Daily Holmes

November 6, 2026

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Murdle Tips: 9 Habits That Solve the Grid Faster

How practised solvers read a Murdle: the cards before the clues, one tick that clears a row, the third grid, the either-or clues, and the liar on statement days.

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The fastest way to get better at Murdle is to stop solving the story and start solving the grid: tick every certainty the moment you find it, let each tick clear its row and column, and use the suspect and weapon cards, because half the clues only make sense through them. The nine habits below are what practised solvers do without thinking. None of them spoils a case, and every example is invented.

In brief

  • Every suspect brought exactly one weapon to exactly one location, so one tick clears a whole row and column.
  • Many clues name a trait, not a person. The cards turn "hazel eyes" or "a heavy weapon" into a name.
  • Leave either-or clues for last, and on statement cases test each suspect as the liar.

How a Murdle case works

Each daily case on murdle.com gives you a short crime, a cast of suspects, the same number of weapons and locations, and a list of clues. Every suspect brought one weapon to one location, and only one of them is the murderer. The grid underneath holds three smaller grids: suspects against weapons, suspects against locations, and weapons against locations. Your job is to fill them until only one arrangement survives, then follow the clue about the murder itself to the person who did it.

The site's About panel says the cases are generated by an algorithm it calls MORIARTY, that the hardest puzzle falls on Saturday, and that the biggest falls on Sunday. On the bigger days a fourth column, why, joins who, how and where.

1. If you are new, play the mini first

The site itself says it: new to Murdle, try the daily mini first. The mini is the same logic on a smaller grid, so you learn how ticks and crosses spread before a full case asks you to hold five columns in your head. Two or three minis teach more than one frustrated Saturday.

2. Read the cards before the clues

Each suspect, weapon and location has a card you can open. The cards hold the traits the clues talk about, such as a suspect's eye colour or how heavy a weapon is. Skim them first. A clue like "the person with the heavy weapon has blue eyes" is noise until you know which weapons are heavy and who has blue eyes, and then it is often the strongest clue on the list.

3. Tick the plain facts first

Some clues state a fact outright: a weapon was found in a room, a suspect was seen somewhere. Mark those before anything clever. They cost nothing, they are always right, and every later step stands on them.

4. Let one tick clear its row and column

Because each suspect has exactly one weapon and exactly one location, a tick is never alone. The moment you tick "the cook had the rope," nobody else had the rope and the cook had nothing else, so the rest of that row and that column are crosses. Beginners tick and move on; the habit that saves the most time is to clear the row and column every single time, before reading the next clue.

The same works in reverse. When a row has crosses in every box but one, the last box is a tick, even if no clue mentions it.

5. Turn trait clues into names

A trait clue, read through the cards (invented example)

01 · Clue

Whoever had the candlestick is left-handed

→

02 · Cards

Only two suspects are left-handed

→

03 · Grid

Cross the candlestick for the other three

→

Next

One more clue about either left-hander, and the candlestick is settled

A clue that names a trait does not give you a tick, but it usually gives you several crosses, and crosses are what make the last tick appear. Read every trait clue twice: once for who it allows, once for who it rules out.

6. Carry what you know into the third grid

The weapons-against-locations grid fills itself if you let it. If the cook had the rope and the cook was in the library, the rope was in the library: tick it. Crosses carry too. If the cook was in the library and did not have the rope, the rope was not in the library. Most stalled grids are stalled because the third grid is half empty while the answer already sits in the other two.

The habit

A stalled Murdle is usually a grid with information it has not been allowed to carry.

7. Leave the either-or clues for last

Clues of the form "either this or that, but not both" are worth very little early and a great deal late. Park them. Once the plain facts and trait clues have narrowed the grid, one half of the either-or usually becomes impossible, and the clue turns into a tick for the other half.

8. Decode the coded clues early

Some clues arrive in code, and the site has a decoder for them. Decode them before you start the grid, not after you stall. A coded clue is rarely decoration; it is often the one fact the rest of the case cannot be solved without.

9. On statement cases, test each suspect as the liar

Some cases add a statement from each suspect. In the Murdle books the rule printed with those cases is that the murderer is lying and everyone else tells the truth. Do not try to guess who sounds guilty. Assume each suspect in turn is the murderer: that person's statement must be false and every other statement true. Only one assumption survives the grid without a contradiction, and that is the answer. It feels slow, and it is still faster than arguing with yourself about tone of voice.

When the grid will not finish

If you are out of clues and the grid is not full, the cause is almost always one of three things: a row or column you ticked but never cleared, a fact you never carried into the third grid, or a cross you placed from a clue you misread. Check them in that order. Re-reading each cross against the clue that justified it finds the mistake faster than staring at the empty boxes. If you still need it, the hint button is there, and Saturday is meant to hurt.

What Murdle trains, and what it leaves out

Murdle trains the second half of detection superbly: given true, relevant facts, reason to the only arrangement that fits. It hands you those facts as tidy sentences. A real scene does not. Nothing in a room is labelled as a clue, and half the work is deciding which details count. That is the half Daily Holmes, the game we make, asks of you: one photograph a day, read before you reason, in a format that changes through the week (see the case formats).

If you want more grids instead, our guide to games like Murdle compares the daily alternatives, books included, and daily deduction games compared sets the biggest daily grids side by side. If Clues by Sam is the one that has you stuck, read how to find the next move in Clues by Sam.


Frequently asked questions

How do you solve a Murdle?

Tick every fact a clue states outright, then let each tick cross out the rest of its row and column, because every suspect has exactly one weapon and one location. Turn trait clues into names with the suspect and weapon cards, carry what you know into the third grid, and leave the either-or clues for last. When the grid is full, follow the clue about the murder itself to the one suspect it points at.

Is Murdle hard?

It is built to climb through the week. The site says the hardest puzzle falls on Saturday and the biggest on Sunday, and it points newcomers to a daily mini first. Most beginners find the early-week cases quick once they stop reading the story and start ticking the grid.

Who lies in Murdle?

In the cases built on statements, the rule printed with the case is that the murderer is lying and everyone else tells the truth. Assume each suspect in turn is the liar: the only assumption that leaves every other statement true and the grid consistent is the answer.

Does Murdle have hints?

Yes. The daily case on murdle.com has a hint button for when you stall, and a decoder for clues that arrive in code. If you want to keep the solve your own, re-check your crosses first: a wrong cross is the usual reason a grid seems to have no answer.

What should I play after Murdle?

Clues by Sam if you want a stricter grid that refuses guesses, the Murdoku books if you want sudoku rules with a murder, and Daily Holmes, the game we make, if you want to find the clues in a scene before you reason from them. Our guide to games like Murdle compares them all.