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Block Stacking Puzzle

Rotate and place a finite inventory of voxel pieces until the occupied cells exactly match a supported target shape.

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How to use

  1. 1.Select an unused lettered piece, inspect its relative voxel coordinates, and rotate it until its shape fits the plan you have in mind.
  2. 2.Choose the lower-left origin on the five-by-five board. The whole piece is placed only if every cell is in bounds, unoccupied, and directly supported.
  3. 3.Use Undo to repair a placement, then Check shape when the occupied cells exactly cover the target. Match five levels at 200 points each for 1,000.

About Block Stacking Puzzle

Block Stacking Puzzle is a five-level finite-piece construction game. Each level presents a target voxel silhouette on a fixed five-by-five workbench and a small inventory of pieces labeled with letters. Select one available piece, rotate it, and choose the lower-left origin where the whole shape should be placed. The goal is not to make a tall tower or clear a row. The goal is to use every finite piece so the final occupied cell set matches the target set exactly, without overlap, overflow, gaps, or unsupported raised voxels.

The placement rule is strict and atomic. Every cell of the selected piece is transformed by the current quarter-turn orientation and translated from the chosen origin. Before the state changes, the engine checks that all resulting cells remain inside the five-by-five board, that none overlaps a previously placed piece, and that every voxel above the ground has another occupied voxel directly beneath it. Cells within the newly placed piece may support one another, so a vertical bar can be placed on the floor as one stable unit. If any requirement fails, the entire placement is rejected and nothing partially appears.

The visible plus signs describe only the target occupancy. They do not assign a piece, orientation, origin, or build order to any target cell. Piece buttons show each current normalized shape as relative coordinates so the available geometry is understandable without a hidden preview. A placed voxel displays its piece letter, and the placement history records only actions the player has already made. No solution anchor, correct origin, answer rotation, or private ordering is embedded in visible text, accessibility labels, hidden fields, or data attributes.

Check shape runs a pure final validation. The occupied list must have the same volume as the target, contain no duplicate cell, include every target coordinate, include no coordinate outside the target, and remain directly supported. A perfect match awards exactly 200 points and unlocks the next original target. Five matched shapes produce the exact maximum score of 1,000. Unlike Tetris 3D, there is no falling stream and no completed layer disappears. Unlike Tower Stack, there is no moving slab, timing window, horizontal crop, or overhang score.

A mismatch is repairable. Press Undo to remove the most recent whole-piece placement, restore that piece to the available inventory, and preserve earlier legal work. You can then rotate or place it differently before checking again. Repeating Check on the identical layout is deduplicated, so a double press does not consume a second error. A second genuinely different mismatched layout closes the run. When a corrected layout succeeds after one failed check, the failure history clears before the following level. Restart reconstructs the exact opening state of level one.

A reliable strategy begins with volume. Count target cells and compare the total cells in the finite piece inventory; every level is balanced exactly. Next inspect the base row, because every raised target cell ultimately needs a continuous vertical support chain down to the floor. Long horizontal pieces often form useful decks only after their entire span has support. Vertical orientations can establish columns in a single placement because cells inside one piece support the cells above. Place obvious base pieces first, then use Undo rather than forcing an unsupported overhang.

The five levels move from a square foundation to a tall step, a low ledge, a two-deck rectangle, and a final staircase. Some targets have one legal piece assignment, while others intentionally allow several equivalent assignments or orientations. The product does not pretend those multi-solution levels are unique. An independent exhaustive oracle enumerates all rotations and every in-target origin for every piece, rejects overlap and unsupported final occupancy, verifies that some sequential build order is legal, and locks complete solution counts of 4, 1, 1, 2, and 4.

Pointer and touch input use native buttons. Tap a piece, use Rotate as needed, and tap a board cell to choose its origin. Keyboard input is scoped to board cells: use Arrow keys to move the visible origin cursor, R to rotate the selected piece, and Space or Enter to place. Piece selectors, Rotate, Undo, Check shape, Next level, and Restart keep their normal native button behavior when focused. Every board and control target is at least 44 pixels high, while the five-column board stays within a 390-pixel viewport.

All targets, piece geometries, rotations, support rules, scoring, and failure rules are original product fixtures. They do not claim a physical load limit, structural engineering property, material strength, gravity measurement, or external packing standard. Direct support is an abstract game rule. The evidence package is therefore classified as dataRisk none. Independent tests do not copy results from the runtime reducer: they own literal level fixtures, a separate rotation normalizer, a placement generator, an overlap filter, a support validator, and a recursive ordering check.

The tests also replay one supported canonical construction for each level through the public state transitions. They verify exact target occupancy, piece and target volume equality, target uniqueness, exhaustive multi-solution signatures, 200-point increments, exact 1,000 completion, repair after one mismatch, identical-layout deduplication, second-layout deadlock, Undo, Restart equality, boundary rejection, overlap rejection, support rejection, terminal freezing, and atomic invalid actions. Everything runs locally in the browser without an account, upload, server calculation, new dependency, or paid service.

Methodology & sources

Five original 5-by-5 targets use finite poly-voxel pieces with normalized quarter-turn orientations. Placement translates the selected orientation from an integer origin and commits only when every cell is in bounds, non-overlapping, and either on the ground or directly supported in the combined occupancy. Check compares unique occupied coordinates with the target set exactly. An independent literal oracle enumerates every orientation and in-target origin, recursively combines pieces without overlap, validates final support and existence of a legal sequential build order, and locks complete solution counts 4/1/1/2/4. Separate reducer replays verify exact scoring, repair, deduplication, deadlock, Undo, Restart, and atomic boundaries.

Frequently asked questions

How is this different from Tower Stack or Tetris 3D?
There is no timing crop, falling stream, or line clear. You have a fixed finite inventory and must construct one exact supported occupancy set with deliberate rotations and origins.
Why was my block placement rejected?
At least one cell would be outside the board, overlap an existing piece, or sit above an empty cell. Rejection is atomic, so the board remains exactly as it was before the attempt.
Does every target have only one solution?
No. The five levels have complete independently enumerated solution counts of 4, 1, 1, 2, and 4. Any legal arrangement that produces the exact supported target occupancy is accepted.

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