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數學方陣

運用四則運算完成拉丁方陣

核心遊戲指南 · 規則複核於 2026-07-31

數學方陣規則與解題思路

運用加減乘除提示,完成每行每列不重複的數學方陣。 本頁內容由 PocketJoy 測試團隊依照目前網頁版本的實際操作與勝負條件整理,並由 Long-Term New Media Limited 維護。

分類益智與邏輯
資料保存目前瀏覽器

解謎規則

Math Square 是把拉丁方陣和四則運算結合起來的謎題。棋盤是 N×N 的方格,你要在每個格子填入 1 到 N 的數字,使每一行和每一列都恰好包含 1 到 N 各一次、不重複——這部分和數獨的行列規則相同,但沒有九宮格的約束。額外的規則來自棋盤上用粗框劃分出的區域(稱為 cage):每個粗框區域的左上角標著一個目標數字和一個運算符號,該區域內所有格子的數字經過這個運算之後必須等於目標值。加法和乘法的區域可以包含任意多格,減法和除法的區域只有兩格(結果取大減小、大除小,所以順序不影響)。單格的區域則直接標出該格的答案。棋盤大小可調,尺寸越大難度越高。填完可按「檢查」驗證,系統會告訴你方陣是否完成,或提示仍有數字不符合行列或算式規則。完成時間記錄在本機。

推理與解題技巧

最有效率的起手是找「唯一解區域」。單格區域直接就是答案,先全部填上。接著看兩格的減法與除法區域:在 6×6 的棋盤上,一個標著「÷5」的兩格區域只可能是 1 和 5;標著「−5」的兩格區域只可能是 1 和 6。乘法區域的質因數分解特別有用:在 6×6 裡,一個「×30」的兩格區域只能是 5×6,因為 30 的其他分解(1×30、2×15、3×10)都超出了 1 到 6 的範圍。加法區域則用極端和判斷:三格「+6」在 1 到 N 不重複的前提下必定是 1+2+3。填上這些確定值之後,轉用拉丁方陣的約束推進:某一行已經有了四個數字,剩下兩格的候選就只剩兩個數,再配合它們所屬區域的算式,通常能立刻確定。另一個進階技巧是「區域求和法」:一整行的數字總和是固定的(1 到 N 的和),如果某幾個區域完全落在這一行內,把它們的目標值相加,和整行總和的差就是剩餘格子的和,這常常能一步鎖定跨行的格子。

容易犯的錯

最常見的誤區是把數獨的九宮格規則帶進來。Math Square 只有行和列的不重複約束,粗框區域**不要求**內部數字不重複——一個 L 形的三格加法區域完全可以填 2、2、5,只要那兩個 2 不在同一行或同一列。誤以為區域內不能重複會排除掉大量合法解,直接導致無解。第二個誤區是忽略減法與除法區域的順序無關性:標著「−2」的兩格,可能是 5 和 3,也可能是 3 和 5,你需要靠行列約束來決定哪個在哪邊,而不是假設大的一定在左邊。第三個誤區是只做算術不做行列推理,或者反過來只做行列不看算式。Math Square 的難點恰恰在兩種約束的交替使用,單靠任何一種都會很快卡住。第四是一開始就挑戰大尺寸棋盤。6×6 以上的盤面候選數字多、區域形狀複雜,在還沒熟悉常用分解之前會非常吃力。

誰適合玩

Math Square 由日本數學教師宮本哲也於 2004 年設計,原意就是給學生做心算與邏輯訓練用的,所以它對學生特別合適——填一題 4×4 的方陣,實際上做了幾十次加減乘除的心算,而且每一次計算都有邏輯目的,比單純刷計算題有趣得多。對成年玩家來說,它是數獨的一個很好的變體:規則熟悉(行列不重複)但多了算術層,思路完全不同。棋盤大小可調這一點讓它的難度跨度很大,4×4 幾分鐘就能解完、適合入門或給孩子玩,6×6 以上則需要系統性的推理順序。它不含任何運氣成分,每題唯一解,所有格子都能純邏輯推出。沒有倒數計時,計時只是自我比較的參考,可以隨時停下來慢慢算。

輔助功能

棋盤大小可以自選,這既是難度調節也是玩法調節——小尺寸偏心算練習,大尺寸偏邏輯推理。本機紀錄面板保存最快時間,側欄的時間面板同時顯示本題已用時間與最佳成績。「檢查」按鈕會驗證目前盤面是否同時滿足行列不重複與所有算式約束,若未通過會明確指出仍有數字不符合行列或算式規則,讓你知道要往哪個方向找錯。「提示」按鈕可以確定一格,用於卡關時打開局面。粗框區域的邊界在視覺上明顯區別於普通格線,目標值與運算符號標在區域左上角,不會和格內數字混淆。完成時顯示總用時,並提供「提高難度」直接進入更大的棋盤,形成自然的進階路徑。

操作與進度保存

操作是兩段式:先點選格子使其高亮,再點擊畫面下方的數字鍵輸入。數字鍵的數量會隨棋盤尺寸調整,4×4 只顯示 1 到 4,避免誤填超出範圍的數字。手機玩家不需要呼出系統鍵盤,整題可以單手完成,桌面與觸控體驗一致。要修改已填的格子,重新點選再輸入新數字即可覆蓋。最快時間透過瀏覽器的本機儲存空間保存,只存在你自己的裝置上,不上傳到任何伺服器,也不需要註冊帳號;清除瀏覽器資料會一併清空紀錄。語言按鈕可在繁體中文與英文介面之間即時切換,所有提示與結算文字同步更新。頁面載入完成後,遊戲本體不再需要網路連線。

解題常見問題

減法與除法有固定順序嗎?

兩格籠只要求其中一種排列能得到目標值,因此要檢查大減小或大除小。

同一個籠可以跨不相鄰格嗎?

本遊戲的籠由正交相鄰格組成,邊界線會標示每個區域。

棋盤尺寸改變什麼?

尺寸決定可用數字範圍;4×4 使用 1–4,5×5 使用 1–5,以此類推。

內容審核:PocketJoy 遊戲測試團隊 · 營運:Long-Term New Media Limited · hklongtermad@gmail.com

Core game guide · rules reviewed 2026-07-31

Math Square: rules and solving techniques

Use arithmetic cage clues to complete a Latin-square grid. This guide reflects the controls and win conditions in the current browser build. It is reviewed by the PocketJoy game-testing team and maintained by Long-Term New Media Limited.

CategoryPuzzle & Logic
Save locationCurrent browser

Puzzle rules

Math Square combines a Latin square with arithmetic. On an N×N grid you place the digits 1 to N so that every row and every column contains each digit exactly once — the same row and column rule as sudoku, but without any box constraint. The extra rule comes from the heavily outlined regions called cages. Each cage carries a target number and an operator in its top-left corner, and the digits inside it must produce that target under that operation. Addition and multiplication cages may hold any number of cells, while subtraction and division cages hold exactly two, with the result taken as larger minus smaller or larger divided by smaller, so order does not matter. A single-cell cage simply states its answer. The grid size is adjustable and larger boards are harder. Press check when finished and the game confirms the square or reports that digits still violate the row, column or cage rules. Your completion time is stored on your device.

Reasoning and solving techniques

The most efficient opening is hunting for forced cages. Single-cell cages are answers outright, so fill them all first. Then examine two-cell subtraction and division cages: on a 6×6 board, a cage marked divide-by-5 can only be 1 and 5, and one marked minus-5 can only be 1 and 6. Prime factorisation is especially useful for multiplication cages: on a 6×6, a two-cell cage of 30 can only be 5×6, because the other factorisations of 30 — 1×30, 2×15, 3×10 — all fall outside the range 1 to 6. Addition cages yield to extreme sums: a three-cell cage totalling 6 with distinct digits must be 1+2+3. Once those certainties are placed, switch to Latin-square reasoning: a row with four digits already placed leaves only two candidates for its remaining cells, and combined with their cage arithmetic that usually resolves immediately. A more advanced technique is cage summing: the digits of a full row always total the same amount, the sum of 1 to N, so if several cages lie entirely within one row, adding their targets and subtracting from the row total gives the sum of the remaining cells, which frequently pins down cells that span rows.

Easy mistakes to make

The most common mistake is importing sudoku's box rule. Math Square constrains only rows and columns, and cages do not require distinct digits inside them — an L-shaped three-cell addition cage may perfectly well contain 2, 2 and 5, provided those two 2s do not share a row or column. Assuming cages must hold distinct digits eliminates a great many legal solutions and leads straight to an apparent dead end. The second mistake is forgetting that subtraction and division cages are order-independent: a cage marked minus-2 may be 5 and 3 or 3 and 5, and which sits where is settled by the row and column constraints rather than by assuming the larger goes on the left. The third is doing only arithmetic without positional reasoning, or only positional reasoning without the arithmetic. Math Square's difficulty lies precisely in alternating between the two, and relying on either alone stalls quickly. The fourth is starting on a large grid; boards of 6×6 and above have many candidates and complex cage shapes, which is hard going before the common factorisations are familiar.

Who will enjoy it

Math Square was devised in 2004 by the Japanese mathematics teacher Tetsuya Miyamoto, expressly as mental arithmetic and logic training for students, which makes it particularly suitable for learners — solving a single 4×4 square works through dozens of mental calculations, each with a logical purpose, which is far more engaging than a page of sums. For adult players it is an excellent sudoku variant: the row and column rule is familiar while the arithmetic layer changes the thinking entirely. The adjustable grid size gives it a wide difficulty range, from a 4×4 solvable in a few minutes and suitable for beginners or children, to 6×6 and beyond which demand a systematic order of reasoning. There is no luck involved: every puzzle has a unique solution and every cell is deducible. Nothing counts down, and the timer is only a reference for comparing with yourself.

Helper features

Grid size is selectable, which adjusts both difficulty and character — small boards lean towards mental arithmetic, large ones towards logical deduction. The records panel holds your fastest time, and the sidebar timer shows your current elapsed time beside that best. The check button validates whether the grid satisfies both the row and column rule and every cage constraint at once, and when it fails it states specifically that digits still violate the row, column or cage rules, telling you which direction to look. A hint button settles one cell when you are stuck. Cage boundaries are drawn visibly differently from ordinary grid lines, with the target and operator in the top-left corner where they cannot be confused with an entered digit. Completion shows your total time and offers to raise the difficulty by moving to a larger board, giving a natural progression.

Controls and saved progress

Control is a two-step action: tap a cell to highlight it, then tap a digit from the pad at the bottom of the screen. The number of keys adapts to the grid size, so a 4×4 shows only 1 to 4 and out-of-range entries are impossible. Phone players never need the system keyboard and can complete a puzzle one-handed, with desktop and touch identical. To change an entry, select the cell again and enter a new digit, which overwrites directly. Your fastest time is kept in the browser's local storage on your own device, never uploaded to any server and requiring no account; clearing browser data removes it. The language button switches between Traditional Chinese and English instantly, updating every prompt and result string. Once the page has loaded, the game itself needs no network connection.

Solving FAQ

Do subtraction and division use a fixed order?

For a two-cell cage, either ordering is accepted as long as the larger-minus-smaller or larger-divided-by-smaller result matches the target.

Can a cage contain disconnected cells?

No. Cages are made from orthogonally connected cells and their borders show each region.

What changes with grid size?

The size defines the digit range: a 4×4 grid uses 1–4, a 5×5 grid uses 1–5, and so on.

Reviewed by the PocketJoy game-testing team · Operated by Long-Term New Media Limited · hklongtermad@gmail.com