Click a tile to turn it clockwise. Shift-click turns it back. N deals a new puzzle, R restarts this one.
How the board is dealt
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01
Grow a tree
Starting from the ringed tile in the middle, the generator repeatedly opens a random wall into a square it has not reached yet. The result is a spanning tree: every tile connected, no loops, no islands.
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02
Spin it apart
Each tile is then turned a random quarter-turn or three. Nothing is added and nothing is removed, so the puzzle you are handed is always one tidy network wearing a disguise.
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03
Follow the light
Current spreads out from the centre through every join that actually meets. Live pipes glow, orphaned ones stay grey, and that glow is the only feedback you get — no wrong-tile markers, no undo.
The same date integer that draws the flow field on the front page, arranges the Garden, writes the Chimes, names the town in the Almanac and scatters the sky in the Observatory deals this board too. Six rooms, one number. One rule worth knowing: a loose end is always wrong, so if a pipe is pointing at the outer wall, something near it needs turning. Nothing is saved between visits — your time is yours alone to remember or quietly forget.