Pipe Garden
Turn pipe tiles until the spring at the top left feeds water to every square of the garden, on boards from 3x3 to 5x5 with unlimited undo and a shared puzzle per size.
Page 7 of 10: 40 games, from Pipe Garden to Defend. The shelf’s first page starts with the games to try first.
Turn pipe tiles until the spring at the top left feeds water to every square of the garden, on boards from 3x3 to 5x5 with unlimited undo and a shared puzzle per size.
Drag paths through touching tiles on a 5x5 number grid that sum to the target, clearing them for points that grow with path length and streaks, all in one minute.
Guide your figure to the sun as a shadow, repeating each move one turn later, must reach the moon on the same step and can fall into holes, on three boards with a par.
Clear a crowded board of arrows by tapping each to slide out the way it points, choosing an order where nothing blocks the path, with three lives and a daily puzzle.
Play Klondike with one- or three-card draws on a shared daily deal that a solver has confirmed is winnable, and lean on undo and hints without limit.
Drag through touching rings of one color on a 6x7 board to link them, with longer links scoring far more and closed loops clearing a color, all within one minute.
Star Battle on a 10x10 board: each row, column and shaded region needs exactly two stars, and no two stars may touch each other.
Number the squares of a grid in order along a path where each tile's shade, white, light gray or dark gray, says how far the next step goes, in straight lines only.
Klondike with the same deal for every player each day: build up the four foundations from ace to king, with three hints, undo and a streak to keep.
Crack a secret four-color code in eight tries, using pegs that mark colors in the right spot, in the wrong spot or not in the code at all.
Fill squares of a picture grid, nonogram style, so the runs of stitches agree with the number clues beside each row and each column, revealing Grandma's yarn picture.
Flag every buried treasure on a backyard map in Minesweeper fashion, reading each number as how many treasures touch that square, diagonals counted.
Solve a hidden addition or subtraction of the form a + b = c in five tries, entering valid equations and reading colored tiles for digits and signs.
Turn small mirrors so a laser pointer's beam bounces around living-room furniture until the red dot reaches Fibs the cat, using the fewest taps you can.
Six tries to find a hidden arithmetic equation, typing valid equations of your own, with green for right place and brown for a number or sign that sits elsewhere.
Nine quick items on numbers, patterns, memory and sequences inside sixty seconds, the same set for every player, framed as a clearance test in a dystopian world.
Every digit of a sudoku is already on the board, just in the wrong cells; swap pairs into place within a target range, earning streaks for double swaps.
Place towers so power reaches every house from the plant using as little wire as you can, since shorter links carry more megawatts, on one grid shared worldwide.
Compare what each person claims was visible from their spot and find the one liar, alongside short logic puzzles about knitting, treasure maps and laser mirrors.
Work a spatial puzzle of glowing pods hovering over a neon city, some of them sleepy, on a layout every player shares for the day.
Six pours: judge how high a drink tipped from a mug, glass, bottle or can will rise in an empty vessel of another shape, or call the overflow.
Trace one walk that visits each square of a field exactly once, passing numbered stones in order and avoiding hedges, with stiles and oaks on harder days.
Lead a lamp down a seeded mine everyone shares, picking a route of fights, ore seams and carts, playing card battles with energy and facing the Lode Warden at the bottom.
Plant one seed per row, per column and per colored plot of a garden grid, never letting two touch even diagonally, as difficulty climbs through the week.
Match suspects to places and items with a few true clues, then use a witness statement to accuse the culprit before three wrong calls close the case.
Weave light and dark squares into a grid where each row and column splits evenly, three matching neighbors in a line are banned, and ties and crosses give clues.
Link numbered islands with straight bridges so each gets exactly its count, without any bridges crossing, on grids from 7x7 up to 25x25 at three difficulty levels.
Swipe a caterpillar that crawls until something blocks it, covering every open cell of a garden bed without crossing its own trail and eating fruit in order.
Arrange five trivia cards in the order asked, such as broadest to narrowest, with four attempts and a count of correctly placed cards after each wrong try.
Slide a penguin across ice where it glides until it hits something, picking up all the fish while staying near par, across three puzzles a day.
A star-battle logic puzzle rebuilt on a board of hexagons, where you reason out which cells hold the stars.
Walk Rex across every square of a backyard on a single trail that never crosses itself, ending at the ball, and dig up buried finds as you go.
Join numbered knots with threads so each touches exactly its number, frame threads included, until everything forms one connected web.
Aim and drop numbered tiles into a bin, merging matching pairs to climb toward tier 10 before it overflows or the shared 180-piece sequence runs out.
Drop pieces column by column, popping groups of three matching shapes, and reach each round's point target before your moves run out.
Break a new intercept on a simulated Lorenz SZ40/42, the cipher Bletchley Park nicknamed Tunny, by setting its twelve wheels, in normal, hard or realistic mode.
Play White in a hopeless chess position and find the single first move that escapes mate, then steer it to stalemate, perpetual check or a dead draw within four moves.
Promote a lone pawn against a flawless defending king in exactly the given number of moves, where just one first move preserves the win and no move can be undone.
Find the one key move that forces checkmate in two, then finish the line against Black's strongest defense, with Sundays stretching to mate in three.
Play Black under a mating threat where only one of the many plausible replies survives, then keep finding the lone saving move for three turns, four on Sundays.