THE EXACT RULES
Lay a pipe outward from the source. Every joint you place must be
orthogonally adjacent to the current pipe head; clicking anywhere else is refused and costs
nothing. Grey cells are bedrock and can never be piped. A joint costs one step of
your budget; undoing one gives the step back.
WIN = the head reaches the drain before the budget runs out.
FAIL = the budget is spent with the head short of the drain.
The budget is the length of a guaranteed route plus
4 / 2 / 1 steps of slack on easy, medium, hard. Grids are carved by a randomised
depth-first search that leaves exactly one guaranteed route, and bedrock is only ever placed on
cells off that route, so every grid you are shown can be piped —
easy 6 bedrock, medium 10, hard 14.

Fill the grid from the number clues to reveal a hidden picture.

Push every crate onto its target. You can push, never pull.

Literal boards with a stated move solution, so the level you read is the level you play. Solve inside the move budget or run out and lose.

Jump pegs over each other until only one is left on the board.

Charge the plunger, work the flippers and knock down all eight targets.

Run and jump across the level, collect the orbs and reach the flag.

Build turrets beside the lane and hold out through six waves.

Roll five dice three times a turn and fill the scorecard for the best total.