Seedle.io
LOGICA hand of farm tiles and a rocky board: place every tile for the biggest harvest. Each tile prints its own scoring rule, so the board is a sum to plan.
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Seedle.io
At a glance
- Platforms
- Web
- Account required
- No
What is Seedle.io?
Seedle deals you a hand of farm tiles and a rocky board, and asks for the biggest harvest you can arrange. Every tile in the hand carries its own arithmetic printed on the face: a crop shows what it is worth and how it interacts, a booster shows what it does to its neighbours, and a tag says whether the rule works on ADJACENT tiles or down a whole COLUMN. One hand held a Sprinkler adding 5 to adjacent crops, Rain adding 10 to adjacent crops but taking 10 off an adjacent Cactus, two Bamboo worth 4 apiece that each add 4 for every Bamboo in their column including themselves, a Chilli worth 6 that doubles adjacent crops, and a Corn worth 14 whose rule is simply that it is corn. There is no guessing anywhere in it: the whole board is a sum you can compute before you commit.
How to play
- Read the hand along the bottom. Each tile states its type, its points, its rule and the scope that rule applies to.
- Place tiles onto the grid. Rocks block spaces, so part of the puzzle is that the board is not a clean rectangle.
- Empty the hand. The Harvest button carries the line about placing all tiles with the number still in hand beside it.
- Tap Harvest to bring in the score.
Why play Seedle.io?
This is a scoring puzzle rather than a solving puzzle, which is a different appetite: there is no single correct board, only a better one, and the ceiling is set by how well you read the interactions in the hand you were given. Because every rule is written on the tile, the whole difficulty is combinatorial rather than hidden, and a good placement feels like arithmetic you found rather than luck you had.
Reading the feedback
The tiles are the feedback. Every one of them announces its own scoring rule before it is placed, so the board can be read as arithmetic rather than played on instinct, and a first time player has as much information as anyone.
Modes
- Core play
- The site presents a single default puzzle: you are dealt a hand of farm tiles and a rocky board, and you place those tiles onto the grid to maximise the harvest. Rocks block spaces and the Harvest button shows the number of tiles left in hand; the tutorial and card text indicate you must empty your hand and tap Harvest to bring in the score. Every tile prints its own scoring rule, so the puzzle is a matter of arranging the given tiles rather than selecting different play modes.
Tips & strategy
- Boosters want to be crowded. Sprinkler and Rain both spend their rule on adjacent crops, so a booster parked against an edge, and worse in a corner, throws away part of its own effect.
- Bamboo scores down the column, not by touch. Its rule pays for every Bamboo in the same column including itself, so two Bamboo stacked in one column are worth more than the same two sitting side by side in a row.
- Chilli is worth more for where it sits than for what it is: it doubles adjacent crops, which makes it the tile to place around your biggest scorer rather than in the first free space.
- Rain carries a penalty printed on it, and the penalty is aimed at Cactus, so a hand that mixes the two turns into a keep them apart problem.
Popular questions
What are the grey blocks on the board?
Rocks. The tutorial's first card says rocks block spaces, and the rest of the board has to be filled.
Do I have to place every tile?
That is what the Harvest button asks for: it reads as a place all tiles instruction with the number left in hand beside it.