To play, click on a cell, then enter a digit value. If needed, digit values greater than '9' can be entered by pressing the corresponding letter from 'A' (10) to 'Z' (35). Digit values greater than the largest polyomino ("room") on the board will be ignored. Once on a cell, you can use the arrow keys to move around the board. Press the space bar to remove an entry (except those defined by the puzzle itself).

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 click 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: []).