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Twelve wooden pieces of five squares. Fill the board, every square, no gaps.
The classic pentomino puzzle: the twelve shapes made of five squares joined edge to edge, named after the letters they look like, F, I, L, N, P, T, U, V, W, X, Y and Z, and a board to fill with them exactly, each piece used once and none on top of another. Easy hands you a small board and four to six pieces. Medium gives you eight to ten pieces for a board they fill in only one way, or one of the big twelve-piece boards with a few pieces already pinned in place. Hard is the real thing: all twelve pieces on the 6 by 10 rectangle, the 5 by 12, the 4 by 15, the 3 by 20 (only two solutions) and the 8 by 8 square with four squares left out, in the centre or elsewhere. A new medium board every day, the same for everyone.
Drag a piece from the tray onto the board: the squares where it would land light up, and it snaps into the grid when you let go. You can also tap a piece in the tray to pick it and then tap a square on the board to lay it over that square. Turn gives the piece you picked a quarter turn clockwise and Flip mirrors it, in the tray or on the board. Tap a piece on the board to take it back to the tray. The board is done when every square is covered. Clear sends every piece back to the tray, and a hint (three per board) lays one piece where it belongs. Your score is your time from the first move plus 30 seconds for every hint. Lower is better.
A pentomino is a shape made of five squares joined edge to edge. There are exactly twelve of them, if a shape turned over or turned round counts as the same one, and each is named after the letter it looks like: F, I, L, N, P, T, U, V, W, X, Y and Z. Together they cover sixty squares, and the puzzle is always the same: fill a board exactly, every square covered, each piece used once, none on top of another.
The name comes from the American mathematician Solomon W. Golomb, who began writing about these shapes in 1953 and made up the word from the Greek pente, five, and domino. Martin Gardner's Mathematical Games column in Scientific American brought them to a wide public, but the pieces are older than their name: the earliest full set of twelve appeared in Henry Dudeney's book The Canterbury Puzzles in 1907.
The big rectangles are the classics. The 6 by 10 can be filled in 2,339 different ways, the 5 by 12 in 1,010, the 4 by 15 in 368, and the long 3 by 20 in only two, not counting a solution turned or mirrored as a new one. The 8 by 8 square with a 2 by 2 hole in the centre has 65 solutions; Dana Scott solved it by computer as early as 1958.
Fill every square of the board with the pieces in the tray.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
Yes. Every board here was made from a known solution and checked by a computer search. Many boards can be filled in more than one way, and any way that covers every square counts.
It lays one piece where it belongs. The game first looks for a way to finish the board that keeps every piece you have laid; if there is none, it lays the next piece of its stored solution and sends back any piece in the way. You get three hints per board, and each adds 30 seconds to your score.
Every day everyone gets the same medium board, so times compare directly on the daily leaderboard.
Link two alike tiles with a path of up to two turns, and clear the board.
Set ramps and flip gates so every glass marble rolls into a cup of its own colour.
Read the grid. Break the clock.
Bend the beam. Wake every node.