From clues to chambers.
A room is a rectangle. Its number is its area. Everything else follows from those two ideas.
2 rows × 3 columns = 6 squares. Exactly one clue.
Read the number as an area
A clue of six asks for six squares. It could belong to a rectangle one square by six only on a large enough board, or two by three on this five-by-five floor. The shape must stay inside the board and include that clue.
Choose opposite corners
Tap an empty square, then the opposite corner of the rectangle you have in mind. The selection is shown before anything is placed. Press Place chamber to check it. Selecting the same square twice makes a one-square proposal, though it still needs a matching clue.
Pass all three checks
A proposed room may not cross an existing chamber. It must contain exactly one numbered square, and its area must equal that number. A rejected proposal leaves the floor unchanged and explains which check failed.
Revise a room
Tap a square in an existing chamber to select that chamber, then choose Remove chamber. Undo change restores the previous placement or removal. Selecting a new pair of corners replaces an uncommitted proposal without consuming any resource.
Borrow an example
Place an example inserts one room from a prepared complete plan. If an existing guess crosses that room, it is cleared first. You can undo the entire hint operation. The hint is assistance, not a score-affecting purchase or a requirement to finish.
Finish the floor
The activity is complete once all 25 squares belong to valid rooms. The counter records occupied squares, not money or points. Three plans can be selected from the menu, and restarting the current plan removes its rooms and undo history.
Ready to try the idea?
All of the controls described above are included on the main page. A new visit starts with a clean activity.
Build a chamber