Guide
What makes a sudoku puzzle hard?
A sudoku is as hard as the hardest solving technique it forces on you. The measure almost everyone reaches for, the number of given digits, is the easiest one to see on the page and tells you very little.
Counting the givens tells you less than you would think
A grid with thirty givens can be trivial, and another grid with thirty givens can be difficult; the count cannot tell you which. What matters is where the givens sit. Twenty-eight digits clustered into three boxes leave the rest of the grid barely constrained, while the same twenty-eight spread evenly cascade, each one narrowing several others. Two puzzles with identical counts can be a five-minute solve and a forty-minute one.
There is a real floor, and it is widely misquoted: a classic 9×9 sudoku needs at least seventeen givens to have a unique solution. That was an open question for years until an exhaustive computer search settled it in 2012. The floor marks what is possible and says nothing about difficulty. Plenty of seventeen-given puzzles are more tedious than hard, and plenty of twenty-five-given puzzles are harder than any of them.
Difficulty is the hardest technique the grid forces on you
How hard a puzzle feels tracks the set of solving techniques it requires. Puzzle setters grade by the most advanced move you cannot avoid.
At the easy end are naked singles (a cell with only one candidate left) and hidden singles, where a digit has only one place it can go in a row, column or box. A puzzle these alone can solve is an easy puzzle however few givens it has, because you never have to hold more than one cell in your head.
Medium puzzles add pairs and triples: two cells in a unit whose only candidates are the same two digits, which eliminates those digits everywhere else in the unit. This is the first technique that asks you to reason about cells you are not filling in, and it is where most casual solvers stall.
Hard puzzles need pointing and claiming, where a candidate confined to one row within a box lets you eliminate it from the rest of that row. Beyond that come chains and patterns spanning the whole grid: X-wings, swordfish, forcing chains. A puzzle graded "evil" is usually one that cannot be finished without at least one such move, which is why the jump from hard to evil feels like hitting a wall.
Why a sudoku should have exactly one solution
A sudoku with two solutions is broken. Somewhere in the grid sits a pair of cells that can be filled either way, so even a solver who reasons perfectly reaches a point where logic runs out and only guessing remains. Nothing on the page shows that this has happened. The grid looks exactly like a difficult one, and the natural conclusion is that you are not good enough at sudoku.
A second solution is a common defect in free printable sudoku, because generating a grid is easy and verifying one is not. Producing a filled grid and removing digits takes a moment. Proving that what remains has exactly one completion means solving it exhaustively and confirming that no second solution exists. That check costs real work, so it is often skipped, and the failure stays invisible until somebody hits it.
So check whether a source says its puzzles have one solution. The sudoku generator here verifies uniqueness for every puzzle it prints, and its answer key is the solution it verified. A single solution rules out one specific defect, a grid that logic alone cannot finish. It says nothing about whether the grid is interesting, whether its givens are pleasingly symmetric, or whether the solve has a satisfying shape.
Picking a level that fits
For a classroom, pick the level the class can finish. A puzzle that stalls half the room ten minutes in produces nothing but frustration, and the natural response, telling them to guess, trains exactly the wrong habit: guessing works for a while and then stops working. Grids that singles and pairs can solve, the easy and medium grades above, keep the reasoning visible and finishable.
For a solver working alone, the level to choose is the one just above where you are comfortable. Techniques are learned by needing them, and the first pair you spot yourself teaches more than a dozen puzzles finished without one. When a puzzle turns out to need a chain, stop and look at the answer key: reading the move you missed is how the next one gets found.
Two practical notes on paper. Print at a size that leaves room for pencil marks in the corners of each cell, because from medium upward you will need somewhere to write candidates; if the cells come out too small for that, print fewer puzzles to a page. And keep the answer key on a separate sheet, or it will be read before it is wanted. The generator here prints its keys on their own pages, after the puzzles.
What a difficulty label tells you
Difficulty grading has no standard. One publisher's "hard" is another's "medium", and two solvers can grade the same grid differently depending on which technique each happens to spot first. Treat a label as a rough signal of which techniques a puzzle is likely to need, and do not compare labels across sources. The generator here sets its four levels by clue count alone, from about 40 clues for easy to about 24 for expert, and prints each puzzle's real clue count above it.