“Pentris” by Léandre Proust, Clément Proust & Benjamin Soulé.
“Each turn [you have to place] one of the two [pentominoes] assigned [and can turn them] clockwise. If you [cannot] place your [pentaminoes, you have to pass] your turn. If you pass your turn two times in a row, the game is over. Your score is the number of full [lines] multiplied [with] the number of full [columns].”
When we think of “Tetris”-like games, we mostly assume that their goal must be about filling lines completely to clear them. In that regard, “Pentris” is actually the antithesis to the popular puzzle game. Here you have to build a construct completely made out of pentominoes. However, when a line is completely filled with blocks, it does not get erased, as it will be essential for your score.
Each turn two different pentominoes will be presented to you. You then have to pick one, flip as well as turn it and then you can let it fall downwards. When you are done, the whole “Pentris” board will rotate clockwise and the procedure starts again. Luckily, there is no time limit for you to make your choice – and you should really plan ahead, as this puzzle game requires an utterly different approach than its paragon. When you are not able to place a pentamino two times in a row, the round ends and your score gets calculated. [PLAY]