List of puzzles
All 28 puzzles of the Puzzle Labs in four labs: goal, description, the map from the game and the number of solutions.

The Puzzle Labs are puzzles without chance: the dice are fixed, you have a single turn and the solution can always be worked out. How they are played is on the page Minigames, puzzles and the daily challenge. Here are all of them in the four labs, with the map from the game.
How to read the counts
Different solutions are the different sets of moves that lead to the win; moves that do not depend on each other are not told apart by their order. The shortest solutions are those with the fewest attacks, and here the order of the moves is counted separately. The searched positions are the positions the solver searched before it found the solutions. Puzzles marked as Campaign belong to the Campaign, which is in development.
🧪 Basics
Nothing is rolled in the lab. An attack is won by whoever has more dice, and on a tie the defender wins. After a win all dice but one move onto the captured tile. You get a single turn.
Two stacks
Goal: Eliminate the opponent.
You have two stacks of six dice and three enemy tiles in front of you. One stack can take two tiles in a row, the other needs only one. Which one goes where?
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 3 |
| Searched positions | 12 |
Snake
Goal: Eliminate the opponent.
One big stack has to pass through every enemy tile and gets a die weaker with each win. The order you visit them in decides everything.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 15 |
Six is enough
Goal: Hold at least 6 tiles.
This time you do not have to eliminate the opponent, you only need at least six tiles. A grey neutral tile belongs to nobody and can be captured like any other. The game ends the moment you have enough.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 12 |
🏰 Terrain
Fortress, tower and portal change where and how you can attack. A fortress defends as if it had one more die, a tower holds twice as many dice, and a portal links two distant tiles.
Castle
Goal: Capture the fortress.
A fortress (the crenellated tower on a tile) defends as if it had one more die. To win you only need to capture it; the other enemy tiles do not have to fall.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 21 |
Two fortresses
Goal: Eliminate the opponent.
The opponent holds two fortresses that defend as if one die stronger. Eliminate them completely. Not every one of your stacks is up to the job.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 9 |
Tower
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
A tower (the blue mark) holds twice as many dice as an ordinary tile. When you win from it, only the ordinary limit (6) fits onto the captured tile and the rest stays on the tower, which can attack again.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 3 |
| Searched positions | 25 |
Portal
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Two tiles with the same coloured circle (a portal) are neighbours even though they lie far apart, and you can attack between them in both directions.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 27 |
Back door
Goal: Capture both fortresses.
It belongs to the Campaign, which is in development. It is not in the game yet.
To win you only need to capture both fortresses; the other enemy tiles do not have to fall. A fortress defends as if it had one more die. Two tiles with the same ring (a portal) are neighbours even though they lie far apart.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 29 |
Tunnel
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Two enemy tiles in the top row are linked by a portal: they are neighbours even though another tile lies between them. You have a single big stack, and it gets a die weaker after every win.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 45 |
Rival tower
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The opponent holds a tower too. A tower holds twice as many dice as an ordinary tile (here 12 instead of 6). After a win the dice move onto the captured tile, but an ordinary tile takes only 6 of them and the rest stays behind.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 3 |
| Searched positions | 103 |
🎖 Abilities
Abilities of companions, bonuses and bosses change the rules of a single turn. Each puzzle shows one of them, and it cannot be solved without it.
Exact fit
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The Sharpshooter wins ties, so a stack with exactly as many dice as the defender is enough. Every win still costs the stack one die, and you have two stacks to work with.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 4 |
| Searched positions | 24 |
Vanguard
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Your first attack of the turn counts two extra dice (Vanguard). Later attacks are ordinary, so it matters which attack goes first.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 24 |
Plunder
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The first tile you capture in a turn gets two extra dice (within the limit). You can carry on from it.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 30 |
Plundering
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Once per turn you steal one die from the largest enemy stack (at least 2 dice) next to the tile you have just captured. The opponent loses a die and you gain one. Until there is something to steal, the theft stays unused.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 35 |
Small but first
Goal: Own at least 6 tiles.
It belongs to the Campaign, which is in development. It is not in the game yet.
You win the moment you own six tiles; the opponent does not have to fall. Your first attack of the turn counts two extra dice (Vanguard), whichever tile it is made from. A grey neutral tile belongs to nobody and can be captured like any other.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 22 |
Passage
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Once per turn you may move one die from one of your tiles to a neighbouring tile of yours: the Move button in the bottom bar (key M). A move is not an attack, so it does not count towards the number of attacks.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 35 |
Two moves
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Passage now gives you two moves per turn, and each move shifts one die between neighbouring tiles of yours. Your stacks face stacks of exactly their own size, and the defender wins a tie.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 23 |
🎓 Mastery class
Terrain and abilities are combined in a single puzzle. The boards are bigger, there are many first moves and almost all of them lead to a dead end. Help shows you a move, but it costs stars.
Snowball
Goal: Own at least 8 tiles.
It belongs to the Campaign, which is in development. It is not in the game yet.
You win the moment you own eight tiles. Your first attack of the turn counts two extra dice (Vanguard), and the first tile you capture in the turn gets two extra dice (Plunder). Grey neutral tiles can be captured too.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 5 |
| Searched positions | 104 |
Tie by theft
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The Sharpshooter wins ties. Once per turn a capture next to an enemy stack of at least 2 dice steals one die from the largest of them (Plundering). Every enemy tile has to fall; the neutral ones do not.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 10 |
| Searched positions | 180 |
Leap through the portal
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Vanguard gives the first attack of the turn two extra dice and a portal links two distant tiles. Eliminate every opponent; you do not have to capture the neutral tiles.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 20 |
| Searched positions | 199 |
Eight tiles
Goal: Own at least 8 tiles.
It belongs to the Campaign, which is in development. It is not in the game yet.
The game ends when you own eight tiles; you do not have to eliminate the opponent. Once per turn you may move a die between your own tiles (Passage), and once per turn a capture next to an enemy stack steals one of its dice (Plundering).
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 1 |
| Searched positions | 330 |
Fortress and plunder
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The opponent holds a fortress that defends with one extra die. The first tile you capture in the turn gets two extra dice (Plunder): choose which one it will be.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 6 |
| Searched positions | 401 |
Tower above the portal
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
A tower holds twice as many dice as an ordinary tile (here 12 instead of 6). When you win an attack from it, only the ordinary limit moves to the captured tile and the rest stays on the tower. Two tiles with the same ring (a portal) are neighbours even though they lie far apart.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 280 |
| Searched positions | 686 |
The tower can wait
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Your first attack of the turn counts two extra dice (Vanguard). A tower holds twice as many dice as an ordinary tile (here 12 instead of 6). The opponent holds one too, and a stack that captures it can stay whole.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 5 |
| Searched positions | 418 |
Key to the fortresses
Goal: Capture both fortresses.
It belongs to the Campaign, which is in development. It is not in the game yet.
To win you only need to capture both fortresses; the other enemy tiles do not have to fall. Fortresses defend with one extra die. Once per turn you may move a die between your own tiles: a move is not an attack.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 5 |
| Searched positions | 576 |
Fortresses under fire
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Two fortresses defend with one extra die. Sharpshooter gives you the win on a tie and Vanguard gives two extra dice to the first attack of the turn.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 7 |
| Searched positions | 748 |
The long road
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
Three things meet here: a portal linking two distant tiles, Passage (one move of a die per turn) and Plunder (the first captured tile gets two extra dice). There are only a few right moves at any moment.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 112 |
| Searched positions | 4990 |
The great trial
Goal: Eliminate the opponent.
It belongs to the Campaign, which is in development. It is not in the game yet.
The largest board of the lab and the longest solution: eleven steps and three abilities at once. Sharpshooter wins a tie, Passage gives one move and Plunder gives two dice to the first captured tile. The right first move is only one of many.
| Statistic | Count |
|---|---|
| Different solutions (set of moves) | 1 |
| Shortest solutions (the order of moves counted separately) | 210 |
| Searched positions | 15692 |