Tiling Court
Cover the figure exactly. Area is conserved, and it will tell on you.
5
levels3–10 min
a run, player-paced10
purseNo timer
player-paced, always
Tiling Court
Cover the figure exactly. Area is conserved, and it will tell on you.
Each court is a figure to cover with no gap and no overlap, from a priced supply of triangles, parallelograms, squares and strips. The court judges by area: every piece's area comes from its own base and height, and when they do not add up to the court's, the court says where.
Levels
5 levelsThe tag on each level says how it gets harder. Levels gate on ideas, not on each other — jump wherever it gets interesting.
What decides the outcome
The game never restates the science — it imports it. These are the model layers that do the deciding.
Exact plane areas (rectangle, triangle, parallelogram, trapezium) for every piece and court, the surd for the hypotenuse square's side, and the cuboid's surface area for the net.
Rational arithmetic for the conservation equation, so ½ + ¼ is never 0.7500001.
Why it teaches
The author's own delete-the-science argument: remove this game's substrate and there is nothing left to choose.
The win condition is conservation of area: inside the court, no overlap, and the pieces' areas summing to the court's is an exact cover, and every loss names which term of that equation broke. The parallelogram becomes the rectangle under the learner's hands, the purse makes area per coin the planning tool, and the hypotenuse square is filled by the two leg squares' pieces.
Accessibility
The contract's declarations, stated before you commit to a run.
Keyboard
Playable start to finish from the keyboard.
Screen reader
Every move is narrated — the narration is the state, not a description of a picture.
Motion
Reduced-motion: consequences render statically.
Audio
Silent — no sound, and nothing on screen moves on its own.