To play, click on a cell to switch between light, dark, and the
default indeterminate state. A left-click turns it black, a
right-click turns to white, and a middle-click returns to
indeterminate. Once the mouse is pressed down, you can drag
the mouse to set multiple squares in one sequence.
Alternately, you can use the arrow keys to move
around the board, and press the space bar to toggle between
the states, or the '1' key to turn black, the '0' key to turn
white, or the backspace key to set back to indeterminate.
In Assist Mode (0), the default, only the existance of errors
or incomplete rooms is indicated. In Assist Mode (1), the
number of errors and incomplete rooms is indicated, see game rules.
In Assist Mode (2), errors are highlighted with digit colors, and
completed rules are highlighted with tile colors. In some cases
the solve difficulty will greatly decrease in Assist Mode (2),
so select depending upon the level of challenge desired. The
canvas border will turn green if the grid is completed without
error. You can press the "undo" button on the bottom of the
page to undo previous moves.
Below, enter puzzle code (0-0)
for one of a list of pre-defined puzzles, or a puzzle descriptor
(see "Puzzles" tab). The following puzzle codes have demos,
which will walk you through a solve to help you on the path to
mastery: []).
Heyawake
(へやわけ, or "divided rooms")
is a classic Japanese logic puzzle published by
Nikoli.
In Heyawake, the puzzle board is divided into rectangular rooms,
some with digits within them, and some without. The rules relate
to these digits and the size and shape of the rooms with respect
to their neighbors.
-
A room with a number within its borders indicates how many
black cells must be within the room. Rooms without borders
can have any otherwise legal number of black cells.
-
Two black squares can not touch adjacently, diagonally is ok.
-
A contiguous sequence of white cells can not extend into
three consecutive rooms, either horizontally or vertically.
-
The enabled (white) cells must all form one contiguous "river"
of cells, connected to each other in the vertical or horizontal
direction. A river is not considered connected if it only flows
through diagonally adjacent white cells.
Below select puzzle 0 to see a completed sample grid.
See the Game Play or Puzzles tab for how to invoke a demo.
Puzzles can be invoked by either a numerical entry from
0-0, or through a character
description of the puzzle itself, entered into the Display
form on the 'Game Play' tab. The numbered puzzles are
hand-crafted of varying difficulty, roughly easy to hard.
Puzzle 0 shows a completed correct puzzle.
To describe a puzzle, the character string must be of the
form: "WxH:<room-descriptors>", where W is a number
indicating the width of the grid, and H the height. The
room descriptors are a description of the individual
rooms with a 5-character code for each room including,
in order, yxhwd where y,x describes the
starting location and h,w describes the room's width
and height. The puzzle matrix should be thought of as starting
at 0,0 in the top left corner, with y increasing down,
and x increasing across. The value d is the count
of black cells expected for the room. If there is no value,
then the character '-' should be used instead. Values greater
than 9 should use a-z to represent 10-35. For instance a 2-digit
2-high 3-wide room at y,x coordinate location 12,3 should be
designated as 'c3232'. An example descriptor is as follows for
entry 1: 'descr'. If the board is
blank, there are likely descriptor errors that can be debugged
by pressing F12 to see the javascript error output.
For Heyawake there are 1 demo
puzzles that can be helpful to walk through solving methods.
They are puzzle codes [].
Enter them in the Game Play tab with the code number and there
will be added a demo panel to help with the solve.
This playground was written using javascript and is available open
source. All code is checked into the github repo at
ohmec/puzzles.
Feel free to file bugs there!