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Block Puzzle deals three pieces at a time to drop anywhere they fit; full rows and columns clear, and the run ends when nothing fits. It is the game Block Blast made famous, with the piece stream and the scoring published. Play Block Puzzle free in your browser — no download, no account.

Why play Block Puzzle here?

The pieces come from a published weight table and a seeded stream; nothing reads your board or your score to decide what you get, and a saved run whose pieces disagree with its seed is rejected. Ask “any way out?” when the board is crowded and, if the remaining pieces can all be placed, it shows you one order on the board.

How You WinScore as much as you can before no piece fits. A daily run gives everyone the same pieces; a fit-the-figure puzzle asks you to place a fixed hand so that the board ends empty.

Board
8×8 · or 9×9 with 3×3 boxes
Pieces
3 per round · 37 shapes · no rotation
Ends when
No tray piece fits anywhere

What a run looks like

  • The board starts empty. The tray shows three pieces from the run's stream; you may place them in any order.
  • When the third piece of a round has been placed, the tray refills with the next three from the seeded stream.
  • The board size is frozen for the run. Your best score is kept per board.

Complete Rules

  • A piece can be placed only where every one of its cells lands on an empty cell inside the board. Pieces never rotate: each orientation you see is its own shape.
  • After every placement, every full row and every full column clears at once. A cell that sits on both a full row and a full column is removed once.
  • On the 9×9 grid, each 3×3 box is also a clearing unit. A full box clears in the same pass as full rows and columns.
  • Scoring: +1 per cell placed. Clearing k lines with one placement scores L × k², where L is 80 on the 8×8 board and 90 on the grid — two lines at once are worth four times one.
  • A combo counts consecutive clearing placements. A clear at combo s adds L × k × (s − 1), capped at nine extra line-values per line. The combo survives two placements without a clear and breaks on the third.
  • A clear that leaves the board completely empty adds L × 5 on top.
  • The run ends the moment no piece remaining in the tray fits anywhere, including right after a refill.
  • Free play has unlimited undo, which restores the previous board, tray and stream exactly. The daily run has no undo. Both are recorded, never punished.

Your First Game

  • Look at all three pieces before placing the first one. The awkward one — a 3×3, a five-bar, a big L — decides where the other two go.
  • Keep at least one row or column nearly full so the next round has an easy clear waiting. A clear every round is what keeps the combo alive.
  • Leave a 3×3 hole somewhere on the board at all times. Most lost runs die to a 3×3 square with nowhere to go.
  • Place bars along an edge and small pieces in the middle. A five-bar laid through the centre splits the board into two awkward halves.
  • Do not chase the all-clear bonus. Emptying the board is worth five line-values once; a live combo is worth more every round.

Practical Strategy

  • Count fits, not points. Before placing, ask how many of the seven big shapes would still fit afterwards; the placement that keeps the most of them is usually the right one even when it scores less now.
  • Set up crosses. A row and a column that are both one piece from full can clear together for four line-values, and a well-placed L or T often completes both.
  • Spend the combo's grace on purpose. Two dry placements are allowed; use them to prepare a two- or three-line clear rather than clearing one line early.
  • On the 9×9 grid, treat a box like a third kind of line: a nearly full box plus a nearly full row through it is the cheapest double clear on the board.
  • When the board is crowded, use “Any way out?” before committing. If the remaining pieces can all be placed it shows you one order, step by step; if they cannot, it says so, and you know to score what you can.

Winning and Special Rules

  • Daily run. The seed comes from the local date, always on the 8×8 board and with no undo. Everyone who plays today gets the same pieces for the same choices, so the shared result is comparable.
  • Fit-the-figure puzzles. A pre-filled figure and a fixed hand of three pieces. Place every piece so that the board ends empty. Every puzzle has exactly one such solution; the daily puzzle is the same for everyone and a random one can be reproduced from its key.
  • Any way out? In every mode. An exact search decides whether every piece still in the tray can be placed in some order, and when it can, replays one such order on the board with the next piece ghosted. Uses are counted in the run summary and never punished.

Common Mistakes

  • Filling the middle first. Central cells are the ones every shape can use; once they are gone, only bars and singles still fit, and the run ends within a round or two.
  • Placing a piece so that it leaves a single isolated hole. Only the single block fills it, and it arrives rarely; a hole in a row keeps that row from ever clearing.
  • Breaking the combo to take a bigger clear. Three lines at once are nine line-values, but a combo that has reached ten is adding nine line-values to every single line.
  • Assuming the game will help. Many block games quietly deal the piece you need or the piece you cannot place; this one never does either, so a bad round is bad luck and a good one is yours.

Block Puzzle FAQ

Is this the same game as Block Blast?

The same rules: an 8×8 board, three pieces at a time, no rotation, full rows and columns clear, and a combo for clearing on consecutive placements. What differs is what you cannot see there: here the piece stream never reads your board, the scoring formula is published, there are no ads and no lives, and a daily run gives everyone the same pieces so scores can be compared.

Are the pieces random, or does the game pick them?

Here they are drawn from a published weight table by a seeded random stream that never reads your board, your score or your history. The same seed always deals the same rounds, and a saved run whose pieces disagree with its seed is rejected. Nothing can hand you the piece you need, and nothing can starve you of it.

How is the score calculated?

Four published segments, all shown at the end of a run. One point per cell placed; a clear of k lines at once scores 80 × k² on the 8×8 board (90 × k² on the 9×9 grid); each consecutive clearing placement — the combo — adds one more line-value per line, up to nine; and a clear that empties the board adds five line-values. The points land the moment the lines clear.

What keeps a combo alive?

Clearing at least one line within every three placements. The combo survives two placements without a clear and breaks on the third — one whole round without clearing anything. So a clear on the last piece of one round and a clear on the first piece of the next keeps it going; three dry pieces in a row end it.

Is 8×8 or 9×9 better?

Different, not better. The 8×8 board with rows and columns is the fast, streak-driven game most people mean by block puzzle. The 9×9 grid adds nine 3×3 boxes as clearing units, so a filled box also disappears; it gives more ways to clear, longer runs and more to plan around.

Block Puzzle play area