NO. 04 / SPACE & SEQUENCE

Klotski.
Make a way out.

The largest block needs the smallest favor: two empty cells, together, on the right side.

Understand the exit ↓

Move the large Goal block to the marked bottom-center exit.

Swipe a block to move one cell, or drag it further.

MOVES0
TIME00:00
BEST · SOLO—
↓ EXIT ↓
Solo attemptBoard 1 of 3

Swipe one cell · Drag further · Keys: 1–9/0 choose, arrows move

Best scores
Solo
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Assisted
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This game and difficulty, on this browser. Fewest moves, then active time. Hints use separate records.

The exact pieces on this board

Klotski here uses a 4×5 frame: one large 2×2 Goal block, four upright 1×2 blocks, one horizontal 2×1 block and four 1×1 squares. Eighteen cells are occupied, leaving two gaps. Pieces slide one cell horizontally or vertically into free space. They cannot rotate, overlap, jump or cross the frame.

The goal is to bring the large block to the bottom-middle two columns. Reaching that marked position completes the game; you do not push the block physically outside the board. Smaller pieces cannot use the exit to leave.

A move is one cell, not one drag

Each successful arrow action counts as one move, even if the same block slides again immediately. This makes the count precise across touch and keyboard. These move counts should not be compared directly with versions that count a multi-cell slide or a turn as one move.

Every layout is original to this implementation and comes from legal moves away from a solved arrangement. Its reverse route is replay-verified. The familiar rectangular mechanic does not use another game’s artwork, music, code or copied level layouts.

BEFORE MOVING THE LARGE BLOCK

Two gaps must agree.

A 2×2 block moving down needs both cells directly beneath it empty at the same time. Two scattered single gaps are not enough. Before touching the Goal block, choose which small piece can bring those gaps together.

Swipe a little. Move a full cell.

Swipe a block a short distance with your mouse or finger. Once the direction is clear, it previews the next cell immediately; release to confirm. You do not need to drag it all the way to the next cell. For a longer straight move, keep dragging: the preview advances through legal cells along one axis and stops at other blocks or the frame. Each cell travelled counts as one move, including a longer straight drag. A tap, tiny wobble, unclear diagonal or cancelled gesture leaves the board unchanged. Drag back near the starting point before releasing to cancel. You can also tap a block and press an arrow button beneath the board; unavailable directions are disabled. Selection alone does not count as a move or start the timer. The highlighted outline identifies your selected piece; the Goal block has its own color and label.

For keyboard play, focus the board. Keys 1–9 and 0 select the ten pieces, with each key printed on its block. Arrow keys slide the selected block one cell. Escape deselects. You can choose a block by tapping and continue with keyboard arrows without leaving the board.

Hint selects a piece and names a verified next direction. Its route may first undo a recent detour to return to the known path; a move away from the exit can be the right move. The route is reliable, not necessarily optimal. A displayed hint marks the attempt Assisted. Undo and restarting the same layout retain that classification; New board or a difficulty change starts Solo.

Which block should move first?

Start by locating the two empty cells. If the Goal cannot move toward them, look for a 1×1 square that can join them into a useful pair. A narrow upright block may need those gaps stacked vertically; the large block needs them side by side for vertical travel. The shape of free space tells you which piece can move next.

Do not choose a block merely because it is closest to the exit. Trace how its move changes the two gaps. A small square sliding sideways can open a corridor for an upright block, which can then clear both cells for the Goal.

Keep a route back around the Goal

Advancing the large block too early can split the remaining space into pockets. Before moving it down, check whether the small pieces can still reach the side you need next. Many useful sequences temporarily lift or shift the Goal to reorganize the lower frame.

Pause or switching tabs stops active time and hides the board. Same-tab reload restores the game paused. Undo restores one cell slide and adds one move. Restart repeats the same layout; New board cycles through three original layouts in the chosen difficulty.

03 / THREE LENGTHS OF THOUGHT

The pieces stay. The route changes.

Easy

A prepared eight-slide route to a solved arrangement. Learn to put the two gaps together on the useful side of the Goal.

Medium

A prepared 24-slide route. More small pieces must cooperate before the exit corridor is clear.

Hard

A prepared 48-slide route. Plan several rearrangements instead of advancing the Goal at every opportunity.

These are known witness lengths, not optimal-solution labels. Different layouts can have different shorter routes to the exit. Scores are separated by difficulty and hint use.

What this version counts.

Why can’t I rotate the thin blocks?

Orientation belongs to the puzzle. Rotating the horizontal block or standing an upright block on its side would change which corridors fit it and create a different game.

Why does the game finish before the Goal leaves the frame?

The marked bottom-center position is the defined goal state. No piece disappears, and there is no hidden extra move beyond the edge.