# Pipe Puzzle A branching pipe network must be **sealed**: every open pipe end has to meet neighbouring pipe. Water enters at the **faucet** and the network is complete when not a single socket is left open. No leaks allowed. ## The Goal - Spin the pipes until **no pipe end leaks** — every socket is matched with a neighbour that opens back. - Open pipe ends are fine *as long as they connect* to another pipe. - An open end that points at a wall, or at a tile whose socket isn't open, is a **leak** (it glows red). Leaks keep the puzzle unsolved. ## How the Board Works - The network is a **branching tree**: from the faucet there is exactly **one route** to every dead end. No loops, no shortcuts. - Dead ends can be **anywhere** on the grid — top, bottom, left, right. Don't assume the "exit" is on one side. - The faucet (brass) and the drain (iron) are the two long routes; the rest of the dead ends hang off branch points. ## How to Play - **Click (or tap) a pipe** to rotate it 90° clockwise. - **R** rotates the pipe under the mouse — handy for fine-tuning. - **ESC** takes you back to the difficulty screen. - **New Puzzle** deals a fresh board of the same size; **Leave** / **Menu** goes back to the game menu. - The **faucet** (brass valve) and the **drain** (iron grate) are *fixed* — they don't rotate. Use them as your anchor points. ## Reading the Board - **Straight pipes** (two flanged collars) carry water in a line. - **Elbow pipes** (corner collar with three bolts) turn water 90°. - **T-pieces** (a tee body with three arms) split the flow — one arm is the "dead end" of that branch. - **Dead ends** (a single capped stub) are the leaves of the tree — each one sits at the end of exactly one route from the faucet. - **Water** (the blue glow) shows everything currently connected to the faucet; the animated pulses show the flow direction. - The **LEAKS** counter tells you how many open ends remain. Solved = 0 leaks. ## Difficulty | Tier | Grid | Notes | |--------|--------|------------------------------------------------| | Easy | 6 × 6 | A gentle introduction — a small branching net. | | Medium | 7 × 7 | More T-pieces, longer branches. | | Hard | 8 × 8 | Real mazes; plan ahead. | | Expert | 10 × 10| 100 pipes, dense network. Bring coffee. | ## Scoring - No score, just **time and moves** — your best time per difficulty is kept on this device. - Beat the par time for the grid to earn ★★★, and you'll see it on the difficulty card. ## Tips - **Anchors first.** The faucet and drain are fixed. Find the pieces that must connect to them — that constrains a lot of the board. - **Trace branches, not just the main line.** Every T-piece has a "dead arm." That arm must end in a dead-end stub. Find the matching stub and you've locked in the T's orientation. - **Dead ends are your clues.** A capped stub must rotate to face the correct neighbour. Since there's exactly one route to each dead end, finding the stub locks in every tile along that whole branch. - **Work branch by branch.** Solve one dead end's route, lock it in, then take the next branch off the nearest T-piece. - **If you're stuck**, check for pairs of stubs that must both face the same tile — that's usually the key move.