Project L

Project L

Project L is an abstract puzzle and engine-building game. Players fit different levels of geometric pieces into recessed puzzles, using three actions per turn to grow their supply and earn points and new pieces by completing puzzles.

Project L supports 1–4 players; community best: 2–3 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Project L has no character or story world for players to inhabit; its focus is geometric shape, spatial reasoning, and the order of actions. Each puzzle shows a recessed area that players fill with flat pieces. Pieces may be flipped or rotated, but they cannot overlap. At the start, each player has only one level-1 and one level-2 piece, so the first challenge is turning that small supply into a useful set of tools.

The game's visual identity comes from layered, three-dimensional puzzles and a set of sharply defined colored pieces. Pieces come in different shapes and levels, with a level indicating size. Each puzzle shows its target outline, point value, and a reward piece. Every placement asks players to judge whether a piece fits the open spaces, whether it will block a later move, and whether they should build their supply or keep working on a puzzle already in front of them.

Two public rows let players compare puzzle shapes, rewards, and points before taking a task. A taken puzzle is replaced from its matching deck. Players may keep several unfinished puzzles in their own area, or send an entire row to the bottom of its deck and reveal a fresh set. Completing a puzzle releases every piece placed in it and awards the pictured reward piece, making puzzle-solving both a way to score and a way to expand a player's supply.

Three actions per turn create a compact engine-building rhythm: take puzzles, upgrade pieces, place pieces, or refresh the display in a useful sequence. Each turn also offers one Master action that places at most one piece in every unfinished puzzle. When the black puzzle deck runs out, the table moves through a final round and a last placement step. Players must balance valuable completed puzzles against the points they may lose for tasks left unfinished.

Core rules & scoring

  1. Setup and goal: Boardcubator lists the base game for 1–4 players, about 20–40 minutes, and ages 8+. For multiplayer setup, shuffle the white and black puzzle decks separately and reveal four puzzles in each row; use 12, 14, or 16 black puzzles for 2, 3, or 4 players. Each player takes a mat and one level-1 and one level-2 piece. Solo play uses the separate Solo Variant setup in the rulebook. The player with the most points at the end wins.

  2. Turn actions: Starting with the first player, turns proceed clockwise. On a turn, a player must take three actions. The five choices may be taken in any order and repeated, except that Master can be used only once per turn. The actions are Take a puzzle, Recycle a row, Upgrade a piece, Place a piece, and Master. Players decide how to divide their actions between getting new puzzles, improving their supply, and filling puzzles already in progress.

  3. Taking and recycling puzzles: With Take, choose one face-up puzzle from either row and replace it from the matching deck, or take a deck's top puzzle without looking at its front first. You may have at most four unfinished puzzles; if you already have four, you cannot Take another. With Recycle, choose one row, put all four puzzles on the bottom of that deck in any order, and reveal four new puzzles to refill the row.

  4. Upgrading and placing pieces: Upgrade either takes a new level-1 piece from the reserve or returns one piece from your supply and replaces it with a piece of the same level, one level lower, or one level higher. Place moves one piece from your supply into a puzzle's recessed area. It must lie flat and cannot overlap another piece; you may flip or rotate it. Once placed, a piece stays in that puzzle and cannot be moved or removed before the puzzle is completed.

  5. Master action: Once per turn, you may use Master to place up to one piece from your personal supply into each puzzle above your mat. You may skip any puzzle, but cannot place a second piece into the same puzzle with this action. Master is one of the turn's three actions rather than an extra action, so it must be planned alongside Take, Upgrade, and ordinary Place actions.

  6. Completing a puzzle: At the end of an action, a puzzle is complete when its recessed area is filled. One action may complete more than one puzzle. Return every piece from each completed puzzle to your personal supply, take the reward piece pictured on it from the reserve, and put the puzzle face down in your Victory Point pile. If you still have actions left, continue your turn. If the reserve lacks the exact reward piece, follow the rulebook's replacement rule for available pieces of the same or a neighboring level.

  7. End of the game: The game end is triggered when the black puzzle deck is empty. Finish the current round, then play one additional round so all players take the same number of turns. After the trigger, black puzzles are no longer replaced; each player may take at most one black puzzle on a turn after the trigger. Puzzles already taken before the trigger do not count against this limit.

  8. Finishing Touches and scoring: After the final round, each player may place any number of supply pieces into their unfinished puzzles, losing one point for each piece placed. Complete all such placements before treating any puzzle as completed; puzzles completed now provide no reward piece. Add the values in your completed-puzzle pile, subtract the printed value of every unfinished puzzle, and subtract one point per Finishing Touch placement. Ties go to the player with more completed puzzles, then more leftover pieces; any remaining tie is shared.

Rules & gameplay questions

How many people can play Project L?

Boardcubator lists the retail base game for 1–4 players, about 20–40 minutes, and ages 8 and up. Multiplayer core rules begin at two players, while the rulebook includes a separate Solo Variant. Rulebook 2.5 also describes larger-player Line Clear play and expansion components, but those are outside the standard retail base-game scope used here.

How many actions do I take on a turn?

You take three actions per turn and may choose them in any order, repeating Take, Recycle, Upgrade, or Place as needed. Master is the fifth action option and may be used once per turn, but it still uses one of your three actions. The sequence matters because a newly taken puzzle, a changed piece supply, and available empty spaces all affect what you can accomplish.

How do I get larger pieces?

An Upgrade action can take a level-1 piece from the reserve, or trade one piece from your supply for a piece at the same level, one level below, or one level above. Completing puzzles also awards the piece pictured on the puzzle. Completion returns all pieces already placed there, so a successful solution both frees your tools and can make your future supply more capable.

Can I move a piece after placing it in a puzzle?

No. A piece must lie flat inside the recessed area, cannot overlap another piece, and may be flipped or rotated while you place it. Once it is in the puzzle, it stays there until that puzzle is completed. Think through the open outline before committing a piece, because you cannot reclaim it for another puzzle until the current one is solved.

How many unfinished puzzles may I keep?

You may have no more than four unfinished puzzles in front of you. When you already have four, the Take action is unavailable until you complete one. This limit prevents players from collecting an unlimited backlog and makes puzzle selection a real choice: a high-value shape may be worth taking, but it occupies one of the spaces you need for future tasks.

How does the Master action work?

Once on your turn, Master lets you place up to one piece from your supply into each unfinished puzzle above your mat. You may skip a puzzle, but cannot place two pieces into the same one with Master. It is one of the three actions in your turn, not a bonus action, and it is useful when several puzzles can each accept one piece.

Does the game stop as soon as the black deck is empty?

No. An empty black deck triggers the end, but the current round is completed and then the players take one final round so everyone has the same number of turns. Black puzzles are no longer replaced after the trigger, and players may take at most one black puzzle on a turn after it. Finishing Touches and final scoring happen only after that last round.

What is the penalty for Finishing Touches?

After the last round, you may place any number of supply pieces into unfinished puzzles, but each piece placed costs one point. You must finish all these placements before counting any puzzle as complete, and a puzzle completed in this step gives no reward piece. Final scoring also subtracts the printed value of every puzzle that remains incomplete.

Rules & introduction sources
Edition
Based on Boardcubator's retail base game and the base-game section of official Rulebook 2.5. The product page lists 1–4 players, 20–40 minutes, and age 8+. Excludes Finesse, Ghost Piece, Ambassador Pack, Phoenix, and the Line Clear multiplayer variant; solo play uses the rulebook's Solo Variant.
Introduction source
BoardGameGeek

WANGO editorial

Project L · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#387
Complexity Weight1.56 / 5
Best player count (community)2–3
Player range1–4
Playing time (minutes)20–40
Core mechanismsAction Points · Contracts · Open Drafting · Pattern Building · Resource Queue · Solo / Solitaire Game · Tile Placement
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2020
Suggested age8+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Project L, and can I play online?

Project L supports 1–4 players; community best: 2–3 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Project L, and which mechanisms does it use?

Weight: 1.56 / 5. Mechanisms: Action Points · Contracts · Open Drafting · Pattern Building · Resource Queue · Solo / Solitaire Game · Tile Placement. Chinese publication: Unconfirmed.

Where can I learn Project L?

No rule guide, strategy article or WANGO trial has been confirmed for this record.