Hamlet is an adjacency-scoring city building puzzle. Each map gives you a grid of empty cells and a tile bag full of building types: Cottages, Fields, Mills, Wells, Chapels, Markets, Manors, and Roads. You draw a hand of up to four tiles at a time and place them one by one into empty cells. The moment a tile lands, the game scores every neighbour pair it creates — so thinking ahead about what is already on the board is the core skill.
Synergies fire immediately on placement. A Cottage placed next to a Well scores three points before your hand even refills. Place that same Cottage beside another Cottage for two more. Add a Chapel nearby and score three more points retroactively for the Cottage-Chapel adjacency the Chapel just created. Every building you place can trigger multiple synergy pairs at once, and the scoring is instant and visible — gold numbers float up from each rewarded cell.
When the tile bag empties and your hand runs out, the map ends. Your total score determines your performance band: Bronze, Silver, Gold, or Perfect. Charters — the game's meta-currency — are awarded by band and persist between all maps and sessions via localStorage. Spend Charters in the upgrade panel between maps to unlock one of three building branches: Agrarian (Granary tiles and farm-chain bonuses), Civic (Manor and Chapel prestige synergies), or Wayfinding (Road chain multipliers). Each branch has three upgrade nodes costing 60, 150 and 300 Charters. The price climbs steeply inside a branch, so opening the first node of all three costs less than driving any single branch to its top tier.
Cell position is worth points before any tile is chosen. A centre cell touches four neighbours, an edge cell three, and a corner only two — so your highest-synergy buildings want to be anchors near the middle, while low-synergy filler like a lone Road can absorb a corner. Because scoring fires only for the pairs the newly placed tile creates, order matters as much as position: placing a Well between two existing Cottages pays both pairs at once, while building the Cottages after the Well pays each pair separately as it forms — the total is the same, but the second route lets you see your hand refill before committing the middle piece.
Each map's tile bag is a fixed recipe, not an endless stream, and the hand shows you four tiles of it at a time. If the bag for the map lists two Wells, the second Well in your hand is the last one coming — spend it next to the densest Cottage cluster you have. Holding a flexible tile while placing a committed one is usually right: Fields and Cottages pair with many things, Manors and Chapels pair richly but narrowly, and Roads are best saved until three of them can land as a connected chain for the flat bonus.
Hamlet's campaign runs from a 5×5 meadow to a full 8×8 township. Meadow's Edge and Mill Quarter teach the cottage-well and field-mill economies on small grids; Parish and Market Row introduce Chapels and Markets, whose synergies reward planning whole districts rather than single pairs; Manorlands and The Commons add Manors, the game's prestige anchors; Granary Vale and The Guild are broad 7×7 boards where the Agrarian and Civic branches respectively shine; Wayfarer's Way is a road-heavy 8×6 layout built around chain bonuses; and the final map, Hamlet, hands you a thirty-tile bag on the biggest grid in the game. Per-map high scores persist in your browser, so every map remains a personal-best target after the campaign ends.