Mango Grove hides exactly one tree in each row, each column, and each coloured orchard region. Trees cannot touch, even diagonally. Tap a cell to cycle through empty, a dot (no tree here), and a tree. Drag across cells to place dots quickly when you are ruling squares out.
Orchard colours mark irregular regions that behave like extra rows: you still need precisely one tree per patch. A red outline means a placed tree breaks a rule, which helps you catch corner-touch mistakes early.
Worked example
In a four-by-four grove, if a tree sits in the top-left cell, the eight surrounding cells—including diagonals—cannot hold trees. That eliminates three other cells in the top row, leaving only one candidate for the row's tree if one was already placed elsewhere. Combine that with the column constraint to see where the orchard's lone tree must land.
Strategy tips
Dot before you plant. Mark definite non-tree cells with dots so you do not accidentally tap a tree into a forbidden neighbour slot.
Scan regions with few cells left. When an orchard has only two uncovered cells and no tree yet, the choice is narrow; resolve those patches to unlock rows and columns that cross them.
Use row-column intersections. A cell that is the last open spot in its row and column is forced unless a diagonal neighbour already holds a tree—then you must look elsewhere in the line.
Levels grow the board and add orchard shapes, but the same placement rules apply throughout. Undo and Restart are in the toolbar whenever you want a fresh attempt.
On wider boards, pick a row that already contains a tree and trace which cells its diagonals ban. Those eliminations frequently force a tree in a neighbouring row, creating a chain reaction across the grove without guessing.
If two orchards each have only one vacant cell left, place dots everywhere else in those regions first so you do not accidentally plant an illegal second tree while focusing on the main grid.