Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / TILE QUOTA
Tile Quota
Drag a piece from the tray onto the grid · release over a highlighted cell to place it
Tile Quota hands you a fixed budget of pieces — polyominoes procedurally drawn from a fresh seed every run — and an empty 8x8 grid. Drag each piece into place; complete a row or column and it clears, opening room for what's still in your hand. Clear several lines in one placement and the bonus multiplies far past what the same clears would earn one at a time. The run ends the moment your budget hits zero or nothing left in hand can fit anywhere — then it's an instant restart with a new seed and a new shot at your best score.
How to play
Rules
Drag pieces from the tray onto the 8x8 grid. Fill a full row or column to clear it. The run ends when your piece budget runs out or nothing in your hand fits anywhere.
Controls
Drag a piece from the tray onto the grid. Release over a highlighted cell to place it.
Tips
Clearing several rows/columns in one placement scores far more than clearing them one at a time — set up a simultaneous clear before you commit a piece.
Behind the game
Tile Quota is a block puzzle with a reason to care about every piece. You begin with an empty eight-by-eight grid and a fixed allowance of procedurally drawn polyominoes. Dragging a piece into the grid is simple; deciding which empty space it should protect is the game. A completed row or column clears and returns breathing room to the board. The quota, however, does not replenish. Every piece used is one fewer chance to repair a crowded corner, so a placement that merely fits is often less useful than one that leaves several future shapes possible. Score comes from clearance quality, not just survival. Clearing several rows or columns with one placement receives a much larger bonus than making those clears separately. That makes temporary disorder worthwhile: leave a nearly complete cross, reserve an awkward gap, and wait for the one shape that can close both directions. At the same time, do not turn every turn into a long search for a perfect multi-clear. A tray can contain shapes that no longer fit, and the run ends as soon as nothing in hand has a legal home or the piece budget is exhausted. Good play alternates between opening the board and preparing the high-value moment, with special attention to narrow pockets that only a particular small piece can repair. Each restart uses a fresh seed to draw the piece sequence, so the grid is not a solved worksheet. One run may reward preserving long horizontal lanes; another may make columns and compact corners more valuable. The clean tiled board and limited supply give the game a quiet workshop feeling: arrange what arrived, make room, and decide when a satisfying simultaneous clear is worth the setup. A best score is therefore a record of planning under a particular sequence, not a number earned by repeating a fixed puzzle.
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