LOGIC & STRATEGY
Learn why a move works.
Nine learning centres connect clear rules, specific techniques, playable studies and matching paper challenges.
Logic: establish what must be true
Learn to distinguish a filled square you can prove from a placement that merely fits. Start with one line, then carry its deductions through a full board. The exercises focus on the number clues; a picture you think you recognise is not evidence.
Place tents by combining counts, tree neighbours and separation. A square may satisfy one rule and fail another. These exercises teach you to eliminate impossible locations before committing to a tent, then check the complete one-to-one tree matching.
Use island totals to prove connections, crossing rules to remove routes, and connectedness to test the final network. The exercises distinguish a single bridge that must exist from a double connection whose exact count is known.
Read the revealed numbers as constraints on hidden neighbours. Learn when they prove a mine, when they prove safety and when more than one arrangement remains possible. These lessons use the classic eight-neighbour rules of Playfield's Minefield.
Turn every light off by reasoning about toggles rather than chasing whichever lights look inconvenient. These lessons use the five-by-five Cross Lights rule: a press flips its own square and its horizontal and vertical neighbours, with no wrapping at the edges.
A useful path through each game
- Read the rules and try a technique question before opening its answer.
- Compare the counterexample: learn where the rule stops being sufficient.
- Play a fixed study. Ask for a reason before applying its suggested change.
- Compare the checked solution route, or print the same board and solve on paper.
Practice collections group teaching tasks and original boards. The full-board order uses the length of a checked reasoning trace; it is not a player-tested difficulty rating. Daily puzzles remain separate, and study saves do not change daily progress.
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Strategy: compare the consequences of a move
Learn how the blank controls access, how short cycles move tiles around a region, and how to distinguish a difficult position from an impossible arrangement. The short playable studies let you compare first moves against a checked route to the ordered four-by-four goal.
Learn to verify a jump, track what each jump removes, and look beyond the next available move. In the small playable studies, compare a checked finishing sequence with alternatives that strand pegs. The useful question is what the remaining pegs can still do together.
Learn to distinguish a promising-looking line from an immediate win, recognise urgent replies, and verify a forced next-turn tactic. The playable cases compare legal drops and immediate replies; their task is a specific tactical decision, not a prediction of the entire game.
Learn legal capture lines, the special status of corners, the choices a move leaves the opponent, and the exact conditions for a pass or finish. The playable comparisons show actual captures and legal replies, keeping these observations separate from claims about the eventual winner.
Sliding Tiles and Peg Solitaire offer checked finishes. Four in a Row examines immediate threats and forks. Six-by-six Reversi compares captures, corners, mobility and passes. These centres add 32 distinct studies; their lesson, practice and paper versions reuse the same positions.
GO BEYOND A SINGLE TECHNIQUE
Test a tempting idea in the Decision Lab
Nine investigations examine whole-board ambiguity, global constraints, shortest routes and exact endings. Make a prediction, inspect the evidence, then try a changed-condition question.
Explore the Decision Lab →Learn the arcade games too
The Arcade Playbook covers eleven racing, flight, sports, catching, memory and merging games with two practice experiments each.
Open the Arcade Playbook →