Pentomino rooms
How picture rooms work, and what each category offers.
How picture rooms work
Every Pentomino room is built around exactly one picture. When you join the room, the picture appears in the centre of the world as a faint outline — a fixed grid of cells, each tagged with a colour the picture needs. Players' job is to fill the picture in, one five-cell drop at a time. Match a cell with the right colour, it locks in. Miss, and your mino fades out on the floor.
Pictures are stored as plain text grids on the server: each cell is a single letter (R red, O orange, Y yellow, G green, B blue, V violet, W white, P pink, N brown), with . for empty space. The server scales each picture so its longest side spans 50 stones in-world, then sizes the room around it with a fixed margin of free space on every side — so a tall picture and a wide picture both feel equally roomy to play in.
You can read more about the cell-by-cell drop mechanic, the completion bonus, and the colour-reroll rule on the How to play page.
Choosing a room
The Pentomino card on the start screen splits the room catalog into three categories. Pick a category to see the individual room names; tap a room name to enter. Categories don't change the rules — they only change which picture is being filled in.
- Pictures — simple, instantly readable shapes. Smaller palettes per picture, so you spend less time waiting for a match and more time placing.
- Car logos — denser pictures with more colour blocks. Rounds are longer and a single completion bonus is worth chasing.
- Food logos — placeholder category. No rooms ship in this slot yet.
Pictures
The default category and the best place to start. These rooms use a small palette per picture — often a single colour with one or two accents — so the silhouette is unambiguous from across the world and beginners don't get stuck trying to read a complicated outline. There are eight rooms in this category:
- Heart — the introductory room. Single colour, classic outline, a forgiving first picture for learning the drop mechanic.
- Star — a yellow five-pointer. The diagonal edges teach you when to rotate before committing to a drop.
- Diamond — a cyan rhombus. Mostly straight edges and clean symmetry, so it's easy to align rotations against.
- Smiley — a yellow disc with black eyes and a smile. Your first multi-colour room: most cells share a colour but the eyes and mouth require a different one, which exercises the auto-reroll rule.
- House — a four-colour picture with a roof, walls, windows, and a door. Slower to complete and a good test of cooperating with other players who happen to spawn into the colours you can't fill.
- Tree — a green triangle on a brown trunk. Two colours, a strong vertical silhouette, and a sharp colour boundary at the trunk.
- Flower — pink petals around a yellow centre, on a short green stem. Three colours arranged in tight clusters; a good fit for players who like to camp on one corner of the picture.
- Cross — a symmetric plus sign in a single colour. The cleanest geometry in the catalog and the easiest picture to align any rotation against.
Car logos
Larger pictures with more detailed colour blocks. Rooms in this category are sized up automatically so each cell is still easy to read, but a complete picture takes longer than the simple shapes — they're a good fit when you want a longer collaborative session. Two rooms ship today:
- BMW — the quartered roundel. Blue and white in alternating quadrants, framed by a dark outline. The radial symmetry means a well-placed pentomino can serve any of the four quadrants depending on your rotation.
- Mercedes — the three-pointed star inside a silver ring. A sparser picture than BMW, but the thin ring requires very careful alignment to fill cleanly.
Food logos
The Food category is currently empty — the room button is in the lobby for parity with the other categories, but no pictures ship in this slot yet. New food-themed pictures are planned and will be added as they're authored; keep an eye on the changelog for releases.