A Shikaku puzzle in cold neon. Drag across the grid to cut out a rectangle: each one must hold exactly one number, and that number is how many cells it covers. Fill the grid and the level is done. Levels never run out — each grid size has its own endless run, and every level is the same puzzle on every device. Fully offline.
Rekta is Shikaku, a Japanese pencil puzzle with two rules and no arithmetic beyond multiplication. The grid is scattered with numbered clues, and your job is to divide the whole grid into rectangles so that:
A clue of 6 therefore marks a rectangle of 1×6, 2×3, 3×2 or 6×1 — those four shapes and no others. When every cell on the board belongs to exactly one rectangle and every clue is satisfied, the level is done. Nothing overlaps, nothing is left over: the rectangles tile the grid completely.
Drag from one corner of the rectangle you want to the opposite corner and release. A preview follows your finger so you can see the shape before you commit. Tap a rectangle to remove it; tap an empty cell and it becomes a 1×1 rectangle of its own, which is the only way to answer a clue of 1.
Clear wipes the board back to bare clues and restarts the clock. New grid deals a different puzzle of the same level — useful when a board has you stuck — and Next level moves you on. The counters above the board show how many rectangles you have placed against how many clues there are, so you always know how much is left.
Shikaku is fully deducible. You never need to guess, and the technique is a small set of habits applied in the right order.
A clue of 1 is its own rectangle and can be placed immediately. Then look for prime numbers — 2, 3, 5, 7, 11 — because a prime has only two possible shapes, a single row or a single column of that length. A 7 in a 6-wide grid can only be vertical. A 5 with a wall four cells to its left must extend right. Primes are where a board cracks open.
A clue sitting on the top row cannot have cells above it, which halves its options at a stroke; a clue in a corner is pinned to a quadrant. Large clues near an edge are often the most constrained things on the board even though they look like the hardest. Always ask what a clue cannot reach before you ask what it can.
This is the strongest single technique in the puzzle. Pick an awkward cell — a corner, a cell hemmed in by rectangles you have already placed — and work out which clues could possibly cover it. If the answer is exactly one, that cell must belong to that clue's rectangle, and often that fact alone fixes the rectangle's orientation. Isolated corners are the classic case: a corner cell reachable by a single 4 tells you the whole 4.
The clues on any board sum to exactly the number of cells in the grid — 48 on an Easy board, 80 on Medium, 130 on Hard. That gives you a check and sometimes a deduction: if you have placed everything but two clues and eleven cells remain, the two clues must be the ones that add to eleven.
If a 3 and a 4 sit side by side in the same row with walls at both ends, neither rectangle can be horizontal through the other. Adjacent clues constrain each other constantly, and much of the middle game is noticing that two rectangles both want the same cell and only one of them can bend.
Three board shapes, and the choice is genuine rather than cosmetic — a bigger grid with the same clue sizes is a longer puzzle, not a harder one, so each difficulty raises the largest block it will hand out as well:
| Difficulty | Grid | Cells | Largest block at level 1 |
|---|---|---|---|
| Easy | 6 × 8 | 48 | 6 |
| Medium | 8 × 10 | 80 | 9 |
| Hard | 10 × 13 | 130 | 12 |
Within a difficulty, that block cap creeps upward as you climb — by one every twelve levels, up to four higher than where it started. This is what makes a late level harder on an identical grid: bigger blocks mean fewer clues, and fewer clues mean less to anchor a deduction on. It stops climbing after four, because beyond that the boards stop being harder and start being guesswork, which is not the same thing.
Levels are generated from their number rather than stored, so the run never ends and level 40 is the same board every time you open it. Leaving mid-puzzle and coming back gives you the puzzle you left. Asking for a new grid gives you a different board at the same level — the level number is your progress, the grid is just which of its boards you are looking at, and it resets the moment you move on.
All three difficulties, endless levels, a clock, and your best time per level — stored in your own browser, no account, nothing to install. If the browser refuses to save, the page says so rather than losing your progress without telling you.
The Android app adds a rewarded hint that reveals one rectangle, and its own analytics. There are no hints here at all, which is a fair trade for a puzzle that is always solvable by reasoning. Level numbers do not match between the two builds either: matching them would mean reproducing Java's random number generator bit for bit, which buys a player exactly nothing.
No. Every Rekta board is solvable by deduction alone. If you are stuck, the technique you are missing is usually this one: pick an awkward cell and work out which clues could possibly cover it. When the answer is exactly one, that cell belongs to that clue's rectangle, and that often fixes its shape.
Never. Each rectangle holds exactly one clue, and the clue is how many cells that rectangle covers. A clue of 6 is therefore 1×6, 2×3, 3×2 or 6×1 — those four shapes and no others.
Tap the cell. A tap removes the rectangle under your finger, or claims an empty cell as a 1×1 rectangle of its own, which is the only way to satisfy a clue of 1. Everything larger is drawn by dragging corner to corner.
Not in the browser version. The Android app has one behind a rewarded advert; here there are no rewarded adverts at all, which is a fair trade for a puzzle that is always solvable by reasoning.
Yes. Levels are generated from their number rather than stored, so level 40 is the same board every time you open it and the run never reaches an end. Asking for a new grid deals a different board at the same level, and that resets the moment you move on.
The largest block the generator may hand out creeps upward — by one every twelve levels, up to four higher than where it started. Bigger blocks mean fewer clues, and fewer clues mean less to anchor a deduction on. It stops climbing after four, because beyond that the boards stop being harder and start being guesswork.