The three-part connection flow
- Create: one player starts a Duel or Group room.
- Invite: the host shares the room code or displays its QR code for nearby players to scan.
- Play: connected players receive the same 6×6 or 9×9 Sudoku and follow progress during the match.
Bluetooth or Wi-Fi must remain enabled. Nearby play does not require mobile data or internet access, but it is not an “all radios off” mode. Availability depends on compatible devices and system conditions.
What “local” does—and does not—mean
The room is designed for people physically near one another. It does not imply global matchmaking, remote internet lobbies, cloud profiles or a worldwide leaderboard. A short-lived room code identifies the nearby session; it is not a permanent player account.
Before troubleshooting a room
- Keep Bluetooth and Wi-Fi enabled on every participating device.
- Allow Local Network and Bluetooth permissions when the operating system asks.
- If QR scanning is unavailable, enter the room code manually.
- If a room is not found, create a fresh room and confirm the devices remain nearby.
Why choose nearby play?
Nearby play suits a family table, classroom break, club meetup or trip where the group wants one shared activity without account setup. The tradeoff is deliberate: all participants need compatible devices close enough to connect, while remote friends need a different kind of online Sudoku service.