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Tents and Trees

Pitch one pavilion beside every heartwood elder, and never let two touch.

Tents and TreesPuzzle, Logic, Casual

Hall of records

Tents and Trees

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About Tents and Trees

The classic Tents and Trees becomes a night in the Emberwood: you are the company's camp marshal, billeting the watch among the heartwood elders on the eve of the vigil.

Every elder takes exactly one silk pavilion, above, below or beside it — its own, never shared. No two pavilions may touch, not even at a corner, and the rune cairns along the grove's edge say how many each rank and file must hold.

All 120 groves are open from the first visit, across six reaches from 6×6 clearings to 11×11 deep wood. Every one is deterministic, distinct, solvable by named reasoning with no guess anywhere, and independently counted to exactly one answer before it ships.

Each grove keeps a named fastest time and a public top ten. The roll and the live clock both print the record and who holds it.

How to play

  1. Tap a cell to cycle open ground, pavilion, cleared moss — and drag across cells to clear a run of moss in one mark.
  2. Each elder needs its own pavilion orthogonally beside it, and no two pavilions may touch, even diagonally.
  3. Fill every rank and file with exactly the number its cairn carries: a cairn lights when its rank is right and burns red when it holds too many.

Controls

Tap / clickCycle a cell: open ground, pavilion, cleared moss
Right clickCycle the other way
DragClear a run of moss in one mark
Arrow keysMove between cells
T / G / DeletePitch, clear, or empty the focused cell
Z / R / EscapeUndo, restart, or return to the roll

All 120 groves are open, deterministic, proved to need no guess and independently counted to one answer. There is no hint and no mistake check: the built page ships no solver. Named fastest times, completion, one saved attempt, sound and reduced-motion preference persist in this browser.

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