LEARNING CENTRE

Sliding Tiles: plan the blank, not just the next tile

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.

Start the first studyPlay the regular game

The rules in this version

This version uses a four-by-four grid containing tiles 1–15 and one blank. Only a tile directly above, below, left or right of the blank can slide into it. The goal is 1–15 in reading order with the blank at R4C4. There are no diagonal slides, edge wrapping or whole-row slides. The game creates its scrambles through legal moves from the goal.

Four decisions to understand

Two practice collections

What the evidence establishes

A legal move need not improve a position. Local routes and cycles demonstrate their stated effects; they do not prove a globally shortest solution. A study's minimum-distance claim requires a search that has ruled out every shorter route from that exact position. It is not a promise about general scrambles. The parity test below applies to this four-by-four board and this particular goal. A route that preserves a solved region is useful only while enough space remains to execute it. Generated scrambles are reachable, but an arbitrary rearrangement supplied in a study may not be.

Each technique has two playable starting positions. The collection and print links reuse those same studies, so a lesson, a practice page and a printed sheet do not count as three different puzzles.

Playfield Arcade · Updated 3 October 2026 · AI-assisted writing and code; examples checked against the local game rules. Our method · Report a correction

DECISION LAB

Two moves improve the score. Only one stays on the shortest route.

Compare exact distances with a useful but incomplete tile-distance score.

Test your prediction and follow the evidence →