Tap once to start, then drag the seven tiles into the silhouette
01 / OVERVIEW
About Tangram
Tangram is a puzzle you play with two gestures, drag and turn: two big triangles, a medium triangle, two small triangles, a diamond and one slanted tile, together covering exactly the 64 quarter cells of the silhouette. A run is three figures drawn from a library of 18, split across three tiers, and the difficulty follows how much the silhouette tells you rather than how ornate it looks. Tier one draws all seven dissection lines inside the silhouette, which turns the puzzle into shape matching; tier two draws only the two big triangles; tier three gives you a bare silhouette and a single hint per figure. Releasing a tile rounds its origin to the nearest cell — there is no tolerance, no radius and no angle threshold — so 「I had it right and the game would not take it」 cannot happen by construction. Two tiles on the same quarter cell, or a tile resting outside the silhouette, get a 45-degree warning hatch and a sentence on the status line, but no penalty and nothing is blocked. Rotation steps 90 degrees at a time; the diamond looks the same whichever way you turn it, so its rotate key stays dark, and the slanted tile is the only one you ever turn over. When you are stuck there are three ways out, all permanently on the control row: undo one step, recall all seven tiles, or take a hint that lights the area first and then draws the exact spot. On a desktop press 1 to 7 to pick a tile, arrows to nudge, R to rotate and F to turn over; on a phone one finger does everything.
A plastic tangram set from the stationery counter, seven tiles in a little box with a printed grid on the lid, sliding out the moment you opened it. Craft class meant tracing the figure from the textbook, and the eraser marks always ended up darker than the drawing. The tile everyone fought with was the slanted one — every rotation was close and none of them fit, until somebody turned it over. So this version makes that the rule: it is the only tile you ever turn over, and the key for it sits on the control row where you do not have to guess.
02 / HOW TO PLAY
How to play Tangram
- 01
Tap the stage once to wake the run. That tap only starts the game: it does not select or place a tile.
- 02
Press on a tile in the tray and drag it into the silhouette. The tile lifts slightly, a dashed outline shows the landing spot, and the edges that meet the silhouette light up.
- 03
Let go to place it: the tile's origin rounds to the nearest cell, and going off the edge only pushes it back in. Land inside the silhouette without overlapping another tile and the tile counts as placed.
- 04
Wrong orientation? Press rotate for a 90-degree step. Only the slanted tile needs the turn-over key, and the diamond's rotate key is dark because turning it changes nothing.
- 05
Stuck? Use the three exits on the control row: undo one step, recall all seven tiles, or take a hint that lights a two-by-two area first and then draws the exact spot.
- 06
Cover the silhouette with all seven tiles to finish; after the cutscene the next figure loads. Three figures in, the settlement shows this run's score, your best, the time, hints used, the seed and a copy link.
03 / RULES
Tangram rules
Winning condition: the set of quarter cells your seven tiles occupy must equal the silhouette exactly. Swapping the two big triangles still counts — they are identical shapes and the completion test does not tell them apart. Tile areas: each big triangle is a quarter of the whole figure, the medium triangle is half of one of those, the two small triangles are the smallest, and the diamond and slanted tile take two cells each — 64 quarter cells in total. The drop ruling: releasing a tile rounds its origin to the nearest cell, with no tolerance, no radius and no angle threshold. A landing spot off the lattice is clamped to the nearest legal one; nothing springs back and the drag is never cancelled. Overlap and outside are allowed: two tiles may cover the same quarter cell and a tile may rest outside the silhouette. Both get a 45-degree warning hatch and a status-line sentence, but neither adds, subtracts nor blocks anything. A tile counts as placed when all of its quarter cells are inside the silhouette and it overlaps none of the other six. It is fully reversible: move it away or let something overlap it and it stops counting, with the score following in the same step. Rotation and turning over: rotation steps 90 degrees. The diamond maps onto itself every 90 degrees, so it has exactly one distinct orientation and its rotate key is permanently disabled; the slanted tile has two distinct orientations and is the only tile whose mirror image is outside its rotation set — which is why it is the only one you ever turn over. Releasing outside the stage sends that tile back to the tray with no confirmation dialog, and tapping empty space inside the silhouette clears the selection. Three tiers: tier one draws all seven dissection lines inside the silhouette, tier two draws only the two big triangles, tier three gives a bare silhouette. Tiers one and two give two hints per figure and tier three gives one. Six figures per tier, 18 in the library. Scoring: 10 points per placed tile, 100 more for completing a figure, and 25 for every hint you did not spend on it — so a tier-one figure is worth up to 220 and a three-figure run up to 660. Progress points are fully reversible while banked points never fall: moving a placed tile away takes its 10 back, but the points from earlier figures do not move. Recalling on the second figure drops the total to what you had banked, not to zero. Completing is not settling: through the whole cutscene the placed count stays at seven and the score does not jump. This figure's points join the total on the tick the cutscene ends, so a figure is never settled twice. There is no timer, no move limit and no losing state. Being stuck pulses the hint key once and adds one status line — the game never drops the tier, swaps the figure, or places tiles for you. Sharing and replay: the copy link in the settlement carries this run's seed, and opening it gives the same three figures. Records live in this browser on this device only.
04 / STRATEGY
Tangram strategy tips
Start with the two biggest tiles. Each big triangle is a quarter of the whole figure, so once they are down the remaining gaps are small enough to read off directly — which is the order tier one's dissection lines are drawn in. Match edges, not colours. The medium triangle's two short edges are square to the grid while both triangle families have their short edges on the diagonal, so any long 45-degree edge in the silhouette is a big-triangle edge first. Turn before you drag. Arrows nudge one cell at a time while rotate jumps a whole 90 degrees, so fixing the orientation in the tray costs fewer inputs than fixing it after the drop. If the slanted tile will not fit, try turning it over before anything else: its mirror image is outside its rotation set, so four rotations will never produce that shape. Four of the tier-three figures have reference solutions that use it. Overlap is not failure. The hatch only tells you two tiles are fighting over the same quarter cell and the score does not move, so park the tile in the way outside the silhouette and build the inside first. To max a figure, spend no hints: 220 is the ceiling and 50 of it comes from leaving both hints unused. Spending them costs points, never completion. Really stuck? Recall first. Sending all seven back is faster than moving them one at a time, it does not touch points you have already banked, and starting the layout over costs only time.
05 / FAQ
Tangram FAQ
- How do you play tangram?
- The goal is to cover the black silhouette completely with seven tiles: two big triangles, a medium triangle, two small triangles, a diamond and one slanted tile, which together equal exactly the 64 quarter cells of the silhouette. Press on a tile and drag it in; on release its origin rounds to the nearest cell. A tile that lands inside the silhouette without overlapping another counts as placed, and all seven placed means the figure is done — even with the two big triangles swapped, since they are identical shapes.
- Why will my tangram piece not snap into place?
- It always snaps. There is no tolerance, no radius and no angle threshold in the drop ruling: releasing a tile only rounds its origin to the nearest cell, so 「it was right and the game would not take it」 cannot happen. A figure that will not complete has one of three causes — a tile still sitting in the tray, two tiles sharing a quarter cell, or a tile resting outside the silhouette. The last two both wear the 45-degree warning hatch, so move whatever the hatch points at.
- Which tangram piece has to be flipped over?
- Only the slanted one. It is the single tile whose mirror image lies outside its rotation set: rotation steps 90 degrees at a time, and a full turn never produces the mirrored shape, so the turn-over key is the only way there. The other six have that key dark. The diamond is the opposite case — it maps onto itself every 90 degrees, so its rotate key is disabled rather than being a key that does nothing.
- How many tangram figures are in this game?
- 18 in the library and three per run. The three tiers follow how much the silhouette tells you: tier one draws all seven dissection lines inside it, tier two draws only the two big triangles, tier three gives a bare silhouette. The figures also get larger tier by tier, the number whose reference solution turns a tile over rises from zero to four, and hints drop from two per figure to one. Nothing escalates past tier three — there is no fourth tier.
- How is tangram scored here?
- 10 points for each placed tile, 100 more for completing a figure, and 25 for every hint left unspent on it — so a tier-one figure caps at 220 and a three-figure run at 660. Progress points are fully reversible: move a placed tile away and its 10 come straight back off. Banked points never fall, so recalling on the second figure returns the total to what you had already earned rather than to zero. Completing is not settling: the figure's points join the total on the tick its cutscene ends.
- What do I do when I get stuck in tangram?
- Three exits live permanently on the control row: undo one step, recall all seven tiles, and a hint that lights a two-by-two area first and draws the exact spot on the second press. If nothing has been placed for thirty seconds the hint key also pulses once and the status line points at those three. The game will not drop the tier, change the figure, or place tiles for you — the only progress line is the one you built.
- Does tangram save a half-finished figure?
- Yes. Every tile's position and orientation, whether it has been turned over, which figure you are on, the score, the hints left and the elapsed time are all kept on your device, and reloading puts you back at the moment you left with no 「continue?」 prompt. Rotating the phone keeps your progress too: the silhouette frame is the same patch of cells in both layouts, so tiles already inside it stay put and only tiles still in the tray move to the new tray position. Records live in this browser on this device only.