TANGRAM← WIKI
Tangram screenshot

Daily Brains · seven pieces, one silhouette a day. Fill it exactly, then find out what it is.

Tangram is the seven-piece dissection puzzle in Daily Brains (/daily). Everybody gets the same dark silhouette each day and the same seven pieces: two large triangles, a medium triangle, two small triangles, a square and a parallelogram. Drag them out of the tray and fit them together until the silhouette is covered exactly, with no gaps, no overlaps and nothing sticking out. The only clue is the kind of thing it is (an animal, a person, a boat...); the figure's name is revealed when you finish.

▶ PLAY TANGRAMVERSION Aby John

STORY & LORE

A week of figures

Difficulty follows the weekday. Monday is gentle: convex shapes and simple objects, with optional guide lines that show where every piece goes. Tuesday and Wednesday share an easy pool, Thursday and Friday a trickier one, Saturday is devious and Sunday is fiendish: people and animals in awkward poses where the pieces hide in big solid areas or turn up at 45° to everything else.

Every figure is a stored solution

The library holds 158 figures (animals, people in poses, boats, buildings, letters, objects and the convex shapes). Each one is stored as the seven pieces in their solved positions, on the tangram lattice (unit = the small triangle's leg, angles in 45° steps). The silhouette you fill is simply the union of those pieces, so every day is solvable. The figures are drawn on a grid and solved by an exact-cover search when the library is built; a test re-checks every one: exactly the seven tans, every corner on the lattice, every piece at a 45° step, no overlaps, total area 8, one connected figure.

The schedule

The weekday picks a tier, and each tier's figures are dealt in a fixed shuffled order from puzzle #1, a fresh shuffle each pass, with the figures that closed one pass moved to the back half of the next. No figure comes back within about 76 days (98 for Monday shapes).

HOW IT PLAYS

Moving pieces

Drag a piece from the tray onto the board; on a phone it rides just above your finger so you can see where it lands. Tap a piece to turn it 45° clockwise, or put a second finger down while dragging and twist. Flip mirrors the parallelogram (the only piece that needs it). Drop a piece below the board or off its edge and it goes back to the tray; Clear sends every piece home. On a keyboard: 1 to 7 pick a piece, arrows nudge it, R or Space turns it (Shift+R turns back), F flips, H asks for a hint, Delete sends it home.

Magnetic snapping

When you let go, the piece slides the short way onto the nearest fit: one of its corners lands on a corner of the silhouette, a corner of another piece or a point of the lattice (shown as faint dots), preferring the move that seats the most corners at once. A dashed pink ghost shows where it will land while you drag.

Winning

The figure is filled when the pieces cover the silhouette with no gap, no overlap and nothing outside it, measured on a fine sample grid with a small tolerance so a piece a hair off still counts. Any arrangement that fills the shape wins, not only the stored one.

Hints, guide lines and scoring

A hint draws the dashed outline of one piece that is not yet in place, in that piece's colour, for 120 points. On Mondays the Lines button shows every piece's outline faintly for 50 points. A solve scores 1000, minus hints and lines, minus 1 point for every 2 seconds over the day's par time (at most 400), never below 100. A perfect day is inside par with no hints and no lines. Give up shows the solution and ends the day as a loss.

Results and sharing

Finishing reveals the figure: the silhouette fills piece by piece in colour and its name appears. The share text gives the puzzle number, weekday, time, hints and score with a ten-square bar, never the figure or its name.

THE WEEK

DayMoodTierPar timeExtras
MondayGentle1 (27 figures)1:30guide lines available
TuesdayEasy2 (38)2:30—
WednesdaySteady2 (38)2:30—
ThursdayTricky3 (39)3:30—
FridayTough3 (39)4:00—
SaturdayDevious4 (33)5:00—
SundayFiendish5 (21)7:00—

THE LIBRARY

KindFiguresExamples
People52Monk, Runner, Kneeling Archer, Pole Vault, Pianist, Mermaid
Animals39Cat, Swan, Seahorse, Loch Ness Monster, Mammoth, Kangaroo
Objects28Candle, Teapot, Trophy, Cocktail Glass, Candy Cane, Anvil
Shapes16Square, Triangle, Hexagon, Crystal, Star
Buildings11House, Castle, Bridge, Chapel, Igloo
Letters7E, F, L, M, T, U, Y
Boats5Sailboat, Junk, Steamboat, Yacht, Dinghy

REWARDS

EventReward
Fill the figure15 Tickets
Perfect day (inside par, no hints, no lines)+25 Tickets
First Fold (first solve)Bronze · 10 Tickets
Clean Cut (a perfect day)Silver · 20 Tickets
Quick Fold (under a minute, no hint)Silver · 20 Tickets
Sunday Best (a Sunday with no hint)Gold · 40 Tickets
Three Folds (3-day streak)Bronze · 15 Tickets
Seven Pieces, Seven Days (7-day streak)Gold · 40 Tickets
Paper Master (30-day streak)Legendary · 100 Tickets
Ten Figures (10 solves)Silver · 20 Tickets
Secret: 50 solvesGold · 60 Tickets

VERSION HISTORY

VERSION A2026-10-21
  • Launch version in Daily Brains.
  • 158 figures in five weekday tiers, each stored as a verified solution on the tangram lattice and re-proved by scripts/test-tangram.mjs (pieces, lattice, 45° steps, no overlap, area, connectivity, outline, win check, snapping, 400-day schedule).
  • Touch-first controls: drag with the piece riding above the finger, tap to turn 45°, two-finger twist, Flip for the parallelogram, magnetic snapping with a landing ghost, drop off the board to return a piece to the tray. Keyboard and mouse supported.
  • Timer, hints (120 points), Monday guide lines (50 points), auto-save and restore, give up with the solution shown, a results reveal that fills the silhouette in colour and names the figure, spoiler-free share text, streaks and nine achievements.
  • Rules: a three-step drawn deck that opens only from How to play.