Act I · The Brass Stables Stone Hooves
0moves
—par

A traffic jam puzzle of Greek myth

The Stolen Dawn

Nyx has taken the morning. Thirty courtyards stand between the Sun Chariot and the gate — and every one of them is jammed.

0 of 30 courtyards cleared · 0 ★ ·

The campaign

Thirty courtyards

Act I · The Brass Stables

Stone Hooves

    —par moves
    —teams
    —your best

    Courtyard cleared

    Dawn, delivered

    ★★★

    0your moves
    0par
    0best

    The yard waits

    Paused

    How to play

    One lane. Two gates. No turning.

    1. Push, don't steer. A team slides along its own row or column — never sideways, never diagonally. Drag it, or tap it once to nudge.
    2. Two flagstones per push. Chariots are heavy. One push covers at most two flagstones, so a wide courtyard is crossed in several moves.
    3. The Sun Chariot. It is the golden one, and it only travels east. Put its front wheel on the Dawn Gate to open the courtyard.
    4. The Relic Barge. From Act II, the silver one must reach the Moon Gate in the south wall before the courtyard counts as cleared.
    5. Nyx's seals. Violet chains mean the team cannot move at all. Roll the Sun Chariot over the Sigil of Dawn — always behind you — and every seal breaks.
    6. The one-way teams. A stamped arrow means that team can be pushed that way and never back. Act IV is full of them.
    7. Stars. Finish at or under par for three stars. Par is the shortest solution the solver found, not an estimate. Taking a hint caps the courtyard at two stars.
    drag slide a team tap nudge it once H hint U undo R restart Esc pause M mute

    Endless mode

    Nightfall

    A chain of courtyards with no story and no mercy. Each one gives you a move budget. Finish inside it and the run continues; run out and the night keeps you.

    Chariot Jam: The Stolen Dawn — a free traffic jam puzzle of Greek myth

    Chariot Jam: The Stolen Dawn is a free browser-based traffic jam puzzle built on Greek myth, and it is played one courtyard at a time. Nyx, the first night, has taken the morning out of the world and caged Hemera in her obsidian palace. The only thing that can burn that cage open is the Sun Chariot — and it is parked, nose against a wall of other celestial teams, in thirty courtyards that will not let it through.

    It is the traffic jam you already know, with a myth hung on it. Every chariot is a rigid block that slides along its own row or column and can never turn. A push covers one or two flagstones. Your job is to find the order: which team has to move first, which one has to move back, and which one has to be parked somewhere useless so the lane opens.

    How to play

    1. Slide a team. Drag it along its axis, or tap it once to nudge it. It cannot leave its row or column and it cannot turn.
    2. Reach the Dawn Gate. The golden Sun Chariot only travels east; the courtyard opens when its front wheel stands on the gate in the last column of its row.
    3. Serve the Moon Gate too. From Act II, the silver Relic Barge has to reach the south gate in the same courtyard. Both gates, one yard, one order.
    4. Break the seals. A team in violet chains cannot move. Roll the Sun Chariot over the Sigil of Dawn to break every seal at once — the sigil always sits behind the chariot.
    5. Mind the one-way teams. An arrow stamp means the team can be pushed that way and never back. They arrive in Act IV.
    6. Watch the stone sockets. Plinths never move. They shrink the yard without ever blocking the Sun Chariot's own lane.

    Controls

    InputAction
    Drag a chariotSlide it up to two flagstones along its axis
    Tap a chariotNudge it one useful step
    Arrow keys / WASDMove the selected team
    TabSelect the next team
    HHint — show the next move of the shortest solution
    UUndo the last push
    RRestart the courtyard
    EscPause
    MMute the synthesised sound

    The rules, exactly

    PieceWhat it doesWhat it costs
    Sun ChariotSlides east and west; the courtyard ends when it reaches the Dawn GateEvery push, and every team in the way
    Relic BargeSlides north and south; must reach the Moon GateA second lane to keep clear
    Other teamsSlide along their own axis, one or two flagstonesThe moves you spend clearing the lane
    PlinthNever movesSpace, permanently
    Sealed teamImmovable until the Sigil of Dawn is litA detour backwards first
    One-way teamSlides one way onlyThe option you thought you had
    ParThe shortest solution the solver foundThree stars

    Traffic jam puzzle, parking jam, sliding block puzzle

    Chariot JamParking jamSliding block
    What movesAny team, along its own axis, one or two cellsEach car forward only, out of the lotAny block, any distance
    What the goal isTwo gates served in one orderClear the lotOne block to one exit
    Where the difficulty livesSeals, one-ways and the second gateQueue orderBoard size
    GuaranteeEvery courtyard is solved before it shipsUsually generatedUsually hand-made

    The four acts

    ActCourtyardsWhere you areWhat changes
    I · The Brass Stables1–8Where the chariots are kept and the horses are stoneOne gate, six flagstones, no tricks
    II · The Bronze Courtyard9–16The yard where Nyx's guard teams sleepThe Relic Barge, the Moon Gate, and the first seals
    III · The Obsidian Terraces17–24Black glass cut so only one road runs downhillSeven-wide yards, plinths, and one-way teams
    IV · The Throne of Night25–30The last courtyards before Hemera's cageEight-wide yards, two seals, everything at once

    Why par is a number you can trust

    Every courtyard is built backwards from a solved one: the yard is laid out with the Sun Chariot already on its gate, and then a long sequence of legal, reversible pushes scrambles it. That sequence is a proof of solvability before the solver ever runs. The solver — a breadth-first search over exactly the state space your finger moves in, including the seals, the sigil and the one-way stamps — then finds the shortest way home, and that number is the par on the brief. The test suite replays every solution through the player-facing move function and compares the counts, so a courtyard that cannot be finished cannot ship.

    The story, briefly

    Nyx does not hate the sun; she simply prefers the quiet. She took the morning out of the world and put Hemera in a cage of obsidian, and she parked every chariot in the palace across the roads that lead to her. Helios cannot lift the yoke, so the last charioteer does what a charioteer can do: finds the order. Act I is the brass stables, where the horses have gone to stone. Act II is the bronze courtyard, where a second gate opens and the Relic Barge has to carry the first light south. Act III is the obsidian terraces, where the teams are sealed and some of them can only be pushed one way. Act IV is the throne itself, and the last courtyard is the one with Hemera behind the gate, counting.

    Strategy that actually works

    Technical notes

    Everything here is generated: no image is loaded, no audio file is played, no third-party script runs. The flagstones, the marble veins, the braziers, the chariots, the seals and the gate light are Canvas 2D, drawn from the same courtyard data the solver uses; sound is synthesised with the Web Audio API at the moment it is needed. Progress and stars live in your own browser under chariotjam.save.v1; nothing is uploaded, because there is no server. The campaign suite rebuilds all thirty courtyards from their seeds and asserts the contract before anything ships: every courtyard is solvable, par equals a fresh solve, par equals a replay through the player's own move function, every seal is broken by a reachable sigil, and every plinth is out of the Sun Chariot's lane.

    Frequently asked questions

    What is Chariot Jam: The Stolen Dawn?

    It is a free browser traffic-jam puzzle built on Greek myth. Nyx has taken the dawn and caged Hemera, and the Sun Chariot is boxed in by other celestial teams. Every courtyard is one screen: slide the chariots aside and drive the Sun Chariot through the Dawn Gate.

    How do you play a courtyard?

    Drag a chariot along its own row or column, or tap it once to nudge it. A chariot is heavy: it moves one or two flagstones per push and never turns. The Sun Chariot only travels sideways; the Relic Barge only travels up and down. Clear the lane, then slide the Sun Chariot until its front wheel is on the gate.

    What is the Relic Barge?

    From Act II every courtyard has two gates. The Relic Barge carries the first light of the day and has to reach the Moon Gate on the south wall, while the Sun Chariot reaches the Dawn Gate on the east wall. You cannot serve both at once, so the order you move them in is the puzzle.

    What are the seals and the Sigil of Dawn?

    Nyx seals the teams that hold your lane. A sealed team cannot move at all until the Sun Chariot rolls over the Sigil of Dawn, and the sigil always sits behind the chariot, so lighting it costs a detour. Once it is lit every seal in the courtyard breaks.

    Is every courtyard solvable, and what is par?

    Yes, and par is measured rather than guessed. Every courtyard was built backwards from a solved one, then walked by the same solver the hint button runs, and par is the length of the shortest solution it found. Three stars means you matched that number.

    Does it work on a phone, and does it need a download?

    No download, no install and no account. It is one HTML5 page with no external assets — the courtyard, the chariots, the braziers and every sound are drawn or synthesised in the browser — and it runs on desktop, tablet and phone down to a 320-pixel screen.