<?xml version="1.0" ?>
<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
<!ENTITY ksudoku "KSudoku">
<!ENTITY kappname "&ksudoku;">
  <!ENTITY package "kdegames"
>  <!-- do not change this! -->
  <!ENTITY % Dutch "INCLUDE"
> <!-- change language only here -->
  <!ENTITY % addindex "IGNORE"
> <!-- do not change this! -->
]>

<book id="ksudoku" lang="&language;"
> <!-- do not change this! -->
<bookinfo>
	<title
>De handboek van &kappname;</title
> <!-- This is the title of this docbook. -->
<!-- List of immediate authors begins here. -->
<!--INPORTANT! - All other contributors: [to be determined] -->
<authorgroup>
	<author
><firstname
>Mick</firstname
> <surname
>Kappenburg</surname
> <affiliation
><address
><email
>ksudoku@kappenburg.net</email
></address
></affiliation>
	</author>
	<author
><firstname
>Eugene</firstname
> <surname
>Trounev</surname
> <affiliation
><address
><email
>eugene.trounev@gmail.com</email
></address
></affiliation>
	</author>
	<author
><firstname
>Ian</firstname
> <surname
>Wadham</surname
> <affiliation
><address
><email
>iandw.au@gmail.com</email
></address
></affiliation>
	</author>
&ged.vertaald;&Freek.de.Kruijf; 
</authorgroup>

<copyright>
	<year
>2007</year>
	<holder
>Mick Kappenburg</holder>
</copyright>
<copyright>
	<year
>2011</year>
	<holder
>Ian Wadham</holder>
</copyright>
<legalnotice
>&FDLNotice;</legalnotice>

<date
>2013-12-18</date
><!-- Date of (re)writing, or update.-->
<releaseinfo
>1.2.1 (&kde; 4.12)</releaseinfo
><!-- Application version number. Use the variable definitions within header to change this value.-->

<!--Short description of this document. Do not change unless necessary!-->
<abstract>
	<para
>Deze documentatie beschrijft het spel van &kappname;, een op logica gebaseerde plaatsingspuzzel. </para>
</abstract>

<!--List of relevant keywords-->
<keywordset>
	<keyword
>KDE</keyword
> <!-- do not change this! -->
	<keyword
>kdegames</keyword
> <!-- do not change this! -->
	<keyword
>spel</keyword
> <!-- do not change this! -->
	<keyword
>ksudoku</keyword
><!--Application name goes here-->
<!-- Game genre. Use as many as necessary. Available game types are: Arcade, Board, Card, Dice, Toys, Logic, Strategy.-->
	<keyword
>logica</keyword>
	<keyword
>bord</keyword>
<!--Number of possible players. It can be: One, Two,..., Multiplayer-->
	<keyword
>één speler</keyword>
<!--All other relevant keywords-->
	<keyword
>puzzel</keyword>
</keywordset>
</bookinfo>

<!--Content begins here: -->

<chapter id="introduction"
><title
>Inleiding</title
> <!-- do not change this! -->

	<note
><title
>Speltype:</title
><para
>Logisch, bord</para
></note>

	<note
><title
>Aantal mogelijke spelers:</title
><para
>Eén</para
></note>

<para
>&kappname; is een op logica gebaseerde puzzel voor plaatsing van symbolen.</para>

<para
>De speler moet een raster met symbolen vullen zodat elke kolom, rij en blok op het spelbord slechts één exemplaar van elk symbol bevat. In &kappname; zijn de symbolen gewoonlijk de cijfers 1 tot 9, maar ze kunnen ook de letters A tot P of A tot Y zijn in grotere puzzels. Puzzels beginnen met een gedeeltelijk gevuld bord en het is uw taak om de rest in te vullen.</para>

<para
>When you start a game, you can choose from several Sudoku types and sizes. You can then have &kappname; generate a puzzle for you to solve or you can start with an empty board and enter in a puzzle from another source, such as a newspaper, then get &kappname; to check it and maybe solve it.</para>

<para
>There are many variations of Sudoku in existence and &kappname; provides a good selection of them. The most common variant has a 9x9 square grid and uses Arabic numerals 1 to 9 as symbols. The grid has 9 rows and 9 columns and is divided into 9 blocks of 3x3 squares. The problem is – each symbol can only be used once per row, column or block.</para>

	<note
><para
>It takes time and concentration to complete a game. However, solving Sudoku puzzles helps to increase overall brain activity and therefore is highly recommended.</para
></note>
</chapter>

<chapter id="howto"
><title
>Hoe te spelen</title
> <!-- do not change this! -->

	<note
><title
>Doel:</title
><para
>Fill the grid so that each column, row and block contains only one instance of each symbol.</para
></note>

<para
>When the game starts you are prompted to choose which game type and board size you are interested in. You can enter in a puzzle from another source or have &kappname; generate a puzzle. The generator has several difficulty settings and some symmetry settings, which affect the pattern in which the puzzle is generated. Your game experience will depend on which of all these options you choose.</para>

<para
>When the puzzle board appears, take a look at the left hand side. There is a selection list which contains all the symbols available in the current game. The set of symbols depends on the size of game you choose. Games may have 4, 9, 16 or 25 symbols. The first two sets use the numbers 1 to 4 or 1 to 9: the others use the letters A to P or A to Y.</para>

<para
>First, note the boundaries in the game board. The thick lines outline the blocks. Each of these blocks has to be completed using the symbols available and each symbol must be used once and only once within the block. The same is true of the rows and columns in the board.</para>

<para
>Now you can start entering symbols into the vacant squares on the board. To do that, select the symbol you wish to enter from the selection list on the left, then use the mouse to click on a vacant square in the board. Alternatively, you can hover with the mouse over a vacant square or use the cursor keys to move around, then use the keyboard to enter a symbol.</para>

<para
>In Roxdoku (three-dimensional) puzzles, always use the mouse to set a small cube to a value and use a <emphasis
>double</emphasis
> click. When you rotate the large cube, by clicking and dragging with the mouse, it is easier to see what values are on the small cubes in the background if you click <emphasis
>between</emphasis
> the small cubes, not on them.</para>

<para
>It is useful sometimes to enter markers or notes, which are tiny symbols within a square. These have no influence on the solution, but they can help you keep track of ideas you have had, especially when there is a choice between two alternatives and you do not yet have enough information to decide between them. To enter a marker or note, click with the right mouse button or hold down the &Shift; key when using the keyboard.</para>

<para
>To clear symbols from a square, hover over the square with the mouse and hit <keycap
>Delete</keycap
> or <keycap
>Backspace</keycap
> on the keyboard or click with the &RMB; on the square.</para>

<para
>Notice that the squares change color while you hover the mouse over them. This is to help you keep up with the rules of &kappname;. Use the vertical and horizontal lines to check if the symbol you are about to enter into a vacant spot is already in use anywhere in the vertical or horizontal line that square is a part of. The coloring also highlights the block which, if you remember, must also contain only one instance of each symbol. If you do not need the highlighting, you can use the <menuchoice
><guimenu
>Settings</guimenu
> <guimenuitem
>Configure &kappname;...</guimenuitem
></menuchoice
> menu item to turn it off.</para>

<para
>Keep entering symbols in accordance with the rules until the whole game field is filled up. At this point &kappname; will check if all the entries are valid and will either correct you or accept your solution.</para>
</chapter>

<chapter id="rules_and_tips"
><title
>Spelregels, strategieën en tips</title
> <!-- do not change this! -->

<sect1 id="rules"
><title
>General Game Rules</title>

<para
>The rules of &kappname; are quite simple.</para>
	<itemizedlist>
	<listitem
><para
>Depending on the size of the game board, the type of puzzle and the difficulty level chosen an individual &kappname; puzzle may take from a few minutes to a few hours to solve.</para
></listitem>
	<listitem
><para
>Each square may hold one and only one symbol.</para
></listitem>
	<listitem
><para
>Each horizontal row (as defined by the game board) can contain each symbol exactly once.</para
></listitem>
	<listitem
><para
>Each vertical column (as defined by the game board) can contain each symbol exactly once.</para
></listitem>
	<listitem
><para
>Each block (as defined by the game board) can contain each symbol exactly once</para
></listitem>
	</itemizedlist>

	<note
><title
>Notitie:</title
><para
>The set of symbols depends on the size of game you choose.</para
></note>

	<itemizedlist>
	<listitem
><para
>Knowledge of mathematics or language is not required to solve &kappname; puzzles.</para
></listitem>
	<listitem
><para
>The symbols already on the game board when the puzzle starts cannot be changed.</para
></listitem>
	<listitem
><para
>You can only modify the symbols you have previously entered.</para
></listitem>
	<listitem
><para
>Puzzles generated by &kappname; have one solution only.</para
></listitem>
	<listitem
><para
>Puzzles you enter in might have no solution or more than one solution, but if they are from a published source this probably means you have made a data-entry error.</para
></listitem>
	</itemizedlist>
</sect1>

<sect1 id="variants"
><title
>&kappname; Variaties</title>

	<itemizedlist>
	<listitem
><para
>The Standard 9x9 Sudoku puzzle has 9 rows, 9 columns and 9 square blocks of size 3x3.</para
></listitem>
	<listitem
><para
>Other sizes of Standard Sudoku are 4x4 (very easy), 16x16 and 25x25 (not so easy).</para
></listitem>
	<listitem
><para
>The Jigsaw variation is the same as Standard Sudoku except that some blocks are not square.</para
></listitem>
	<listitem
><para
>The XSudoku variation is exactly the same as Standard Sudoku with an additional requirement: the two main diagonals must also each contain the symbols 1 to 9 once and once only. &kappname; highlights the diagonals to make this easier to see.</para
></listitem>
	<listitem
><para
>The Roxdoku variations are based on cubes in three dimensions, but are easier than they sound. There are no rows or columns. A 3x3x3 Roxdoku puzzle has 27 small cubes arranged into a larger 3x3x3 cube. This contains nine slices, each containing 3x3 small cubes, and these are the square blocks that must be filled with the numbers 1 to 9. A 4x4x4 Roxdoku has twelve 4x4 slices and a 5x5x5 Roxdoku has fifteen 5x5 slices.</para
></listitem>
	<listitem
><para
>The Samurai Sudoku consists of five Standard Sudoku puzzles of 9x9 squares each, overlapping at the corners by four 3x3 blocks. Each of the five puzzles has 9 rows and 9 columns to solve, but there are only 41 blocks to solve, rather than 45, because of the overlap.</para
></listitem>
	<listitem
><para
>The Tiny Samurai Sudoku consists of five 4x4 puzzles, overlapping at the corners by four squares. Each of the five puzzles has 4 rows, 4 columns and 4 blocks to solve.</para
></listitem>
	</itemizedlist>
</sect1>

<sect1 id="tips"
><title
>Strategieën en tips</title>

	<itemizedlist>
	<listitem
><para
>Take your time and do not rush. &kappname; is not a quick game.</para
></listitem>
	<listitem
><para
>Pay attention to the row, column, and block colorings. They are there to help you.</para
></listitem>
	<listitem
><para
>Make sure that no duplicate symbol exists already in the row, column or block where you are entering a symbol.</para
></listitem>
	<listitem
><para
>If in doubt, try to foresee if a square you are entering a symbol into may be needed by some other symbol, which otherwise cannot go anywhere else due to the row, column and block rules.</para
></listitem>
	<listitem
><para
>Use the Internet to search for general hints and strategies for solving Sudoku puzzles.</para
></listitem>
	<listitem
><para
>Use marker moves when you spot a square or squares that have just a few alternatives but you cannot decide between them immediately. Markers will save you time and memory effort later, when more squares have been filled in. See <link linkend="howto"
> How to Play</link
> for details of how to use markers.</para
></listitem>
	<listitem
><para
>If you are having trouble, try to retrace your steps and see exactly where you have made an error. You can use the <menuchoice
><guimenu
>Move</guimenu
> <guimenuitem
>Undo</guimenuitem
></menuchoice
> and <menuchoice
><guimenu
>Move</guimenu
> <guimenuitem
>Redo</guimenuitem
></menuchoice
> menu items, repeatedly if necessary, and there is a setting in <menuchoice
><guimenu
>Settings</guimenu
> <guimenuitem
>Configure &kappname;...</guimenuitem
></menuchoice
> that highlights errors.</para
></listitem>
	<listitem
><para
>Even though &kappname; provides a 'Hint' option for you, try not to use it often. Remember, solving the puzzle all by yourself enhances your brain activity, while using the 'Hint' feature too often is cheating.</para
></listitem>
	<listitem
><para
>If you have too much trouble solving a certain puzzle and simply must use the 'Hint' feature, then maybe you should try decreasing the difficulty level, or try a simpler, more basic puzzle.</para
></listitem>
	<listitem
><para
>Some puzzle layouts feature very specific game board shapes. It is a good idea to have the highlighting option enabled even if you consider yourself an experienced player.</para
></listitem>
	</itemizedlist>
</sect1>
</chapter>

<chapter id="interface"
><title
>Overzicht van het interface</title
> <!-- do not change this! -->

<sect1 id="welcome-screen"
><title
>The Welcome Screen</title>

<para
>The Welcome Screen is the first thing you see when you start &kappname; or use the toolbar or menu to request a new game. It has a list of all the puzzle types and sizes and you can click on one of them to make a selection.</para>

<para
>If you click the button marked <guilabel
>Enter In A Puzzle</guilabel
>, an empty board of the selected type and size appears. Here you can use the mouse or keyboard to enter in a puzzle from another source, such as a newspaper. When you have finished, use the <guilabel
>Check</guilabel
> action, on toolbar or menu, to check the puzzle. It should have just one solution. If so, you can start solving the puzzle or perhaps get &kappname; to solve it. If there is no solution or more than one solution, it probably means you have made a data-entry error somewhere.</para>

<para
>If you click the button marked <guilabel
>Generate A Puzzle</guilabel
>, &kappname; will display a board with some squares already filled in. It is up to you to fill in the rest.</para>

<para
>Before you generate a puzzle, check that the settings of the <guilabel
>Difficulty</guilabel
> and <guilabel
>Symmetry</guilabel
> buttons are to your liking. You can change them during a game, but then they will have no effect until the next puzzle is generated.</para>

	<note
><para
>If you cannot see the <guilabel
>Difficulty</guilabel
> and <guilabel
>Symmetry</guilabel
> buttons, use the <menuchoice
><guimenu
>Settings</guimenu
> <guimenuitem
>Show Statusbar</guimenuitem
></menuchoice
> menu item to make sure that the statusbar is visible.</para
></note>

<para
>The <guilabel
>Difficulty</guilabel
> button provides six levels of difficulty, from <guimenuitem
>Very Easy</guimenuitem
> up to <guimenuitem
>Hard</guimenuitem
>, <guimenuitem
>Diabolical</guimenuitem
> and <guimenuitem
>Unlimited</guimenuitem
>. The easier levels may take a few minutes to solve on a 9x9 board. The <guimenuitem
>Hard</guimenuitem
> and <guimenuitem
>Diabolical</guimenuitem
> levels may take an hour or so and are intended to be equivalent to difficult grades appearing in newspapers. Samurai puzzles and 16x16 or 25x25 sizes of puzzles will take longer to solve, simply because there are more rows, columns and blocks and more squares to fill in.</para>

<para
>The Diabolical level typically requires one or more guesses, with backtracking if you guess wrong. Lower levels can usually be solved by logic alone. The Unlimited level has no limits on the number of guesses required, how soon the first guess is needed or how complex the logic might be. It is provided for the interest of expert players, but tends to generate uninteresting 'inhuman' puzzles and is not recommended for general use.</para>

 <para
>The <guilabel
>Symmetry</guilabel
> button provides seven types of symmetry, including <guimenuitem
>No Symmetry</guimenuitem
>. This controls the layout and appearance of the squares that are filled in at the start of a puzzle and has mainly aesthetic effect, except that puzzles with no symmetry tend to be slightly harder than those with high symmetry and it is less likely that &kappname; can generate a puzzle with high difficulty and high symmetry combined.</para>
</sect1>

<!-- This section has to do with menubar. Describe every single entry in order. Use <variablelist
> and <varlistentry
>. Split the chapter into sections using <sect1(2,3)
> for better viewing.-->
<sect1 id="game-menu"
><title
>The Game Menu</title>

		<variablelist>
			<varlistentry id="game-menu-new">
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>N</keycap
></keycombo
> </shortcut
> <guimenu
>Spel</guimenu
> <guimenuitem
>Nieuw</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Start een nieuw spel.</action
></para
></listitem>
			</varlistentry>
			<varlistentry  id="game-menu-load">
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>O</keycap
></keycombo
> </shortcut
> <guimenu
>Spel</guimenu
> <guimenuitem
>Laden...</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Laadt een opgeslagen spel.</action
></para
></listitem>
			</varlistentry>
			<varlistentry id="game-menu-save">
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>S</keycap
></keycombo
> </shortcut
> <guimenu
>Spel</guimenu
> <guimenuitem
>Opslaan</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Saves</action
> the current game as a default save file.</para
></listitem>
			</varlistentry>
			<varlistentry id="game-menu-save-as">
				<term
><menuchoice
><guimenu
>Spel</guimenu
><guimenuitem
>Opslaan als...</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Saves</action
> the current game as a file of your choice.</para
></listitem>
			</varlistentry>
			<varlistentry>
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>P</keycap
></keycombo
> </shortcut
> <guimenu
>Spel</guimenu
> <guimenuitem
>Afdrukken...</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Prints</action
> the current state of a two-dimensional game on a printer of your choice. The block outlines and original puzzle values are printed in black. Other cells, filled-in values and solution values are printed in gray. There is an option to print just one puzzle or more than one puzzle per page. See <link linkend="configuration"
>Game Configuration</link
>.</para
></listitem>
			</varlistentry>
			<varlistentry>
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>Q</keycap
></keycombo
> </shortcut
> <guimenu
>Spel</guimenu
> <guimenuitem
>Afsluiten</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Beëindigt</action
> &kappname;.</para
></listitem>
			</varlistentry>
		</variablelist>
</sect1>
<sect1 id="move-menu">
	<title
>The Move Menu</title>
		<variablelist>
			<varlistentry id="move-menu-undo">
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;<keycap
>Z</keycap
> </keycombo
> </shortcut
> <guimenu
>Zet</guimenu
> <guimenuitem
>Ongedaan maken</guimenuitem
> </menuchoice
></term>
				<listitem
><para
>Uw laatste zet wordt <action
>ongedaan gemaakt</action
>, herhaald indien gewenst.</para
></listitem>
			</varlistentry>
			<varlistentry id="move-menu-redo">
				<term
><menuchoice
><shortcut
> <keycombo action="simul"
>&Ctrl;&Shift;<keycap
>Z</keycap
></keycombo
> </shortcut
> <guimenu
>Zet</guimenu
> <guimenuitem
>Opnieuw</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Redo</action
> a move that was undone, repeatedly if required.</para
></listitem>
			</varlistentry>
			<varlistentry id="move-menu-hint">
				<term
><menuchoice
><shortcut
><keycap
>H</keycap
></shortcut
><guimenu
>Zet</guimenu
><guimenuitem
>Tip</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Geef een hint</action
> door een open vakje in te vullen.</para
></listitem>
			</varlistentry>
			<varlistentry id="move-menu-demo">
				<term
><menuchoice
><guimenu
>Move</guimenu
> <guimenuitem
>Solve</guimenuitem
> </menuchoice
></term>
				<listitem
><para
>De puzzel <action
>direct oplossen</action
> the puzzle.</para
></listitem>
			</varlistentry>
			<varlistentry id="move-menu-shuffle">
				<term
><menuchoice
><guimenu
>Zet</guimenu
> <guimenuitem
>Activeren</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Check</action
> an entered puzzle for validity. If it has only one solution, it becomes available for play. If it has no solution or more than one solution, there has probably been an error in the data-entry.</para
></listitem>
			</varlistentry>
		</variablelist>
</sect1>
<sect1 id="settings-menu">
	<title
>Het menu Instellingen</title>
		<variablelist>
			<varlistentry id="settings-menu-settings">
				<term
><menuchoice
><guimenu
>Instellingen</guimenu
> <guimenuitem
>&kappname; instellen...</guimenuitem
> </menuchoice
></term>
				<listitem
><para
><action
>Een dialoog openen om &kappname; in te stellen.</action
> Zie de sectie <link linkend="configuration"
>Spelconfiguratie</link
> voor details.</para
></listitem>
			</varlistentry>
		</variablelist>
		<para
>Bovendien heeft &ksudoku; de gezamenlijke menu-items van &kde; <guimenu
>Instellingen</guimenu
> en <guimenu
>Help</guimenu
>, voor meer informatie lees de secties over de <ulink url="help:/fundamentals/ui.html#menus-settings"
>Menu Instellingen</ulink
> en <ulink url="help:/fundamentals/ui.html#menus-help"
>Menu Help</ulink
> van &kde;-fundamentals. </para>
</sect1>
</chapter>

<chapter id="faq"
><title
>Veel voorkomende vragen</title
> <!-- do not change this! -->
<!--This chapter is for frequently asked questions. Please use <qandaset
> <qandaentry
> only!-->
<qandaset>
<!--Following is a standard list of FAQ questions.-->
<qandaentry>
 <question
><para
>Ik wil het uiterlijk van dit spel wijzigen. Kan dat? </para
></question>
 <answer
><para
>Sudoku games are traditionally played using a square grid. Themes do not make much sense here, but you can select some color schemes and backgrounds. To do so use <menuchoice
><guimenu
>Settings</guimenu
><guimenuitem
>Configure &kappname;...</guimenuitem
></menuchoice
> on the menubar.</para
></answer>
</qandaentry>
<qandaentry>
 <question
><para
>Kan ik het toetsenbord gebruiken om dit spel te spelen? </para
></question>
 <answer
><para
>Ja. In &kappname; is het speelbord altijd ingeschakeld. Gaarne de cursortoetsen gebruiken om de selectie te verplaatsen, numerieke of alfabettekens om de symbolen in te voeren en de &Shift;-toets om markeringen toe te passen.</para
></answer>
</qandaentry>
<qandaentry>
 <question
><para
>Waar zijn de topscores?</para
></question>
 <answer
><para
>&kappname; heeft deze functie niet.</para
></answer>
</qandaentry>
<!--Please add more Q&As if needed-->

</qandaset>
</chapter>

<chapter id="configuration"
><title
>Spelconfiguratie</title
> <!-- do not change this! -->
<!--This section describes configuration GUI. If your game is configured using menubar exclusively, please remove this section.-->

<sect1 id="general-options"
><title
>Spelopties</title>
	<variablelist>
		<varlistentry>
			<term
><guilabel
>When printing, try to fit more than one puzzle on a page</guilabel
></term>
			<listitem>
			<para
>Deze optie omschakelen om meer dan één puzzel per pagina af te drukken wanneer deze passen.</para>
			<para
>If this option is checked, puzzles will be printed when no more will fit on a page or when &kappname; terminates. Otherwise a puzzle is printed immediately.</para>
			<para
>Three-dimensional puzzles cannot be printed.</para>
			</listitem>
		</varlistentry>
		<varlistentry>
			<term
><guilabel
>Accentueringen in 2d puzzels tonen</guilabel
></term>
			<listitem
><para
>De optie accentuering van &kappname; omschakelen voor tweedimensionale puzzels.</para
></listitem>
		</varlistentry>
		<varlistentry>
			<term
><guilabel
>Fouten tonen</guilabel
></term>
			<listitem
><para
>De optie om fouten te accentueren omschakelen.</para
></listitem>
		</varlistentry>
		<varlistentry>
			<term
><guilabel
>Accentueringen in 3d puzzels tonen</guilabel
></term>
			<listitem
><para
>De optie accentuering van &kappname; omschakelen voor driedimensionale puzzels.</para
></listitem>
		</varlistentry>
		<varlistentry>
			<term
><guilabel
>Instellingen alleen voor 3d puzzels</guilabel
></term>
			<listitem
><para
>These five settings adjust the highlighting and visibility of cells in three-dimensional puzzles. The idea is to make it easier to see relationships between cells, especially if they are behind other cells.</para
></listitem>
		</varlistentry>
	</variablelist>
		<note
><title
>Notitie:</title
><para
>Het is aanbevolen om de optie voor accentuering in te schakelen, zelfs voor de meest ervaren spelers, omdat het helpt om de vakken van het speelbord te zien.</para
></note>
</sect1>
</chapter>

<chapter id="credits"
><title
>Dankbetuiging en licentie</title
> <!-- do not change this! -->

<para
>&kappname; </para>

<!--List all the copyright holders here-->
<para
>Copyright 2005-2007 Francesco Rossi <email
>redsh@email.it</email
></para>

<para
>Copyright 2006-2007 Mick Kappenburg <email
>ksudoku@kappenburg.net</email
>, Johannes Bergmeier <email
>johannes.bergmeier@gmx.net</email
></para>

<para
>Copyright 2011 Ian Wadham <email
>iandw.au@gmail.com</email
></para>

<para
>Nieuwe oplosser en generatie-algoritmen 2011 David Bau, <ulink url="http://davidbau.com/archives/2006/09/04/sudoku_generator.html"
> zie website.</ulink
></para>

<para
>Documentatie copyright 2005 Francesco Rossi <email
>redsh@email.it</email
></para>

<para
>Documentatie copyright 2007 Mick Kappenburg <email
>ksudoku@kappenburg.net</email
>, Eugene Trounev <email
>eugene.trounev@gmail.com</email
></para>

<para
>Documentatie copyright 2011 Ian Wadham <email
>iandw.au@gmail.com</email
></para>

&meld.fouten;&vertaling.freek; 
&underFDL; &underGPL; </chapter>

<appendix id="installation">
<title
>Installatie</title>

&install.intro.documentation;


<sect1 id="Compilation">
<title
>Compilatie en installatie</title>
&install.compile.documentation; </sect1>
</appendix>

&documentation.index;
</book>
<!--
Local Variables:
mode: sgml
sgml-minimize-attributes:nil
sgml-general-insert-case:lower
sgml-omittag:t
sgml-shorttag:t
sgml-namecase-general:t
sgml-always-quote-attributes:t
sgml-indent-step:0
sgml-indent-data:nil
sgml-parent-document:nil
sgml-exposed-tags:nil
sgml-local-catalogs:nil
sgml-local-ecat-files:nil
End:
-->
