NO. 02 / SHAPE & SPACE

Block puzzle.
Make room.

An 8×8 block puzzle. Three shapes at a time.
The most useful space is the space you keep.

How the pieces fit ↓

No falling blocks.
No ticking deadline.

MAKE ROOM FOR THE NEXT THREE

Drag a piece onto the board, or tap a piece then its top-left cell.

SCORE0
MOVES0
TIME00:00
BEST SCORE—

Drag to place, or choose a piece then its position.

Drag to place · Or tap piece, then cell · Keys: 1–3 choose, arrows aim, Enter place

The exact rules of this board

Choose one of the three shapes in the tray, then place the whole shape on empty cells of the 8×8 board. A shape cannot overlap a filled cell, cross an edge, rotate or flip. The cell you tap is the top-left corner of its bounding box, including any empty corner in that box. The preview marks the cells that will actually fill.

A complete horizontal row or vertical column clears immediately. Rows and columns are checked together, before anything disappears. There is no gravity: blocks above a cleared line stay where they are. Squares of 3×3 do not clear by themselves.

Use all three tray pieces before the next three arrive. You may use them in any order. The run ends only when none of the remaining pieces has a legal landing spot. A single awkward piece does not end the game if another can still fit.

What a point means

Each cell you place earns one point. Each occupied cell removed by a line clear earns one more. The crossing cell of a row and a column counts once, not twice. There are no hidden combo multipliers. Best score is your highest score on this browser for this difficulty; ties prefer fewer moves, then less active time.

A CLEAR YOU CAN PLAN

One square.
Two open lines.

The top row and left column each need the same corner. A one-cell piece closes both at once: 15 unique cells disappear. That placement earns 16 points: one for the new block, fifteen for the clear.

COUNT THE CROSSING ONCE

Touch, mouse and keyboard

Drag a tray shape onto the board with a mouse or finger. The footprint shows your chosen position; release when it fits to place it. On touch screens the lifted shape stays above your finger so you can see the landing. Overlapping, out-of-bounds or cancelled drops leave the board unchanged. You can also tap a tray piece, then tap its top-left corner on the board. Selecting a shape highlights only the tray piece; it does not suggest a landing spot. After placing it, choose the next piece yourself. With a mouse, select a shape and move over the board to preview the footprint at your chosen position. An outlined corner shows your aim; shaded cells show exactly what will fill. A message explains when a footprint overlaps or crosses the boundary.

With a keyboard, Tab to the board. Press 1, 2 or 3 to choose a tray slot, arrow keys to move the top-left corner, and Enter or Space to place after aiming. Escape deselects. Tray buttons also work with Tab and Enter. Board shortcuts stay on the board, so arrow keys elsewhere still scroll normally.

The timer starts at the first placement. Pause hides the board and stops time; switching tabs pauses an active run. Reloading restores it paused in the same tab. Undo restores the previous board and tray, even across a refill, and counts as a move. Restart replays the same starting deal; New game draws a new one. Best scores already earned remain on your browser.

Before clearing a line, inspect what will remain

A move can clear eight cells and still leave a narrow pocket that none of the next pieces can enter. Look beyond the points: trace the empty rectangle that will remain after a clear. For a long horizontal piece, eight scattered empty squares are much less useful than one straight corridor.

Compare all three shapes before placing the first. Reserve the only 3×3 clearing for a large square if it is already in the tray. Small pieces are useful repair tools: use them to close a line, rather than filling the middle of your widest open area. A clear can create a landing spot for a piece that currently has none.

03 / CHOOSE YOUR PRESSURE

Same space. Different shapes.

Easy

Pieces contain one to three cells. Single cells can repair small holes, giving you more ways to practice line planning.

Medium

Pieces contain two to five cells, adding squares, elbows and longer bars. Protect a wide landing area instead of relying on single-cell repairs.

Hard

Pieces contain three to nine cells, including a 3×3 square and a cross. A roomy board matters more than chasing an immediate clear.

Difficulty changes the draw pool, not the rules or point values. New deals are not guaranteed to continue forever. The board ends honestly when no remaining shape fits.

A few useful distinctions.

Why does a filled 3×3 area stay on the board?

This version clears complete rows and columns only. It has no Sudoku regions and no region-clearing rule. A nine-cell square is a piece shape, not a special scoring zone.

Why can’t I rotate a piece?

Orientation is part of each draw. Plan around the footprint shown in the tray. Rotation would change which gaps are useful, so this version keeps every shape fixed.

Is the next deal guaranteed to fit?

No. All three pieces must be placed before the next deal is revealed. Keeping several kinds of landing area is part of the challenge; a high score is a run, not a solved level.