Block Puzzle is a grid puzzle played on an 8×8 board: place the three blocks in your tray without overlapping, and any row or column that fills up disappears. Nothing falls and there is no clock, so every decision is yours — the whole game is choosing where the next three pieces go. A fresh tray arrives once all three are used, and the round ends when no remaining block fits anywhere. Your best score is kept in this browser only, with no install and no account.
Rows and columns that complete on the same move both clear. The check runs once on the board right after placement, so clearing a row can never un-complete a column.
A new tray arrives only after all three blocks are used. Refilling one at a time would leave an unplaceable block stuck in the tray for the rest of the game.
Blocks cannot be rotated — instead every orientation of the L, T and S shapes is its own piece, 29 in total.
Your best score lives in this browser (localStorage); nothing is sent to a server.
It looks like Tetris but the axis of the rules is different. Nothing falls, there is no gravity and there is no clock, so a block can go into any empty space that fits it. You are not being chased; you are calculating where the next three pieces belong.
There is also one more way to clear. Tetris only removes horizontal lines, while here a full column disappears under exactly the same rule. That makes building vertically against the right wall a real strategy rather than a mistake.
The board never grows upward either. Sixty-four cells is the entire game, and the space you win back by clearing is precisely the freedom your next move has. It looks like a scoring game; it is really a space-management game.
A placement scores its own cell count, from 1 to 9. A clear adds 10 × the number of lines squared × the combo multiplier, so one line is 10 points, two at once is 40 and three at once is 90.
The square is there because simultaneous clears are genuinely harder. Clearing one line twice earns 20 points; clearing the same two lines in a single move earns 40. When a row sits at seven of eight cells, the discipline of not filling it — and waiting for a spot that completes a column too — is what turns 10 points into 40.
The combo multiplier only survives an unbroken chain of clearing placements. Five in a row reaches a multiplier of 5, and it stops there. An uncapped multiplier would let one lucky streak dominate every other round you ever play.
So high scores rest on three habits: place large blocks without wasting cells, clear more than one line per move, and never break the chain.
The single most valuable habit is always keeping a 3×3 hole open somewhere. The nine-cell square is the rarest piece in the bag, but if it arrives with nowhere to go it occupies a third of your tray until the game ends.
The shape of your empty space matters more than the amount. Twenty scattered cells will not take a five-long bar, while twelve connected ones will. When choosing between two placements, pick the one that does not split the remaining space into single-cell holes.
Filling the middle first and leaving the edges open works better than the reverse. An empty cell in the centre blocks one row and one column while also standing in the way of every large piece; a gap in a corner blocks the same two lines but obstructs far less.
Do not fill a row on reflex when it reaches seven cells. Leave that cell and look for a placement that completes a column at the same time — 10 points becomes 40. Check your tray first, though: if all three blocks are large, you may not have the room to wait.
Treat the single-cell block as a saved card. Spending it on the last gap in a line lets you clear on that move and keep the combo chain alive.
The bag holds 29 pieces, from one cell to nine: bars of one to five cells in both orientations, the 2×2 and 3×3 squares, the 2×3 and 3×2 rectangles, the three-cell corner in four rotations, the five-cell L in four rotations, the T in four and the S and Z in four.
Draws are not uniform. Weight falls as cell count rises, so two-cell bars and three-cell corners are the most common while the nine-cell square is the rarest. Uniform draws would cluster large pieces and jam the board within a dozen moves, and a game that ends to the bag rather than to your decisions records nothing about skill.
No rotation interacts with those odds. A horizontal five-bar and a vertical five-bar are separate pieces, so on a board where only vertical room remains, a horizontal bar is a dead card for that round. Keeping both orientations viable is half the strategy.
The round ends the moment every block left in the tray fails to fit anywhere on the board. A full board is not required — ten scattered empty cells can end a game just as surely as none at all.
The most common ending is the checkerboard. Placing with one-cell gaps between blocks eventually splits all remaining space into isolated single cells, and from there nothing but the one-cell block can move.
The second is three large blocks arriving together. That part is luck, but keeping a 3×3 hole open makes it far less frequent than it otherwise would be.
There is deliberately no undo. If you could take a move back, the optimal strategy would be to reverse whenever you get stuck, and the score would stop meaning anything.
The block is aimed by treating the cell under your finger as the centre of its top row, then pulling the whole piece inside the board. Aiming past the edge still resolves to the nearest legal position, so corner placements work on a small screen.
The preview changes both colour and border. Signalling fits and collisions by colour alone would carry no information to a player with colour vision deficiency.
The game is fully playable without a mouse: 1, 2 and 3 select a block, the arrow keys move it and Enter places it.
A new tray is never dealt with all three blocks unplaceable. The draw is retried a few times, and if that fails the last block is swapped for the smallest piece that does fit the current board — losing to the bag rather than to your own move records nothing about skill. If the board genuinely cannot take even a single cell, nothing is substituted and the round ends there.
Your best score and line count stay in this browser. Nothing is sent to a server, which is also why there is no global leaderboard — the record you are chasing is your own.
Place the three blocks from your tray onto an 8×8 grid without overlapping anything. When all eight cells of a row or a column are filled, that line clears. A new set of three arrives when the tray empties, and the game ends when no block in the tray fits anywhere on the board.
No. Every orientation exists as a separate piece instead, so the moment you see your three blocks the decision is complete. Without rotation, reading the board is the whole skill, and the score reflects it.
Placing a block scores its cell count, and clearing lines adds 10 × lines² × combo multiplier. Two lines on one move is 40 points while one line twice is only 20, so setting up a double clear is worth exactly twice as much.
Clear a line on consecutive placements and the combo rises by one each time; a placement that clears nothing resets it to zero. The multiplier stops at 5 — with no cap, one lucky streak would outweigh every other game you play.
Yes. Tap a block, then press the grid to aim. The preview follows your finger while you hold, and the block drops when you lift. No install, no account, and it keeps working offline.