, literally "square by difference" ) is a logic puzzle created by Nishiyama Yukari (Japan). A rectangular or square grid contains numbers in some cells. The aim is to divide the grid into rectangular and square regions such that each region contains exactly one number, and that number represents the difference of the width and height of the region.

Heki is a logic puzzle invented by Nishiyama Yukari (Japan). A rectangular or square grid contains numbers in some cells. The goal is to divide the grid into regions of exactly six cells. Each region contains exactly two numbers. The number indicates how many cells of the same region are orthogonally adjacent to the cell with the number.

Castle Wall is a logic puzzle created by Palmer Mebane (USA). A rectangular or square grid contains black or bordered cells; some of them contain numbers and arrows. The aim is to draw a single closed non-intersecting loop. Black cells must be outside the loop; white bordered cells must be inside the loop; for grey cells this information is unknown. Numbers and arrows refer to the total length of loop segments in the arrow's direction. (In other words, the number shows how many cell borders in the arrow's direction are crossed by the loop.)

Deddoanguru ( "Dead Angle" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains black circles with numbers. The aim is to divide the grid into regions. Each region contains one black circle. A black circle is an eye that looks in all four directions until a region border. The number in the cell represents how many cells of the region the eye does not see.

Endorain ( "End Line" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid is divided into regions. The goal is to draw horizontal and vertical lines between the centers of cells. Each line connects two cells in different regions. A number in a region indicates how many lines start/end in this region. All cells must be used by the lines.

Nuraf (also known as "Araf Nurikabe" ) combines the rules of Nurikabe and Araf puzzles. A rectangular or square grid contains numbers in some cells. The aim is to blacken some cells of a grid according to the following rules:

  • The black cells divide the grid into areas of white cells ("islands").
  • Each island contains exactly two numbers. An island must have an area that is strictly between those numbers. For example, if the island contains 1 and 4, the island's area must be equal to 2 or 3.

Miti (from Japanese, literally "road" ) is a logic puzzle created by Nishiyama Yukari (Japan). A rectangular or square grid contains dots at some intersections of the grid lines. The goal is to blacken some borders between cells. In each given grid dot exactly three black lines must meet. In all other grid dots at most two black lines may intersect. All cells of the grid form a single closed loop without dead ends, exactly one cell wide.

Arofuro ( "Arrow Flow" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains numbers in some cells. The aim is to place arrows pointing in four directions in each empty cell.

  • The same arrows cannot be placed in adjacent cells.
  • Starting with any cell with an arrow, following the arrows from cell to cell, a cell with a number can be reached.
  • A cell with a number indicates a total number of arrows that leads to this cell.

Every Second Turn (also known as "Alternate Corners" , "Every Second Breakpoint" ) is a rectangular or square grid with circles in some cells. The aim is to draw a single continuous non-intersecting loop that visits every cell exactly ones. It makes a 90 degrees turn at every cell with a circle. There is exactly one turn between two consecutive circles that the loop visits.

Mobiriti ( "Mobility" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains circles with numbers in some cells. The aim is to blacken some cells of a grid. Cells with circles can not be blacken. A number in a circle indicates how many empty white cells can be reached from that cell by moving horizontally or vertically.

Mubunanba ( "Move Number" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains digits in some cells. The goal is to locate some blocks in the grid, having the size of exactly three cells. The grid may contain cells that belong to no one block. Each block contains exactly one digit. A digit indicates the number of possible directions to move a block.

Terra X consists of a rectangular or square grid divided into regions. The aim is to place a digit from 0 to 9 into each region so that regions with equal numbers cannot share an edge (they may touch each other diagonally). For each grid point where four regions meet, the sum of the digits in those regions must equal 10. (All these grid points are marked with a small black dot.)

Rimotoejji ( "Remote Edge" ) is a logic puzzle created by Naoki Inaba (Japan). The goal is to connect all dots by a single continuous non-intersecting loop. All arrows and crosses are supposed to be contained within the loop. An arrow points in the direction of the longest straight sequence of cells visible from that cell. A cross is placed at the center of more than one longest straight sequences of cells within the loop.

Double Back consists of a rectangular or square grid divided into regions. The aim is to draw a single closed loop of horizontal and vertical segments passing through all white cells. Each region must be visited exactly twice. The grid may contain black cells; the loop cannot pass through a black cell.

Wamuzu ( "Worms" ) is a logic puzzle invented by Naoki Inaba (Japan). It consists of a grid, with circles in some cells. The goal is to connect circles in pairs by drawing a line that goes horizontally and vertically through the centers of cells. All cells must be used by the lines. All sections of each line must be equal to the length of the cell's side.

Kaero ( "Ouchihekaero" ; from Japanese, literally "let's go home" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid is divided into regions. The aim is to move some letters horizontally or vertically, so all letters in a region must be the same. The letters cannot cross the tracks of other letters and cannot move over other letters.

Kapama (from Turkish, literally "closing" ) consists of a rectangular or square grid with diagonal lines in some cells. The goal is to blacken some cells to create pairs of figures (twin shapes). Twin shapes are symmetrical with respect to a diagonal line. Twin shapes are connected with a diagonal line. No two shapes may share an edge. Cells with diagonal lines can not be blacken. Numbers outside the grid show the number of black cells in corresponding row or column.

Yunikumaka ( "Unique Marker" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains dots; a dot can be situated in the center of a cell or on a border between neighbouring cells. The aim is to divide a grid on regions having the size of exactly four cells (tetromino). Each region contains exactly one dot either in the center of a cell or on a border between cells. Dots on borders between regions are ignored. Black cells do not belong to any region.

Meandering Numbers (also known as "Count Number" , "Worms" ) is played on a rectangular or square grid divided into regions. A grid may contain numbers in some cells. Each region must be filled with each of the digits from 1 to N, where N is the number of cells in the region. Cells with the same digits must not be orthogonally or diagonally adjacent. Consecutive numbers within the region are orthogonally adjacent. (For each region it must be possible to draw a path that starts at 1 and ends at N, going through each other cell exactly once and in numerically increasing order.)

Yokibunkatsu (from Japanese, literally "container dividing" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains stars in some cells. The goal is to divide the grid into regions of exactly five cells. Each region contains a star. The cells of the region must be foldable to a cube, with the star at the bottom and without the top side ("roof"). Some sections of borders between regions have already been given. The grid may contain cells that belong to no one region.

Scrin ( "Screen" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains circles (empty or with numbers) in some cells. The goal is to divide the grid into rectangular regions. Each region contains not more than one circle. The grid may contain regions without circles. A region must have the same number of cells as a number in a circle. Regions must not share an edge. Regions must form a single non-branching loop where all of them touch each other by corners.

From 1 To X consists of a rectangular or square grid divided into regions. Each region must be filled with each of the numbers from 1 to the number of cells in the room. Same numbers must not be orthogonally adjacent. Numbers outside the grid show the sums of the numbers in corresponding row or column.

Shingoki (from Japanese, literally "traffic lights" ) is a rectangular or square grid with circles in some cells. The goal is to draw a single continuous non-intersecting loop that passes through all circles. Black circles must be turned upon, white circles must be traveled straight through. In a cell with a gray circle the loop may turn or not. If a circle contains a number, this number indicates the total length of the straight lines going out of the circle.

Stitches consists of a rectangular or square grid divided into regions. The aim is to connect each region with all neighbour regions with exactly one line ("stitch"). A length of each line is one cell (it connects two orthogonally adjacent cells from different regions). A cell may be visited at most one line. A number at the edge of the grid indicates how many line end points must be placed in the corresponding row or column.

Cross+A can solve puzzles with 2, 3 or 4 lines connecting neighbour regions.

Neibadomino ( "Neighbour Domino" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains numbers in some cells. The aim is to locate some blocks in the grid, having the size of exactly two cells ("dominoes"), and fill blocks with numbers. The grid may contain cells that belong to no one block. Each number in the grid should be part of a block, indicating the amount of orthogonally adjacent dominoes. Blocks with the same numbers must not be orthogonally adjacent. Blocks must not cover an area of 2 x 2 cells. (The grid may contain 2 x 2 cell area without blocks.)

Jemini ( "Jemini Block" ) is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains letters in some cells. The goal is to divide the grid into regions such that each region contains exactly one letter. In regions of the same size, shape and orientation the same letter must be exactly at the same position.

Double Choco is a logic puzzle published by Nikoli. In a rectangular or square grid exactly half of cells are painted gray. The aim is to divide the grid into regions. Each region must contain one area of white cells and one area of gray cells. A pair of areas must be of the same shape and size (the areas may be rotated or mirrored). A number indicates how many cells of the same color the region contains. A region may contain more than one cell with a number (in this case the cells contain the same number).

Konarupu ( "Corner Loop" ) is a logic puzzle invented by Naoki Inaba (Japan). The goal is to create a continuous non-intersecting loop, drawn from one dot to an adjacent dot horizontally or vertically. A number in a cell indicates how many times the loop turns by 90 degrees in dots surrounding this cell.

Gaidoaro ( "Guide Arrow" ) is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains arrows and a single star. The goal is to blacken some cells so that the white cells must be connected horizontally or vertically. Blackened cells should not share an edge. Cells with arrows or a star cannot be blackened. An arrow indicates the direction in which you must move to reach a star by only going through white cells (there must be only one way from any white cell to reach a cell with a star).

Mid-Loop is a logic puzzle published by Nikoli. A rectangular or square grid contains dots; a dot can be situated in the center of a cell or on a border between neighbouring cells. The aim is to draw a single continuous non-intersecting loop that properly passes through all dots. Dots must be traveled straight through. Segments of a straight line going out of a dot must be equal.

Dotchi-Loop is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. A grid contains white and black circles in some cells. The goal is to draw a single non-intersecting loop. The loop must visit all cells with white circles; the loop cannot pass through a black circle. The line either travels straight through all the white circles, or makes a 90 degrees turn at all the white circles in a region.

Trinairo is a logic puzzle invented by Leo de Winter (Netherlands). The objective is to fill a 9 x 9 grid with letters so that each row and each column contains three letters A , three letters B and three letters C . If a cell is marked with other color, a letter in the cell differs from letters in all orthogonally adjacent cells.

Detour is a logic puzzle. It contains a rectangular or square grid divided into regions. The goal is to draw a single continuous non-intersecting loop that visits every cell exactly ones. Each number in a region indicates the number of times the loop turns in the region.

Balance Loop is a logic puzzle created by Prasanna Seshadri (India). A rectangular or square grid contains black and white circles in some cells. The aim is to draw a single continuous non-intersecting loop that visits all cells with circles. Loop segments extending from a white circle are of equal length, while the loop segments extending from a black circle are not. If a cirlce contains a number, it indicates the sum of the loop segment lengths on both sides of the circle before turning.

Turf is a logic puzzle invented by John Bulten (USA). A rectangular or square grid contains numbers in some cells. The goal is to shade some cells so that the grid will be divided into gray and white regions. Each region must contain at least one number. This number indicates the size of a region. If a region contains any other cell with a number, it represents how many surrounding cells are white, including itself and diagonal ones.

SquarO is a logic puzzle similar to Minesweeper . A rectangular or square grid contains dots on intersections of lines. A number in a cell indicates how many of the four surrounding dots are black.

Chiyotsui (from Japanese, literally "door hinge" ) is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The goal is to blacken some cells of a grid according to the following rules:

  • Black cells form areas. Each area spans exactly two regions, its parts are symmetrical with respect to the region border.
  • No two black areas may share an edge.

Aqre is a logic puzzle invented by Eric Fox (USA). A rectangular or square grid is divided into regions. The goal is to blacken some cells of a grid that all black cells form one orthogonally connected area. A cell with a number indicates how many cells in the region must be blackened. In regions without a number any amount of cells may be blackened (all cells may stay white). There cannot be a run of more than three black or white cells in the grid.

Geradeweg ( "Straight Loop" ) is a logic puzzle. A rectangular or square grid contains circles with numbers in some cells. The task is to draw a single closed non-intersecting loop that passes through all circles. The number indicates the length of the straight segment passed through the circle. If the loop turns in a number cell, both straight segments must have the same length as the number indicates.

Kuroclone is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The aim is to blacken some cells of a grid. Each region must contain two areas of black cells: this pair of areas must be of the same shape and size (the areas may be rotated or mirrored). Cells with numbers are always white. The arrow points to an adjacent cell that belongs to a black area. The number indicates the size of this area. When two cells are orthogonally adjacent across a region boundary, at least one cell must be white.

Yajisan-Sokoban is a logic puzzle invented by Jamie Hargrove. A rectangular or square grid contains gray squares. The task is to move the gray squares vertically or horizontally (some squares may stay unshifted). Gray squares cannot cross the tracks of other gray squares and cannot move over other squares (gray squares can pass through numbered cells). A cell containing a number and an arrow represents how many gray squares are in the row or column pointed at by the arrow. If there is a gray square on top of a numbered cell, it plays no further role in the puzzle, and may be true or false. If a gray square passes through a cell with a number and an arrow, this numbered cell provides true information.

Line Segment is a logic puzzle invented by Erich Friedman (USA). The task is to draw line segments that pass through exactly 3 or 4 consecutive cells. The line segments can only be horizontal (H), vertical (V), or diagonal (D). Each cell must be visited exactly once. A cell with a letter contains a line segment with that orientation.

Raneko ( "Ranekomappu" ; from Japanese, literally "cat habitat map" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains circles (with numbers or empty). The goal is to divide the grid into regions. Each region contains one circle ("cat"). A circle with a number indicates the size of a region. A grid may contain black cells. The number in a black cell indicates how many regions share an edge with that black cell.

Factorism ( "Find the Factors" ) is a logic puzzle invented by Iva Sallay (USA). The goal is to place numbers from 1 to N across the top and down the left of the square grid N x N . A number in a cell indicates the product of numbers outside the grid in the corresponding row and column.

Akiperago ( "Archipelago" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains black cells; some of them contain numbers. The goal is to blacken some cells of a grid according to the following rules:

  • The black cells form "islands". No two islands may share an edge; islands may be connected through their corners.
  • If an island contains a numbered cell, this number represents the amount of black cells in the island. An island may contain few numbered cells (all numbers will be the same inside an island).
  • All islands form "archipelagos". An archipelago is a group of two or more islands, connected through their corners.
  • If an archipelago contains N islands, they will be from 1 to N cells (not necessarily in that order).

Yakazu is a logic puzzle invented by Patrick Tirone. A rectangular or square grid is partially divided by black cells into compartments. The aim is to fill all white cells with the numbers. Each compartment, vertically or horizontally, must contain a set of consecutive numbers, but in any order (for example: 4-1-3-2). Each compartment of two cells or more must contain all the numbers starting from 1.

Miraringutairu ( "Mirroring Tile" ) is a logic puzzle published by Nikoli. A rectangular or square grid contains black cells; some of them contain numbers. The goal is to locate blocks of black cells in the grid. Each numbered cell indicates the total number of black cells in the block (a block may contain few numbered cells). The grid may contain blocks without numbers. No two blocks may share an edge, but each block must be connected with at least one another block of the same size and shape through their corners (blocks may be rotated or mirrored).

Heyablock ( "Heyawake-Block" ) is a logic puzzle invented by Atsumi Hirose (Japan). A rectangular or square grid is divided into regions. The aim is to blacken some cells of a grid according to the following rules:

  • All white cells form one orthogonally connected area.
  • A line of connected white cells cannot go through two or more region borders.

Choco Banana is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The goal is to blacken some cells of a grid. An area of black cells must form a rectangle or square. An area of white cells must not form a rectangle or square. If a black or white area contains a number, it indicates the size of this area. An area may contain more than one cell with a number.

Wataridori (from Japanese, literally "migratory birds" ) is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. A grid contains circles (empty or with numbers) in some cells. The aim is to connect circles in pairs by drawing a line that goes horizontally and vertically through the centers of cells. A cell may be visited by a line at most once. A line may connect circles with equal numbers, empty circles, or a line may be drawn between an empty circle and a circle with a number. A number in a circle indicates how many regions are visited by the line. A region may be visited by the line at most once.

Chenburo ( "Chain Block" ) is a logic puzzle published by Nikoli. A grid contains numbers or question marks in some cells. The aim is to blacken some cells of a grid according to the following rules:

  • The black cells form blocks. No blocks touch each other horizontally or vertically (only diagonally).
  • A number represents the amount of black cells in the block. Question marks can be used instead of clue numbers. Each question mark can represent any nonzero integer.
  • Each block contains exactly one number or a question mark.
  • All blocks form "chains". A chain is a group of two or more blocks, connected through their corners.
  • Two blocks belonging to the same chain may not have the same shape and size, counting rotations and reflections as the same.

Wanrumuwandoa ( "One Room One Door" ) is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions ("rooms"). A region may contain a cell with a number. The goal is to blacken some cells of a grid according to the following rules:

  • A cell with a number indicates how many cells in the region must be blackened. In regions without a number any amount of cells may be blackened.
  • Blackened cells should not share an edge.
  • All the white cells must be connected inside a region (it's possible for a region to have no white cells).
  • If two white cells are orthogonally adjacent across a region boundary, they form a "door". There can be no more than one door between any two regions.

Haisu ( "House" ) is a logic puzzle invented by William Hu. A square or rectangular grid is divided into regions. The aim is to draw a line ("path") from S ( start ) to G ( goal ) that goes through all cells. The line cannot cross itself. The line can visit each region more than once. When the line passes over a cell with a big number N , it is on its N th entry to the region. If a region has a small number n in the top left corner, the line must visit this region a total of n times.

Obitaru (from Japanese, literally "orbital" ) is a logic puzzle published by Nikoli. A grid contains white and black circles; black circles may contain numbers. The goal is to draw square or rectangular loops ("belts"). The loops may cross each other, but parallel lines cannot pass through the same cell. Loops must pass through all white cells. There may be loops that do not pass through any white circle. A black circle should be inside exactly one loop (there can be no more than one black circle inside the loop). If the black circle contains a number, it will be equal to the number of white circles through which the loop passes around this black circle.

Square Jam is a logic puzzle. A rectangular or square grid contains numbers in some cells. The aim is to divide the grid into square regions. A cell with a number indicates the side length of a region. A region may contain any amount of numbered cells. The grid may contain regions without numbers. A grid dot must not be shared by the corners of four regions.

Cocktail Lamp ( "Kakuteruranpu" ) is a logic puzzle. A rectangular or square grid is divided into regions. The goal is to blacken some cells of a grid according to the following rules:

  • All black cells in a region must be connected horizontally or vertically (they form a "block").
  • In a region without a number any amount of cells may be blackened (all cells may stay white).
  • All blocks of black cells must be connected to each other through their corners.

Kazoku ( "Kazoku shashin" ; from Japanese, literally "family photo" ) is a logic puzzle. A rectangular or square grid contains black circles in some cells; some circles may contain numbers or question marks. Also, some cells may contain numbers or question marks. The aim is to divide the grid into rectangular regions such that each region contains exactly one number or question mark. A number indicates how many black circles the region contains. The region with a question mark may contain any amount of black circles (at least one). Orthogonally adjacent circles must belong to the same region.

Tontonbeya (from Japanese, literally "gambler" ) is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The goal is to fill in each cell with figures: squares, circles, triangles. A region may contain any types of figures, but if they are of different types, the number of figures of each type should be the same. All figures of the same type in a region must be connected horizontally or vertically (they form a "block"). Each block of the same figures within one region must be adjacent to a block of the same figures in another region. There should not be a block that is adjacent to two or more blocks of the same figures in other regions.

Context is a rectangular or square grid with numbers in some cells. The aim is to blacken cells of a grid according to the following rules:

  • A cell with a number can be blacken. Two black cells must not be orthogonally adjacent.
  • The number in a white cell indicates the number of orthogonally adjacent black cells.
  • The number in a black cell indicates the number of diagonally adjacent black cells.

Marutaringu ( "Maltese Ring" ) is a logic puzzle published by Nikoli. A square or rectangular grid is divided into regions. The goal is to blacken some cells of a grid according to the following rules:

  • Every black cell must be orthogonally adjacent to exactly two other black cells.
  • A cell with a number indicates how many cells in the region must be blackened. A cell with a number also may be blackened.
  • The black cells in a region must form a rectangle. A region contains exactly one black rectangle.

Circles and Squares is a logic puzzle. A square or rectangular grid contains black and white circles. The aim is to blacken cells of a grid according to the following rules:

  • Cells with black circles must be blacken. Cells with white circles cannot be blacken.
  • The black cells divide the grid in areas of white cells. These areas must be square.
  • All the black cells must form an orthogonally continuous area.

Putteria (from Japanese, "put into an area" ) consists of a grid divided on regions. The goal is to place a number into each region. A number is equal to the size of the region. No number may appear twice in any row or column. Cells with numbers must not be orthogonally adjacent. A cell with a cross cannot contain a number.

Summandum (from Latin, "summarize" ) is a square grid with numbers in some cells. The aim is to place numbers from 0 to N across the top and down the left of the square grid. A number in a cell indicates the sum of numbers outside the grid in the corresponding row and column.

One Up is a logic puzzle invented by Rodolfo Kurchan. A square or rectangular grid contains numbers in some cells. Also, some borders between cells are marked, they are called "walls". Walls divide the grid into compartments. Each compartment, vertically or horizontally, must contain a set of consecutive numbers, but in any order (for example: 3-4-2-1). The grid may contain black cells ("holes") that are each surrounded by four walls. The goal is to fill all white cells with the numbers.

Word Finder ( "Word Search" , "Word Seek" , "Word Sleuth" , "Mystery Word" ) consists of the grid with letters. The goal of this puzzle is to find and mark all the words hidden inside the grid. The letters in each word are orthogonally adjacent. Each letter can be used at one word only.

The word-list should be provided for the puzzle creating. Also the key word may be defined; this word will be formed from letters remaining in the grid.

Nine Letters is the variation of Word Finder puzzle. It consists of the grid with letters. The grid is divided on 3 x 3 subgrids. The goal is to find and mark words hidden inside each subgrid.

Spider Web consists of circles connected by lines. Each circle contains one letter. The aim is to find and mark a key word hidden inside the net of circles.

Maze is a puzzle consisting of a complicated network of paths or passages. The aim is to find a path between two selected points. Cross+A allows to create puzzles of rectangular, square or irregular shapes.

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The Grand Tour of Brazil 23 days from $7333

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Experience a magnificent journey through all seven regions of Brazil, a truely lifechanging spectacle.

The Grand Tour of Brazil  is our most complete  Brazil tour  with no less than 14 different destinations  during a 23 day vacation. For a little more than 3 weeks, this package will take you on a grand tour of the country, giving you a true panorama of the most remarkable places to be found in each major geographical region of Brazil.

During this unique tour, you will be able to really appreciate the full extent of Brazil’s extraordinary diversity, from its landscapes and wildlife to its tropical plants and wonderful people. From Iguaçu  to the Amazon , and from Pantanal to  Bahia  along the golden route to Minas Gerais  and the wonderful Nordeste  coast finishing up in Rio de Janeiro , you will discover everything that makes up Brazil, a true giant of the tropics.

Enjoy the experience – we will take care of all the rest.

On the Grand Tour of Brazil visit: Iguaçu Falls Pantanal The Amazon rainforest Lençois desert & the wild beaches of Nordeste Salvador de Bahia, “Afro-Brazilian Rome” Minas Gerais “Colonial Brazil” Rio de Janeiro, “The Marvelous City”

Map of the stops on the Grand Tour of Brazil.

Grand Tour of Brazil – Itinerary at a glance

Day 1 : Iguaçu/In

The Brazilian side of the Falls with Macuco Safari as an option.

Day 2 : Iguaçu/Cuiabá – Pantanal The Argentinian side of the Falls, Flight to Cuiabá, transfer to Fazenda (farm).

Day 3 : Pantanal Excursions in the Pantanal. Evening out.

Day 4 : Pantanal Excursion day.

Day 5 : Pantanal – Cuiabá / Amazon Transfer to Cuiabá airport and flight to Manaus, transfer to the Tropical Hotel.

Day 6 : Amazon Visit of Manaus, transfer to lodge and start of stay with excursions and activities.

Day 7 : Amazon  A day at the lodge with excursions and activities.

Day 8 : Amazon / São Luís End of stay, transfer to Manaus and flight to São Luís.

Day 9 : São Luís / Barreirinhas (Lençóis) By road to Barreirinhas and a visit of the Lençóis Maranhenses.

Day 10 : Barreirinhas / Parnaíba (Delta of the Americas) Trip down the Preguiças river, road to the Delta of the Americas and visit, road to Parnaíba.

Day 11 : Parnaíba / Jericoacoara By road to Camocim, then across the Tatajuba dunes to Jericoacoara.

Day 12 : Jericoacoara A free day.

Day 13 : Jericoacoara / Guajiru By buggy or 4×4, along the beaches of Jericoacoara to Guajiru.

Day 14 : Guajiru / Fortaleza By buggy or 4×4, along the beaches of Guajiru to Fortaleza.

Day 15 : Fortaleza / Salvador de Bahia Morning flight to Salvador de Bahia and a visit of the historical centre.

Day 16 : Salvador de Bahia A panoramic visit of the town (main tourist spots).

Day 17 : Salvador de Bahia/ Belo Horizonte / Ouro Preto Free morning, flight to Belo Horizonte and transfer to Ouro Preto in the afternoon.

Day 18 : Ouro Preto Visit of Mariana and Ouro Preto.

Day 19 : Ouro Preto/ Tiradentes Visit of Congonhas, São João del Rey and Tiradentes.

Day 20 : Tiradentes/ Rio de Janeiro Road to Rio de Janeiro with visit to Petrópolis on the way.

Day 21 : Rio de Janeiro Sugarloaf mountain and optional excursions.

Day 22 : Rio de Janeiro Corcovado and optional excursions.

Day 23 : Rio de Janeiro / out

See Detailed Itinerary

 Brazil, beyond your most exotic dreams

Like the great travelers of the bygone days when just crossing the Atlantic was a journey of several weeks, come on a grand tour and discover the treasures of Brazil !

Fortunately for us, nowadays travelling and discovering new lands is a lot less perilous! Unlike the famous  Hans Staden  who was almost eaten by the Tupinambás, you can enjoy a  comfortable and carefree holiday in Brazil . Brazil Selection have been based on site for over 10 years. From travelling here ourselves, we know every destination to which we send you. This includes all accommodation offers. To ensure this we regularly visit the destinations to update our information at first hand and make sure that we are offering the finest possible experiences.

Brazil Selection  plans each trip meticulously to ensure maximum use of your time to do exactly what you want to.  On this tour, everything is planned so that your trip feels like a seamless adventure through fantastic landscapes and historical heritage sites whilst experiencing fulfilling encounters, with no hiccups. Furthermore, this tour will reveal the unique charm this country exhibits above and beyond all else, which is today a symbol of a certain way of life where spontaneity and sensuality come perfectly together.

Pink coloured tree in Pantanal.

Discover all the wonders of an awe – inspiring land 

While on the Grand tour of Brazil, you will encounter several regions, each with a multitude of landscapes and terrains.

One of the main interests of this full circuit, are the swamps in  Pantanal, the richest ecosystem in the world . Moreover, the vast beaches of the semi-arid Nordeste  also reveal some of the world´s most  captivating ecosystems,  and are a paradise for lovers of tranquility.

We have designed this trip to be an exceptional experience . We want you to feel the adrenaline when you encounter a jaguar for the first time in the heart of Mato Grosso and enjoy the calm and silence in the desert dunes of Lençóis , to see the simple beauty of a sunset over Rio de Janeiro and experience the amazing complexity of the Baroque art in Minas Gerais.  Explore the widely unexplored  Amazon rainforest and share the exuberance and laughter of the people of Salvador de Bahia which reminds one of the tumultuous song of the Iguaçu Falls .

In other words, this trip will wake your sensations and emotions through the privileged moments that you will experience. Discover the real Brazil, on the Brazil Selection Grand Tour of Brazil.

Sunset at Ipanema beach in Rio de Janeiro.

A journey to the soul of Brazil

On this spectacular journey, you will discover the exuberant nature of the local people, but not only that.

Brazil is known as the land of a thousand contrasts and has the reputation of having the greatest cultural diversity in the world.

Thus, each region has its customs and costumes, its music and its cuisine, moreover its very specific vocabulary, most often linked to the particular environment in which it develops.

In Iguaçu, there is astonishing ethnic diversity. From the Indian descendant to the Lebanese, and from Japanese to Portuguese all living in harmony and creating rich and permanent cultural exchanges across origins and religions. In Pantanal, the gauchos, or cowboys of south and central Brazil, who live with their cattle herds in the grassy plains have created a whole culture of their own.

In Amazonia, you will feel the indigenous influence through the way the locals live. Whether in their cooking, architecture, or religious thought … the Amerindian heritage is present everywhere.

In the Northeast, along the vast beaches between São Luís and Fortaleza, you will encounter people descendent from European settlers and the indigenous populations of the coast. Here, there is a well developed fishing culture as well as the famous Sertanejo tradition, which is based on the hard life on the arid and torrid lands of the region. In Salvador de Bahia, you will discover the essence of Afro-Brazilian culture, one of the strongest in Brazil, and at the origin of fascinating syncretic religions, such as Candomblé and Umbanda.

In Minas Gerais, all the baroque and colonial heritage of Brazil will unfold before your eyes, not forgetting the famous warm hospitality of the “Mineiros.”

Finally in Rio de Janeiro, you will find the Brazil that we all love in the Samba and the sweet Bossa Nova played in the bars of Lapa. You should also experience the fervor of the carnival and its “ensaios” – the rehearsals for the final show.

With the Grand Tour of Brazil, you will leave with one simple wish, to come back and enjoy the beauty and the joy of one of the most wonderful countries in the world!

Trees jut out over the banks of the Amazon river.

 Grand Tour of Brazil – Detailed Itinerary

All transfers and excursions are private services except for the lodge in Amazonia and in Pantanal.

The guides mentioned in the program are private with exceptions in Pantanal and at the Juma lodge where they are an option.

DAY 1 : IGUAÇU/ IN –BRAZILIAN SIDE OF THE FALLS

In the morning, arrival from the airport and Hotel check-in.

In the afternoon,  visit of the Brazilian Falls  with your guide. The Brazilian side offers visitors a more general view of the falls that really shows the immensity of the place. You will cross the footbridges and other paths that pass over the cataracts, and allow you to enjoy this amazing natural setting.

Option Macuco Safari : If you like thrills, then don’t miss the famous Macuco Safari to get closer to the cataracts aboard big zodiac RIB boats! For a total of 2 hours, this excursion takes place in 2 stages: first you board silent electric vehicles that take you through the National Park forest then you walk about 500m to get to the boat landing stage. You then board the zodiacs equipped with life jackets. At the foot of the falls, under the cascades coming from all sides, thrills are guaranteed!

Incredible amounts of water gush over the Iguaçu falls.

DAY 2 : IGUAÇU/ CUIABA – FAZENDA

Brazilian breakfast at the hotel.

In the morning: an excursion to visit the famous Iguaçu Falls from the Argentinian side with a guide. A breathtaking sight, the Iguaçu falls have been  a UNESCO World Heritage Site since 1984. Spreading over almost 3 km, the highest cascade reaches 90 m. The furthest view points are reached by footpaths and a small train. The tour has been planned out so that you can get as close as possible to the waterfalls to feel their power and see their full beauty.

Early afternoon,  transfer to the airport of Foz do Iguaçu  for a flight to Cuiabá.  Arrival in Cuiabá  and,  departure by private vehicle to the fazenda  (ranch/landowner’s property) or the hotel (100 kilometres of road + between 15 & 60 km of dirt track depending on which hotel/ ranch you choose) .

Check-in and night with full lodging not including drinks.

The Argentine side of the Iguaçu falls.

DAY 3 : PANTANAL – FAZENDA

Brazilian breakfast at the hotel/fazenda.

In the morning, a motor boat ride  with guide on the river to see native birds and caiman.

Return to the fazenda/ranch for a buffet lunch.  Mid afternoon, a canoe excursion, horse back trek or vehicle drive. (The excursion program can vary depending on the local weather and your desires, allowing you to see as much wildlife as possible).

Dinner at the fazenda. After dinner,  a night safari  in a 4X4 vehicle.

Night at the Fazenda.

A giant otter hunting in Pantanal.

DAY 4 : PANTANAL – FAZENDA

Brazilian buffet breakfast.

After breakfast,  horse back ride or 4×4 vehicle to observe the morning wildlife.

In the afternoon around 4pm,  motor boat safari  along the river.

A large deer relaxing on the green grass in Pantanal.

DAY 5 : FAZENDA – CUIABÁ / MANAUS

Early morning excursion  by boat, by foot or on horseback, along the trails around the fazenda’s land with a local guide.

On return, a large buffet breakfast at the lodge.

Then,  transfer to the airport at Cuiabá for flight to Manaus.

Arrival in Manaus  and private transfer to your chosen hotel (Tropical Eco-resort or Saint Paul).

Night at hotel.

One of the many river bird species in Pantanal.

DAY 6 : MANAUS / LODGE

Morning: private visit of Manaus  with a guide.

A 3 hour tour during which you will visit the famous Théâtre Amazonas , built in the era of rubber production and inaugurated in 1896. This theatre has a very European style and is the symbol of Manaus today. You will visit the theatre with its superb ceiling, its stage curtain representing the “Encounter of the Waters”, and also the hall with its Murano chandeliers, Rococo mirrors and ceiling on which the fine arts triumph.

You will also visit the local market where you can see lots of famous Amazonian fish (tambaquis, pirarucus, tucunarés, jaraquis, etc), but also regional fruits and Amazonian handicrafts (necklaces made with seeds, basketry, ceramics, Calabashes, bows and arrows etc.)

You will also visit the other important city monuments: Palace of Justice and Rio Negro Palace. The tour ends back at your hotel.

Early afternoon, transfer to the lodge, for a short 2 day stay with full board.

Transfer from Manaus to lodge (non private):

When you go to Juma Lodge, the transfer is an excursion in itself of about 3hrs. You arrive at the port, get in a boat and go as far as the meeting of the waters. It is a unique sight where the loamy waters of the Amazon meet the dark waters of the Rio Negro without mixing for several kilometres.

You cross the Amazon River before driving half an hour then about an hour’s boat ride along the Juma river to reach the Lodge.

If you are going to the Amazon Ecopark lodge you follow the Taruma river that you then cross to reach the Lodge’s beach.

Night at the lodge.

Theater of the Amazonas in Manaus.

DAY 7 : LODGE

Brazilian breakfast at the lodge. A day of activities organized by the lodge with full board (drinks not included).

The following activities are proposed by the guides according to the season:

NIGHT AND DAY ANIMAL WATCHING EXCURSION: Canoe trip by day to appreciate the sounds of the forest and the tropical wildlife, or at night to try to see small alligators and other animals. The alligators are fixated by the torch lights and their eyes shine like small red lights, making them easy to spot. Guides carefully catch them to show them close up and explain how they live before releasing them back into the wild.

VISIT TO AN INDIGENOUS COMMUNITY: canoe trip to meet an indigenous community on the river banks and to discover their habits and customs.

PIRANHA FISHING: departure from the lodge in canoes to fish for piranha and other tropical river fish.

A NATURE WALK : Biodiversity is one of the main characteristics of the Eco Park, made up of rainforest, savannah and creeks. There are also many streams of clear, warm water that flow through the rainforest.

During the tour, the guide explains the wildlife. He also will introduce you to forest survival: where to find fruit and drinking water, first aid in an emergency and how to find your way back in the forest. The tour lasts 1 to 3 hours depending on the enthusiasm of the participants.

Each lodge also has other personalised activities. Ask us for more details.

Native Americans in the Amazon in their traditional dress.

DAY 8 : LODGE/ MANAUS / SÃO LUÍS

A final early morning excursion and end of stay at the lodge.

  Transfer to Manaus airport and flight to São Luis .

On arrival, transfer and night in your chosen hotel.

The shimmering trees of the Amazon.

DAY 9 : SÃO LUÍS / BARREIRINHAS

Morning departure in a private car with driver to Barreirinhas  and the Lençois Maranhenses  (a 3 ½ hr drive).

A natural wonder, “Lençois do Maranhão,” is a national park that owes its name to the immense dunes that spread out over 1550 km2 and seem like enormous white “lençois” (bed sheets).

This desert’s unique beauty is due to many lagoons of crystalline water formed by the rain. One can leisurely admire the splendid landscape through some fabulous walks punctuated by stops to go swimming.

In the afternoon, departure by 4X4 vehicle to go and explore the magnificent “Blue lagoon,” “Fish lagoon” and “Moon lagoon” and bathe in them if you wish.

Night in your chosen lodge.

The sun begins to set on the Lençois desert.

DAY 10 : BARREIRINHAS / PARNAÍBA

Brazilian breakfast at the lodge.

In the morning , departure by private motorboat and descent of Rio Preguiças , to the Atlantic coast, in an exceptional natural setting. The banks of the river show themselves in all their splendor: mangroves, buritis, açaizeiros, coconut trees, tucunzeiros and never far away … herons and kingfishers.

As you approach the coast, the dunes unfold gradually. Stops at Vassouras, as well as at Mandacaru and its lighthouse where you will have a magnificent view over the whole region.

Arrival in the tiny village of Caburé and departure by 4×4 to the Parnaíba delta .. The track runs along the seafront for many kilometres before crossing a fishing village and going inland. The sensation of the end of the world is real: deserted beaches (there is no road access), migratory birds and sand dunes.

Gradually, the landscape of Nordeste appears: a few plantations of “buriti” palms, curious, rickety little houses, kids playing in the streams under fragile bridges. After a 2hr30 journey, arrival in Parnaíba and check-in at Casa do Santo Antonio.

Afternoon , Speed boat ride on the Parnaíba River delta also called the Delta of the Americas. Formed by 85 islands over an area of 2,700 km² between the states of Piauí and Maranhão, this is a complex group of islands that is only found elsewhere on the Nile and Mekong deltas.

In the same ecosystem there are various different types of terrain: rivers, lagoons, gigantic dunes, flooded areas, deserted beaches with white sands and various types of mangroves. The fauna, is extremely diverse too: crocodiles, monkeys, turtles, crabs and various types of birds such as herons or guarás (scarlet ibis).

Return to Parnaíba in the late afternoon, check-in and night at the charming lodge: Casa de Santo Antonio.

Rio preguicas at dusk, fishingboats line its banks.

DAY 11 : PARNAÍBA / JERICOACOARA

Morning,  departure to Jericoacoara by 4×4 . The road leads to Camocim, 120 km from Parnaíba, where you cross the Coreaú river by ferry.

A stop by the Tatajuba lagoon (recommended lunch at Didi´s).

After lunch , the journey continues through the dunes and marshlands during which you can take in beautiful views. A second ferry crossing at Guriú beach, a fishing colony located between Tatajuba and Jericoacoara and finally, arrival at the quiet village of Jericoacoara, with its sandy streets, coconut palms, and calm, warm, blue sea.

The shimmering sands of Jericoacoara.

DAY 12 : JERICOACOARA

A free day  to enjoy one of the most beautiful beaches in the world.

Sight-seeing tours and activities can be organised around Jericoacoara :

For example, buggy or quad bike rides to the blue and translucent Azul and Paraíso lagoons .

About an hour’s walk to the famous Pedra Furada (Pierced rock) passing by other amazing rock formations such as the Pedra do Padre (Priest’s rock).

Kite-surfing or wind surfing on Préa beach.

Capoeira or Brazilian dance lessons.

And lots more! Ask us for details.

Overnight stay.

Tatajuba, some brightly coloured hammocks hang above the pleasent warm waters.

DAY 13 : JERICOACOARA / GUAJIRU

Morning transfer by private 4×4 vehicle to Guajiru.

After a short distance by track you will drive along the Préa beach, and then continue on the road to Icarai de Amontada where you will rejoin the beaches again.

A drive along the almost deserted beaches of Caetano and Icaraizinho, and then along the Baleia beach.

Then you cross the vast deserted landscapes to Mundau where you take a ferry to the village of Flexeiras, here you can go snorkelling at low tide. Then, on to the fishing village of Guajiru  and the charming Rede Beach resort.

Night at the Rede Beach lodge.

The tide drops at Jericoacoara revealing the sandy bottom.

DAY 14 : GUAJIRU / FORTALEZA

A free morning to enjoy the almost deserted beach that runs as far as the eye can see or visit the area on quad bikes.

Late afternoon , transfer by 4×4 vehicle to Fortaleza by road (2hrs).

Fortaleza, is a town of contrasts between the modern buildings of Beira Mar and the homemade fishing boats on the Mucuripe beach. It’s one of the most lively cities of the Northeast region, with its cultural centre, Dragão do Mar where there are events every weekend.

Check-in and night in your chosen hotel.

A 4x4 heading between Guajiru and Jericoacoara.

DAY 15 : FORTALEZA / SALVADOR DE BAHIA

Morning,  transfer to the airport  for your flight to Salvador de Bahia .

Arrival in Salvador de Bahia , hotel transfer and check-in.

In the afternoon,  a guided tour of the historical centre  of Salvador de Bahia on foot. A walk in the heart of the old town (Pelourinho) with its magnificent colonial houses, all renovated in pastel colours (light and dark blue, bright pink, yellow, soft green). A stroll through the cobbled alleys and a visit to the splendidly decorated churches: the San Francisco Church – an astounding Baroque church with an interior covered in gold leaf and the Basilica Cathedral – a 17th century Jesuit college church, a masterpiece of colonial baroque architecture.

Night at the hotel.

Salvador de Bahia, an iconic town in Brazil.

DAY 16 : SALVADOR DE BAHIA

Morning : departure by car for a private guided visit of the town . The tour begins in the lower part of town, along the Itapagipe peninsula with its magnificent panoramic view. You will visit the Bonfim church , a very important religious place for the people of Bahia. It is the most famous church in Salvador. Built in 1754, it stands on a hill overlooking the town and its rugged terrain. In the Sala dos Milagres you will find the ex-votos, which are offered by the faithful to give thanks for a grace or healing obtained. They are also found in the form of notes describing the promises made by the faithful. In the church square there are people selling coloured ribbons. These “fitas” are attached around the wrist by three knots, each corresponding to a vow that will be heard once the bracelet has worn out and fallen off.

The visit continues with the Monte Serrat fort located on a jetty off the Itapagipe penninsula, which offers a breathtaking view of the bay and the island of Itaparica. Built in 1583, this fort protected Salvador from the Dutch attacks of the 17th century. Its harmonious forms make it a jewel of Brazilian military architecture.

Free afternoon  to continue exploring the town or to enjoy the beach or your hotel facilities.

Night at your hotel.

Peninsula at Salvador de Bahia.

DAY 17 : SALVADOR / BELO HORIZONTE / OURO PRETO

Airport transfer for your flight to Belo Horizonte .

A journey through time: the historic towns in the Minas Gerais region possess a unique artistic and architectural heritage. The churches, museums, streets and houses beautifully preserved or restored testify to a magnificent Brazilian cultural and traditional past.

When looking at an Aleijadinho sculpture you would be forgiven for mistaking your location for Portugal or Flanders. It’s both the pinnacle and the summary of baroque art in Brazil.

Minas Gerais is also a state with a difference, forged by its wealth during the gold rush, (and other minerals), thieves or “bandeirantes” ran wild here, and there are many tales of their adventures. Some of the cities that relate to this astonishing history are: Tiradentes, Mariana, and Ouro Preto.

Arrival in Belo Horizonte and transfer by private vehicle to Ouro Preto. (About 2 hours)

Night at the Hotel Luxor.

Beautiful Salvador from a distance.

DAY 18 : OURO PRETO

Morning: private transfer to Mariana  and visit of the town and the Basilica da Sé cathedral

Free time for lunch.

Afternoon : visit of Ouro Preto  and its mineralogical museum, São Francisco de Assis church and the Casa dos Contos.

Night at the Luxor hotel.

Colonial houses in Ouro Preto.

DAY 19 : OURO PRETO / TIRADENTES

Morning : transfer to Tiradentes . On the way there is a stop at Congonhas to visit the Bom Jesus de Matosinhos Basilica, and the Chapels of dos Passos and Profetas.

Afternoon : the tour continues to São João Del Rei to visite the São Francisco de Assis church and the town.

Arrival in Tiradentes  and night in the Brisa da Serra lodge.

Dimly lit Tiradentes at dusk, Minas Gerais.

DAY 20 : TIRADENTES / RIO DE JANEIRO

Morning departure for Rio de Janeiro  by private vehicle to visit Petrópolis .

Petrópolis (66 km from Rio de Janeiro) was the Summer City of the Carioca monarchy and its elite. Pedro I, the founder of the Brazilian Empire, had a daughter suffering from tuberculosis. He moved his family to a higher altitude to help his daughter’s ill health. Pedro II, born in 1825, then started building the Palace of Petrópolis in 1850. The City is marked by the elegance of the noble residences around the Imperial Palace.

In the afternoon, continue to Rio de Janeiro.

Arrival in Rio and night in your chosen hotel.

Imperial palace at Tiradentes.

DAYS 21 & 22 : RIO DE JANEIRO

Two days with two visits planned.

Corcovado  : 4hr excursion with driver and guide. The Corcovado hill, with the statue of Christ the redeemer at the summit is one of the main symbols of the town. This huge stone monument, emerging from the forest, vertical and imposing, is undoubtedly one of the elements that make Rio de Janeiro “the wonderful city”.

The climb to the top can be done by train (funicular train) but there is usually a long queue!

Free afternoon to enjoy Rio as you wish.

Sugarloaf : Next morning, A guide and driver take you on a 4hr visit of Sugarloaf mountain. It is the sentinel at the entrance to the Guanabara bay.

Composed of two parts, the first extends from the Red Beach (Praia Vermelha) to the Urca hill, and is 224 meters high; The second goes from the Urca hill to Sugar loaf and is 395 meters high. The cable car ride takes approximately 3 minutes for each part. At the top, the spectacular view covers the entire southern zone and also Niteroi across the bay.

Nights at the hotel.

Christo Redentor stands above the clouds in Rio.

DAY 23 : RIO DE JANEIRO / OUT

A Free day  with optional excursions such as discovering Rio “off the beaten track”, hiking in the Tijuca forest or paragliding/hang gliding over the city. There are endless possibilities, ask us for details about booking additional activities.

Airport transfer for your international flight.

End of our services.

Museum of Niemeyer Niteroi.

Accommodation options on the Grand Tour of Brazil

Iguaçu, hotel continental inn (standard).

We have chosen this hotel for two reasons : Its location in the centre of Foz d’Iguacu and its very good value for money compared with other local hotels.

It offers comfortable and well equipped rooms for all types of clientele.

Standard twin room in Hotel Continental Inn.

Hotel Bourbon (superior)

With superior quality facilities the hotel Bourbon is set in a large and calm tree-lined park. Perfect for those looking for peace and quiet, the spa services are of top quality.

Room in the superior Hotel Bourbon.

Hotel Belmont das Cataratas (luxe)

This is one of the legendary luxury hotels in Brazil. It’s unique location in front of the Iguaçu waterfalls means its an obvious choice for those wanting to stay in the most scenic conditions. The colonial style hotel was recently acquired by the Belmond chain (Orient Express) and has been completely refurbished. The option that combines beauty, change of scenery and total luxury.

Aerial view of hotel das Cataratas.

Hotel Golden Tulip

This hotel is the best in the capital of Mato Grosso with a 3 star international standing and the only one of this quality in Cuiabá to date.

The rooms are modern and equipped to European standards. For all those who spend a night in Cuiabá it’s simply the best in town.

A double bed room in Golden Tulip of Cuiaba.

Pantanal (full board)

Pousada rio claro (standard).

This is an excellent option to discover Pantanal.

Well located on the Pantaneira about 40kms from Pocona but set well back from the road.

The rooms are basic but comfortable enough for an enjoyable stay. The fact that its close to the river with lots of local animals and enthusiastic guides makes this a great choice for a stopover in Pantanal.

Outside view of pousada Rio Clara at sunset.

Pousada Piuval (Standard)

This pousada is interesting as it’s easy and quick to get to at the entrance to the Transpantaneira.

It is located on an active Fazenda (ranch) and is an excellent choice for those who want to horse ride. Its luxury category rooms built recently in 2016 are the most spacious and comfortable in the Transpantaneira.

As well as being an ideal place to discover the local animals you will see at first hand how the local cowboys live their daily life.

Pousada Piuval in Pantanal.

Pousada Fazenda Santa Tereza (Standard & superior)

This lodge is located 66Kms from the famous Transpantaneira that crosses Northern Pantanal.

It is attached to a local farm and is a small well equipped pousada with around 20 air-conditioned rooms with hot water. With a full board stay and excursions with a guide you will fall into local life in no time. However the local guides only speak Portuguese.

Triple bedroom in Fazenda Santa Tereza.

Pousada Rio Mutum (superior)

This pousada is off the beaten track and located in a wild and less visited region of Transpantaneira. Here the accommodation and its decor is of a charming Brazilian pousada style in small bungalows.

The surroundings are pleasant and the meals are of a high quality. It is also close to a lake and waterways that attract animals that you can learn about with a local professional guide.

Room in Pousada rio Mutum with four poster bed.

Manaus (full board in the lodges)

Hotel saint paul (standard).

A small modern hotel offering basic services, recently renovated and in the centre of Manaus. It has around 60 pleasant rooms and some suites, two of which have a view of the Amazonas Theatre.

It’s an ideal hotel for those wishing to visit the town centre, suitable for families, friends and couples.

Double room in the hotel Saint Paul.

Hotel Tropical (Standard and superior)

This hotel is strategically placed a little out of town to reach the surrounding lodges easily.

Suite in tropical eco resort Manaus.

Hotel Villa Amazonia (Superior)

This new and charming accommodation in Manaus is the right place for those looking for luxury and calm at the same time as being in the town centre near the famous Amazonas Theatre. It’s the same style as the Anavilhanas Lodge with its quality rooms and services and a calm atmosphere.

Superior room in Villa Amazonia, Manaus.

Juma Lodge (Standard)

Juma is  one of the lodges that offers the best local experience in Amazonia . The Juma Lodge focuses on ecology with its buildings made from local renewable materials and its totally autonomy. It is completely integrated into the surrounding nature, making it an ideal place to discover the surrounding fauna and flora.

Room in the Juma lodge in the Amazon.

Anavilhanas Lodge (Superior)

This is the most luxurious hotel built in the heart of the jungle. We can say for sure that it is the best place for a stay in Amazonia.

Located in front of the Anavilhanas archipelago which is one of the most interesting places to visit here, its quality services and charm will appeal to you if you are looking for excellent accommodation from which to discover Amazonia.

Room in the famous Anavilhanas jungle lodge.

Hotel Luzeiros

Hotel Luzeiros is 15 minutes from the historical center, (there are hotels in the historical center itself, but unfortunately they don’t yet match the standards we  offer to our clients).

Luzeiros and has a very nice sea view. It’s a modern hotel with all the  facilities required for a pleasant accommodation and an excellent option for a short stay in São Luís.

Double bedroom in hotel Luzeiros in São Luís.

Barreirinhas

Pousada encantes do nordeste (standard).

A little out of the town centre the Pousada and its restaurant are on the Preguiças river bank. It has small pretty bungalows set in a pretty garden full of banana and palm trees.

This is the best choice for those not wanting to stay in a larger resort and who have a smaller budget for accommodation.

Outdoor view in the encantes de Nordeste pousada, beautiful coloured hammocks hang in the wind.

Porto Preguiças Resort (Superior)

This is the best hotel in the Barreirinhas area. It is situated in a large walled park on a river bend. The bungalows are made of local brick but have modern comforts and typical decor. They are placed around a leisurely pool.

There is a good restaurant, bars and activities making this resort an ideal address for families and those looking for upmarket accommodation .

A bungalow at the Porto Preguiças Resort from the outside.

Casa de Santo Antônio (Standard and Superior)

In a beautiful colonial house over 150 years old, this charming hotel is definitely the best hotel in the small town of Parnaíba. The owners have made a splendid job of renovating and decorating this old building revitalizing its heritage as well as modernising it.

The large comfortable bedrooms either have spacious balconies or open out onto the garden. An exceptional place and good value for money for families, couples, or groups of friends.

Room in the colonial casa de santo Antonio.

Jericoacoara

My blue hotel.

In the village centre, and on the main beach, My Blue Hotel is a fine hotel with 80 comfortable rooms originally decorated in bright colours. The buildings are all one floor high and in a park with 2 pools and a jacuzzi. There is a fun family atmosphere and a beach restaurant for breakfast or a candle lit dinner over looking the ocean. This hotel is good value for money especially in high season.

Room in the my blue hotel in Jericoacoara.

Hotel Hurricane (Standard & Superior)

This hotel has a tropical charm to it with its bungalows that are comfortable and well equipped (Solar showers, quiet air-cons). It has used local natural materials with an organic design. A little out of the town centre Hotel Hurricane features a magnificent view pool and restaurant on the Malhada beach.

Note that  children under 13 are unfortunately not accepted . It is aimed more at honeymoon couples or couples looking to stay in one of its 2 luxury bungalows. These are on the sea front and have a jacuzzi on the terrace. This is our favourite place in “Jeri.”

From July to October – Minimum stay of 5 nights

Aerial view of the hotel Hurricane with beach view in Jeri.

Pousada Vila Kalango (Superior)

This pousada truely follows the “Eco-Chic” trend in Jericoacoara. Pousada Vila Kalango is found at the end of the main beach at the foot of a giant dune. There are a few ecologically designed bungalows and apartments (Natural ventilation, no television) spread out in a very pretty garden.

In this natural but sophisticated setting, you will relax and forget everything as you look out over the blue ocean.

Room in the pousada vila kalongo with rustic balcony.

Pousada Chili Beach (Superior)

A charming little pousada with only four rooms, ideal for those looking for exclusivity and privacy.

The pool, restaurant and 2 of the rooms look out directly over the Malhada beach.

There are also two luxury and spacious bungalows (2 rooms) with private gardens.

The beautiful ocean view from pousada chili beach.

Hotel Essenza praia Jericoacoara (Superior)

This recently built hotel is on the main beach in Jericoacoara. All rooms have an ocean view. It is frequented by Brazilians who enjoy the small private pools on the balconies on the upper floor. It will appeal to those who appreciate modern designs and furniture.

Its rather expensive prices makes it a rather exclusive Hotel.

Essenza Jericoacoara

Pousada Rede Beach (Standard)

This charming pousada is well located in the centre of the small fishing village of Guajiru, directly on the immense beach that goes as far as the eye can see. All rooms have a balcony with a terrace and hammock and are prettily decorated in the local style and using natural materials.

The vast garden lends itself to a fun football match after which you can relax in the pool facing the ocean. Definitely the best value for money in the region. Minimum 2 nights stay at the weekends .

Very comfortable looking bed at the pousada Rede beach in Guajiru.

Pousada Vila Vagalume (Standard et Superior)

The Pousada Vila Vagalume is a fine establishment facing the ocean with bungalows of two (standard) and four rooms (superior) that are spacious and situated around a maloca – a huge Indian hut- under which you find the restaurant and the relaxation area next to the pool and the ocean.

We really like this place for its calm environment and its roomy bungalows facing the ocean with your feet almost in the sea. It’s ideal for couples looking for a relaxing atmosphere while on their Grand Tour of Brazil.

Superior bungalow shot from outside in the beautiful garden of pousada vila vagalume.

Zorah Beach (Superior)

This is quite simply the best hotel in the region with its high quality facilities of magnificent bungalows and fine suites, a gourmet restaurant and a large pool surrounded by a Tropical garden, all with an Asian theme. Everything is here for an exceptional stay!

A romantic and chic place for those looking for something special, or to celebrate an occasion, the Zora is a hotel that will satisfy the most exigent clients. Minimum of 2 nights stay.

The beautifully lit and comfortable Zorah beach interior.

Hotel Sonata de Iracema (Standard)

This is particularly interesting for its value for money. It has a hundred rooms facing the ocean and a magnificent view of the town. It is also close to shops and restaurants. You can walk to the bars in the evening and it is also a few minutes walk from the Dragão do Mar centre.

Good quality accommodation at a reasonable price this hotel is a best seller. Recommended to all clients.

Terrace and facade of the hotel sonata Iracema.

Gran Marquise (Superior)

On the famous Beira Mar sea front, this hotel has a privileged position in the centre of Fortaleza. It has a wide choice of accommodation from rooms to apartments all with upmarket services expected from a recently renovated spa. There is also a gourmet Asian restaurant.

A hotel worth staying in to enjoy and relax. Those who like good quality will appreciate this fine hotel.

Ocean view suite of the hotel Gran Marquise.

Salvador de Bahia

Fera palace hotel.

This new establishment in Salvador is very original. It has stylish art deco rooms and a lounge pool on the roof offers an exceptional setting with a beautiful view of “Todos os Santos” (All Saints) bay. Its location just outside the historic centre is also an advantage.

The modern decoration of Fera palace hotel.

Pousada Villa Bahia

This is without doubt the preferred pousada for tourists in the historic center. Two 17th & 18th century houses joined together make it feel like a private mansion. The pleasant rooms have a neo-colonial style, there’s also a small pool and indoor patios that create a very harmonious atmosphere.

Beautiful four poster bed in Vila Bahia with terrace looking onto city.

Pousada solar do Rosario (Standard and Superior)

This pousada offers a trip into the historical atmosphere of the baroque centre of Ouro Preto. In this old 19th century hotel with colonial style rooms it feels like a trip back in time but with all modern furnishings.

There is a good restaurant and both indoor and outdoor pools making this pousada an exceptional place to stay in.

Hotel Solar do Rosario room with terrace.

Hotel Brisa da Serra (Standard and Superior)

Brisa da Serra is located in a beautiful and calm garden facing the green hills. It has large rooms decorated in old stone and contemporary styles. Some rooms have a real and working fireplace for a romantic evening in front of the fire in the cooler season. Exceptional facilities almost at a luxury level make this an excellent way to end your “Mineiro tour.”

Room in hotel Brisa da Serra, Tiradentes.

Rio de Janeiro

Hotel olinda (standard).

This hotel doesn’t have a pool but it is still one of the best options for a reasonable stay in Rio. The rooms with a sea view over Copacabana are pleasantly decorated in a 1950s style and are very charming.

Standard room in Hotel Olinda, Rio de Janeiro.

Altos de Santa Teresa (Standard)

An address that we are glad to recommend to our clients, located in the Santa Teresa district 20 minutes from Copacabana by taxi. If you are looking for a small, quality pousada in a quiet area of ​​the city, then Altos de Santa Teresa pousada is your best option. In a completely refurbished and modernized house, the owners have created a haven of peace with beautiful rooms and common areas decorated with care in a resolutely contemporary design. The superb terrace offers a swimming pool and jacuzzi with a magnificent panoramic view. Great benefits for the best value for money we offer in Rio de Janeiro. A romantic place ideal for couples but also for those looking for a small establishment far from the hustle and bustle of the city.  Absolutely a top pick!

Terrace of the Hotel Altos de Santa Teresa Rio de Janeiro

Hotel Miramar  (Superior)

This hotel could be in the luxury category as it is located on the Copacabana beach. It is the best value for money in its range. It offers an excellent breakfast rightfully known as the best in Rio. Our superior pick for Rio de Janeiro.

Double room in the excellent hotel Mirimar.

Prices for a double room:

Prix basse saison de l'année en cours, donnés à titre indicatif et ne valant pas devis

Discover our other tours packages to travel throughout Brazil

Rio de Janeiro parasols plage de Barra

Regional Package Tours

Nordeste barque devant la plage de Canoa Quebrada

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  • Word Logic Castles 6 Answers [All Levels]

Word Logic Castle 6 Answers

Word Logic Castle 6 Answers and cheats to all levels are provided on this page, this game is developed by Lunapp and it is available on Google Play Store .

In this game, you have to Look at the pictures and partial words, put them all in the right order, line up the tiles, and win. It is a word association game. It’s an exciting way to learn new words and fun facts by matching words and pictures. Here you will find all the answers to Word Logic castle 6 on this page. Bookmark this page so that you can get help from this single page.

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Word Trip Answers

Word Trip Answers Brazil

Hello everyone, so all the word puzzles in the Brazil section of the Word Trip game have been solved. As a reminder, these are the levels 131 to 150 . Below I publish a list with the solutions for each level. If I come across bonus words during the game, they will be listed below the main answers for that level.

If there are answers that are not suitable for solving puzzles in your game because of the mismatch of letters, use the form to make words from a set of letters.

Answers in the Brazil section

FLOOD, FOLD, FOOD, FOOL, OLD

FOE, FOR, FORE, OFF, OFFER, ORE Bonus words: FRO, FROE, ROE

GIN, HINT, HIT, NIGHT, THIN, THING, TIN Bonus words: GHI, NIGH, NIT, TING

APE, APPLE, LAP, LEAP, PAL, PALE, PEA, PEAL, PLEA Bonus words: ALE, ALP, PAP, PEP

BED, BET, BUD, BUT, DEBT, DEBUT, DUB, DUE, DUET, TUB, TUBE Bonus words: DEB, TUBED

HOT, HOW, ROT, ROW, THROW, TWO, WHO, WORTH Bonus words: RHO, TOW, WROTH

RATE, TEAR, WARE, WATER, WEAR Bonus words: ARE, ART, ATE, AWE, EAR, EAT, ERA, ETA, RAT, RAW, RET, TAR, TARE, TAW, TAWER, TEA, WAR, WET

FOR, FORM, FORUM, FOUR, FROM, FUR, OUR, RUM Bonus words: FRO

ALE, DAM, DAME, DEAL, LAME, LEAD, LED, MADE, MALE, MEAL, MEDAL, MELD Bonus words: ELD, ELM, LAD, LADE, LAM, LAMED, MAD, MEAD

EARTH, HARE, HATE, HEAR, HEART, HEAT, RATE, TEAR Bonus words: ARE, ART, ATE, EAR, EAT, ERA, ETA, HAT, HATER, HER, RAH, RAT, RET, TAR, TARE, TEA, THE

ARE, ASH, EAR, ERA, HARE, HAS, HEAR, HER, RASH, SEA, SEAR, SHARE, SHE, SHEAR Bonus words: ARES, EARS, ERAS, HARES, HEARS, HERS, RAH, RHEAS, SHEA

GIN, SIGN, SIN, SING, SWING, WIG, WIN, WING Bonus words: GINS, SWIG, WIGS, WINGS, WINS

BACK, BLACK, CAB, LAB, LACK Bonus words: BALK, CALK

BRUSH, BUS, BUSH, HUB, RUB, RUSH, SHRUB Bonus words: HUBS, RUBS

NET, NUT, TEN, TIE, TIN, TUNE, UNIT, UNITE, UNTIE Bonus words: NIT, TINE, TUN

ORE, OWE, ROT, ROW, TOE, TORE, TOWER, TWO, WET, WORE, WROTE Bonus words: RET, ROE, ROTE, TOW, WOE

RESET, REST, SEE, SEER, SET, STEER, TREE Bonus words: ERST, ESTER, RET, RETE, SERE, TEE, TEES, TERSE, TREES

ALL, ALLOW, LAW, LOW, OWL, WALL

BAKE, BARE, BARK, BEAK, BEAR, BRAKE, BREAK, RAKE Bonus words: ARE, ARK, BAKER, BAR, EAR, ERA

AGE, ANGER, ARE, EAR, EARN, ERA, GEAR, NAG, NEAR, RAG, RAGE, RAN, RANG, RANGE Bonus words: GAR, GRAN, NAE

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brazil grand tour word logic

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The New York Times

Necessary steps | brazil: the grand tour.

brazil grand tour word logic

Brazil: The Grand Tour

A devout disciple of Schopenhauer, Machado de Assis — the founding father of Brazilian literature — subtitled “The Posthumous Memoirs of Bras Cubas,” his most famous work, “Epitaph of a Small Winner.” De Assis’s fictional alter-ego, cleaving to a pessimistic weltanschauung, argued that while existence is a zero-sum game, he had managed to get out ahead by not having children, and bestowing on them the same load of suffering.

Rio de Janeiro

Set in Rio de Janeiro, “The Posthumous Memoirs” also owes a considerable debt to Sterne’s “Tristram Shandy,” with its short chapters and discombobulating of the space-time continuum. Bras Cubas is something of an ambulatory figure, although, admittedly, this is a dubious distinction in the era before the invention of the Segway. (A personal transportation system that, for sheer willing upon the human body the withering away of its legs, takes the proverbial biscuit.)

Anyway, in the spirit of De Assis and Sterne, let me offer you my latest peregrinations, which consisted of a 15,000-mile sweep through the Americas, north and south, that produced a series of giant carbon footprints, while giving me hardly any opportunity to stretch my legs. I blame the kids – but then I would, wouldn’t I? True, I only had 50 percent of mine with me, yet even two small boys are a sufficient drogue to brake any possibility of sustained walking, unless it’s on a treadmill facing a marathon screening of all the Harry Potter movies. An observation that could easily form the frontispiece quote of my own posthumous memoirs, to be subtitled: “Epitaph of a Total Loser.”

Walk 1, Sao Paulo Airport. Distance: 260 meters. Time: 2.5 hours. Don’t be fooled by the comparatively short distances and level terrain into thinking that this will be an easy hike. Consisting of four separate stages: Domestic Transfers Check-in Desk; TAM ticketing desk; TAM Check-in and Security, the walk – or “queue,” as it is colloquially known – can become especially arduous if you undertake it, as we did, in the immediate aftermath of a strike by Brazilian air traffic controllers.

Still, there’s plenty to see along the way; mostly Brazilians, one of whom, when I tried to quicken our pace, called me the Portuguese equivalent of the son of a flute. As ever with walking, it’s an activity that really tells you where you are: orientation is bred in the femur. You may have flown in at 6:30 a.m. in a daze, but by the time you find yourself sitting on the tarmac for your flight to Rio at 9:30 a.m., you truly know where you are. Purgatory.

Walk 2. From the head of the funicular to the base of the statue of Christ the Redeemer. Distance: 200 meters. Time (including refreshment stop): 1 hour. Everyone, just everyone, has to visit this huge statue when they come to Rio. It’s just so huge, and the views from the top of the mountain are superb. At least, they are on clear days. On the day we attempted our trek it was so cloudy we could see neither up nor down.

The youngest of our party did exclaim, “Oh my God!” when he saw the vast Redeemer looming out of the mist, but while this may have been apt, he is also – being 5 – a tad credulous.

Walk 3, Copacabana to Ipanema. Distance 1.5 kilometers. Time: 2 hours. Put all thoughts of Astrud Gilberto and the eponymous girl out of your mind. Beachfront Rio may no longer have been quite as minatory as when I was last here, in the early 1990s (all the drug gangs and their mayhem are now, more or less, confined to the favelas, where they battle it out with R.P.G.s and heavy machine guns, protected by the cordon répugnant of a wholly corrupt police force), but being winter it was still a misty, chilly, slightly scuzzy prospect, as the author’s wife never ceased to remind him.

The boys liked to walk up the beach – which, to be fair, is pristine – then back down the Avenida Atlantica, time after time after time. After a couple of days of this I persuaded them to divert up the Rua Francisco Otaviano to Ipanema, past a scary Catholic iconostasis (life-size plaster figures of leprous-looking saints). It was dark by the time we turned into the Avenida Francisco Behring, and there was absolutely no one on the beach at all. The breakers rolled in from the Atlantic, and the lights of the hilly suburbs to the south mounted up as if Christ the Redeemer were developing the empyrean itself.

Then there was the Parque Garota towards the end of the point. The author’s wife felt that its dark shrubbery and sinister-sounding appellation disqualified it as a location for family rambling, but I point out that “garota” is in fact “girl” in Portuguese, and the park was named after the eponymous one. “In that case,” Mrs. Self snapped, “why is it full of single men lurking in the bushes?” Moan, moan, moan.

Walk 4. Paraty, Brazil. Round trip from the Marquesa Hotel. Distance: 2 kilometers. Time: 1.5 hours. If you visit the charming seaside resort of Paraty, 3.5 hours’ drive south of Rio, be sure to tour its famously uneven, large-cobbled streets on foot. The grid-pattern of boxy, whitewashed houses will be familiar to anyone who has ever seen a spaghetti western. I kept expecting to see the Man with No Name ride into town, intent on wreaking destruction on all the wooden knick-knacks, glass bibelots and naïf paintings that clutter up Paraty’s famously uneven etc. etc.

Abandoning the boys at the hotel, I acquired sturdy walking companions, to whit: the entire staff of the British Council office in Rio de Janeiro, together with a journalist from O Globo, his photographer, and the jeep they’d all hired.

I asked them why they were on my case. They explained that they’d paid my plane fare to the literary festival that was being held in Paraty, and they wanted their face time. This was all news to me; I don’t like having anything to do with Council, which is an adjunct of the British Foreign Office, charged with converting the heathen to reruns of “The Vicar of Dibley” and tea drinking. They wanted to go for a drive – I insisted on walking. I prevailed, and we set out for the kilometer or so to the jetty where the pleasure boats are hired, the whole media cavalcade stringing along behind.

The journalist asked me questions, his snapper snapped away. The Head of the British Council and I chatted amiably enough. (It’s impossible to do anything else with them, as Holly Martins (Joseph Cotten) discovered in “The Third Man,” when he encountered the BC rep, Crabbin, memorably played by the late Wilfrid Hyde-White.) We made it to the jetty, and then after further excruciating politeness, I managed to shake them off. Bliss.

Next week join me for four brief – but punishing – treks in the United States.

A brief remark on my Sao Paulo airport walk is sadly necessitated by this week’s crash of a TAM Express flight, which killed approximately 200 passengers and crew. I stress: I took my walk a fortnight ago, and despite my remarks about Harry Potter, I have no belief in magical thinking. It’s always a little bit grotesque when a writer riffs on an absurdity, only to have it transmogrify into a grotesquerie; beyond this, my walk took place at the international airport, rather than Congonhas (where the crash happened), which serves mostly internal flights.

I could give you some more flimflam about how all this goes to show that air crashes – no matter how infrequent – are God’s way of showing us that we should cleave to the ground, but I don’t believe any such thing. Nor do you. And frankly, none of us – least of all the families of the victims – needs any such flat-earth nonsense.

In the wake of the crash the Brazilian body politic is galvanizing itself. Accusations are being slung about: at the state governor, and at the president, Luiz Inacio Lula da Silva himself. Lula has the image in the northern hemisphere of being a kind of Chavez-lite (or Castro-very-lite), but nothing, my Brazilian informants tell me, could be further from the truth.

Of course, from my perspective, the most important thing is: is Lula a walker? I can’t answer this with any certainty, although he did attend a meeting at our Rio hotel while we were staying there. It was the first time I’ve ever actually seen a red carpet rolled out, presumably so this Latin American populist could take his own, necessary steps.

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Did your boys love teh amazing sand castles on the beach?

Mr. Self, I was pleasantly surprised to find this latest entry from Rio de Janeiro, a gorgeous city I’ve been enjoying for the better part of three weeks. Your descriptions are spot on. The Pan American Games have kept me from hitting the trail as much as I would like, but the odd run takes me down to those breakers and into the shadows of the hulking cliffs above. The combination of the monstrous mountain faces that continue to overwhelm and the crashing of the winter swell makes São Conrado, the next beach to the south of Ipanema, an exciting place to run, even if the beach is only 1.5 km long. I have just one week left but it’s not too late to ask, do you have any more suggestions for must-reads from Brazilian authors? Steer clear of the space-time continuum, if at all possible.

I always thought Copacabana feels like New York with a beachfront while Ipanema reminds me of Santa Monica or Malibu. Mrs. Self is right about that dodgy point between the world’s first and second most famous beaches.

What an interesting idea, this walking narrative. Yet your walking blog of Brazil was strangely lacking in anecdotes with Brazilians. You and your family seem to have missed the spirit, color, humor, musicality–the LIFE of this great country. But then you went to only the most touristy places (being here for the literary festival?). Perhaps next visit you’ll go deeper. You might begin with a long walk around Parque Ibirapuera here in SP on a weekend, where you can see all social classes at leisure and meet some people–a few words of Portuguese on your part, and the conversation will take off.

This fine narrative brought back great memories of my trips to Rio. The last one in the 2000/01 Millenium celebration took me to the Santa Teresa neighborhod, where two friendly cariocas as well as an Austrialian expatriate welcomed my host Cauius and I into their beautiful house. Then a stroll around the plaza followed by a nice dinner in restaurant full with happy Brasilians. What a city!!!

My first read of the Self posts left me uninterested. I have been looking for a new Select fix since Maria Kalman ended her series. Now that I have managed to read the third of these Self posts, I feel a beguilement beginning. This latest and my third reading is the best of all.

I love walking myself and at 71some I have found a new source of wellness that has enhanced my ability to enjoy the walks and all I see during. Reading Will’s recounting of his walks in picturesque and even picaresque environs is now a reading pleasure I can look forward to.

absolutely one of the most ridiculous pieces of drivel I’ve ever read.

Mr. Self: thank you for your most readable writing style – I feel like I have been talking with you after reading these columns. Write, walk, post on. John Sabean

Thank you for this entry. But, I liked the prior Orwell entry better. I find this Brazil piece too personal, a little like the literary equivalent of a family vacation video. I find you more introspective and interesting when you walk alone.

Enjoyed this entry tremendously. Felt as though I was along with you and your family and enjoyed all your observations and comments. Ros Richter

Hello, Will,

Please excuse my pedantry, but “cordon” is a masculine noun; and so it takes the masculine adjective “répugnant”–not “répugnante.” Also, the pulp writer Holly Martins is played by Joseph Cotten, not Cotton.

Anyway, as a fellow walker, I’m enjoying your posts. And I’m sorry I haven’t yet picked up one of your novels. When I get back from a (mostly) walking trip in Bulgaria and Romania, I’ll read one.

Last, have you read Thoreau’s “Walking”? If not, here it is: //www.transcendentalists.com/walking.htm . A wonderful essay on the subject, and I recommend it to all the readers of this blog.

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A most schizophrenic and affected piece. Let’s be real, both Sao Paolo and Rio are extremely dangerous places. You can’t walk on the Ipanema beach with a watch on and hope to keep it. By the way, a journalist does not have ‘his photographer’ like a pet. The photographer is called a photojournalist.

Well, I’ve tried to ignore Maria’s comment for a while but I simply cannot. I agree Sao Paulo and Rio are indeed dangerous places. But that does not mean (in any proximity to the truth) that you cannot walk without being robbed… Maybe your perception is based on sensationalistic coverage of some specific incident…. I may bite my tongue, but if you walked more, maybve you would change your views.

Will, I’d love to read more on your opinions about the literary festival and its participants…

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brazil grand tour word logic

Riowakening

22 common brazilian portuguese words and phrases for travel.

brazil grand tour word logic

​ After over a year and much blood, sweat and tears, or more realistically, sun, sand and samba, enough Brazilian Portuguese has seeped into my veins that I can actually help out newly arriving gringos with some words and phrases. Brazilian Portuguese is the same language as Portuguese and when written formally they are largely the same. But we use language first and foremost to talk, and Brazilians have their own words, phrases and slang unique to them, just like with Australian English, British English and American English.

So forget using Google translator before you get off the plane in Rio de Janeiro, right here are the Portuguese words and phrases Brazilians actually use that will help you have an incredible Brazilian holiday.

“Hi” / “Hello”

These are the greetings of Brazil. "Oi" is more common and casual and Brazilians often say it a little drawn out like "oiii", not the quick, bogan "Oi!" Aussies say, or more realistically, shout.

Bom dia / Boa tarde / Boa noite:

“Good morning” / “Good afternoon” / “Good night/evening”

While these seem really formal in English, they’re actually quite common in Brazil especially with people you don’t know. One of the things I love is how in my building when I get in the lift with someone they’ll often use one of these, it feels kind of old fashioned and nice. Also, Brazilians use "boa noite" as a greeting as well as for goodbyes, while in English we'd never greet someone with "goodnight", we'd use "good evening" instead.

Tudo bem? / Tudo bom?:

“How are you”

It literally means “everything well (bem)/good (bom)?” or as we’d more normally say in English “all well/good?”. Usually answered with exactly the same words, “tudo bem/bom”, affirming the question. “Is everything good?”, “yes, everything is good” is the way you can think about it, just made short and sweet. You can also simply answer with “tudo” for "everything". A closer literal expression to "how are you" is "como voce está?" but in Brazilian Portuguese it is far less common to say this.

"Please"

Just like it's said in Spanish, don't forget this one as you'll be needing it the day you arrive.

Obrigado / Obrigada:

“Thank you”

Males say thanks with an O on the end and females say it with an A on the end. Portuguese uses masculine and feminine forms with its nouns and at certain other times depending if you're talking about a male or a female or if a male or female is using the word themselves like here. As an English speaker this part of Portuguese, and Latin languages generally, takes a long time to get used to but you'll get the hang of it.

"Yes" / "No"

Not much to say here except that they're pronounced "sin" and "now". M's on the end of words are pronounced as an N, so remember that for "tudo bem/bom" as well.

"Help me"

It is Brazil so there's a chance you might need to use this in some hairy situation, but you can also use it if you just need assistance like when asking for directions.

Eu sou / Eu estou:

Then afterwards add on your name or your country, so for me I would say “Eu sou Ian, eu sou Australiano”. Unlike in English, Portuguese has two different forms of the verb “to be”, they are “ser” and “estar”. The former is for permanent things like your name, nationality, skin and hair colour and personality traits, while estar is for temporary or situational use like “I am hungry”. And in this case "ser" has become "sou" with the personal conjugation when you talk about yourself. "Conjugation, WTF is that?" I hear you ask. Well, verbs change depending on who you are talking about - "I", "you/he/she", "they" and "we" - so not only do you have the infinitive verb, you have an additional four versions (conjugations) to mentally process depending on the situation.

“What’s up?”

Just like in English this is really an expression between friends or with the dude in the pizza shop. Pair it with “Oi” and say “Oi, e ai?” to your new Brazilian friends. Pronounced "ee eye-ee".

“Dude” / “Man”

And then you can add this too and sound like a pro. If you look in a translator you’ll see it also means "face", but “rosto” is more commonly used for that in Brazilian Portuguese.

It’s as versatile as it is in English and in Brazil there are many things which are very "legal", not least of all the people. Pronounced "le" like in lens, and "gal" like "she's a nice gal".

Voce é linda/lindo:

“You are beautiful/handsome”

This is the most respectful way you can tell someone they’re attractive in Portuguese. They’re not "sexy" or "hot" (but there are words for those, of course, it's Brazil *cough* "gostosa" *cough*), they’re "beautiful" or "handsome" depending on if you’re talking about a guy or a girl. Just think of the difference in English if you just meet a girl and call her "beautiful" verses "sexy", you're gonna get a completely different reaction. "Gatinha/o", meaning kitten, or "fofinha/o", meaning little cutie, are nice words that couples use for each other.

Eu quero / Eu gostaria de:

“I want” / “I would like”

It’s amazing how far you can get with these few words as a traveller. Most of the time you’re wanting to eat or drink something or get somewhere and if you can get a rough word on the end then you should be understood without even having a perfect sentence. Pronounce the start of "quero" with a "K" sound not a "Q" like in Spanish.

"We go" / “Let’s go” / “Let’s do it”

This can be used alone as an expression of excitement and enthusiasm to do something with someone else or some others, “vamos!” (remember conjugations, well this is what "go" becomes when used for yourself and other people together, that being "we"). More literally it can be used to simply state we both/all should go, like if you’re pissed at your Brazilian girlfriend taking ages to get ready then you can say as nice as you can to her, “vamos”.

An apology goes a long long way anywhere in the world. Don't say “sorry” like so many English-speakers do on holiday, practice this in your head because "sorry" is one of those few words used instinctively where you don’t usually get time to think before you use it. So if you bump into a Brazilian, just smile and say "desculpa".

Com licença:

"Excuse me"

This is for when you need someone's attention politely. While in English we often say "sorry" as an alternative, "sorry, could I please get past you", here "desculpa" is not so much used for that. Com is pronounced as "con" if you remember the rule for M at the end of a word.

Amigo / Amiga:

It should’t be hard making friends in Brazil so you should be using this a lot. Males are your "amigos", females are your "amigas".

Agua / Suco / Cerveja / Vinho / Café / Chá:

“Water” / “Juice” / “Beer” / "Wine" / “Coffee” / "Tea"

At varying times of the day you’ll probably be needing all of these especially in summer in ridiculously hot Rio.

Just like in Italian, more or less. If you're finishing a text message you could add "beijos" for kisses and "abraços" for hugs, Brazilians like to do this where in English we'd use "xo".

Well it’s one of the most useful and diverse words in the English language and this is as close as you’ll get to it in Brazilian Portuguese when exclaimed in a bad situation like "damn!". You can also use "caralho" for those times like our favourite meth cook Bryan Cranston is having here. However, Portuguese has no true equivalent for "fuck", as they have a different word for its verb form *cough* "foder" *cough*. Pronounced “pohha”.

“I love you”

No “te” doesn’t mean love, Brazilian Portuguese has a totally bizarre word order and where in English you'd put "you" after a verb, here they put it before. So “amo” is actually "love" in the personal conjugation, translated literally to English it is “I you love”. But don’t worry to them it sounds like “I love you”.

"Picnic"

Well this word isn't that useful but it cracks me up and illustrates one of the cutest things about Portuguese, that being when they adopt a foreign word they usually just add an "ee" sound on the end when they say it. As a result a laptop is a "notebook(ee)", the internet is the "internet(ee)" and "Facebook(ee)". Piquenique sounds like how you'd say the word picnic to a little child in English, but here it's totally serious, and therefore, hilarious.

#Brasil #Brazil #BrazilianPortuguese #Portuguese #Português #Language #English

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COMMENTS

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  22. 22 common Brazilian Portuguese words and phrases for travel

    Oi / Ola: "Hi" / "Hello". These are the greetings of Brazil. "Oi" is more common and casual and Brazilians often say it a little drawn out like "oiii", not the quick, bogan "Oi!" Aussies say, or more realistically, shout. Bom dia / Boa tarde / Boa noite: "Good morning" / "Good afternoon" / "Good night/evening".

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