Tile Shift: plan the empty square, then move the tile
A two-move example shows why the blank is your route through the board, and how a small plan prevents unhelpful back-and-forth slides.
Concrete explanations for the puzzles you can play here. Read a little, try the idea, and notice what changes.
A two-move example shows why the blank is your route through the board, and how a small plan prevents unhelpful back-and-forth slides.
Use a four-move loop to understand how tiles circulate, then distinguish a useful boundary from restrictions that leave too little room to work.
Reason about a press as a set of changes. A worked two-by-two example explains why pressing an unlit square can be the right move.
Once you choose the first row of presses, the rows below are forced. Learn the method, its last-row test and the mistakes that make it seem unreliable.
A simple row-and-column system turns vague visual memory into a usable map of a four-by-four board, without needing to remember every card at once.
Separate known pairs, known single cards and unseen positions. This decision routine explains when to collect information and when to take a match.