I'm not sure if this game is winnable or not but I *think* it is. It is certainly challenging.
This is a game to play in Jalak when you can't find anyone else who wants to play Jalak games. The goal is to raise every pillar by 1 step without breaking any rules.
Setup:
-Flatten the field. It can be on any level except the top, but it must be "flat"--i.e. all pillars at the same height. Fine a starting pillar to stand on, and raise it by one step.
Rules:
-Each turn, you must jump to another pillar. The only pillars you can jump to are those a knight would be able to reach in chess--those located 2 squares away from you and 1 to either side, so that all possible moves form "L" patterns (see the end of this post for examples).
-If the pillar you land on is not currently raised (i.e. it is at the same level the pillars were at at the beginning), then you must raise it one step.
-If you land on a pillar you have ALREADY raised (i.e. it is one step above the starting level), then you must lower it one step (back to the starting level). IMPORTANT NOTE: If the pillar cannot be lowered (because all adjacent pillars are raised, so you can't reach the side of the pillar to click it), then you have made an ILLEGAL MOVE and you must either undo it (go back to your previous pillar), or start the game over.
-It may be possible, towards the end of the game, to arrive at a place where anywhere you go would call for you to lower a pillar that is impossible to lower. If this happens, you have officially lost the game.
-The game ends when you manage to get every pillar simultaneously in the "up" position (i.e., the field is flat again, but it is one level higher than it was when you started).
COUNT YOUR TURNS: Assuming it is possible to win this game (and I believe it should be), count the number of times you move until you win and keep track of the total. The lower your number, the better you did at the game. Try to beat your own best scores!
APPENDIX: LEGAL MOVES (based on the chess knight's move)
P = player
X = illegal move
O = legal move
X O X O X
O X X X O
X X P X X
O X X X O
X O X O X
Assuming the player is at "P", he/she can move to any square marked with an "O" on this grid, relative to the player's position. So, for example, the following are all possible scenarios:
X X X X X . . . X X O X O . . . X P X X X
X X X X X . . . X O X X X . . . X X X O X
X O X X X . . . X X X P X . . . O X O X X
X X O X X . . . X O X X X . . . X X X X X
P X X X X . . . X X O X O . . . X X X X X

Create a line of 3, 4, or 5 pillars in a row - in three dimensions.
Rules:
Variations:
(The only requirement for Jalakblocs is the meaning must be clear. [X] in a row is meant to be a game of simple rules after all!)
Note: Eventually, I will try to add diagrams using the official images provided here. For now, attached are two images demonstrating what win conditions would look like (and please pretend [X]-in-a-row_WinConditions.JPG is not starting on middle ground...)
Setup:
Set all the columns on the bottom. Each player goes to a corner. You can play with up to 4 players but with the size of the Jalak board, having only 2 players really is best.
Gameplay:
Players take turns moving. On a player's turn, he moves the same way a knight moves in chess--2 spaces in one direction, and 1 space in a perpendicular direction. For example he could move 2 spaces "north" and then 1 space "east" or "west". Whatever space he lands on, he raises that tile one step to indicate it is no longer "safe". This is the ONLY tile he may manipulate, and he MUST raise it when he lands on it. Players are forbidden to ever lower a tile. Players may never "land" on a tile with another player, but they can pass through other player's tiles on their way to their destination tile. If a player lands on a raised tile (in other words, a tile that has been visited already) he loses the game. Note that players CAN safely walk over a raised tile on their way to a "safe" one, but if they END THEIR TURN ON AN ALREADY-RAISED TILE, they lose. The goal, then, is to survive as long as you can jumping from safe tile to safe tile, while all the time tiles are becoming unavailable because every time a tile is visited, it is no longer safe afterwards. Clever players will find ways to "block" other players by landing on tiles available to them and using strategy to decide which tiles to go to (and thus raise).
This is a simple idea that occurred to me while fiddling around with Jalak. Setup is fairly simple. You do need one Jalak Marker Mission. The best way to create it (for this game) is to set the columns to the top, and once they are there, set them to the bottom. As you and columns descend, run around placing Markers at random. Do this twice, and what you will be left with is a lot of Markers all floating randomly in the air above Jalak. Before you play the game itself, set the columns back to the top.
Playing the game is very simple. You can have as many players as you want, but ideally you should also have one impartial explorer acting as referee. The referee gives a count of 1,2,3 and sets the columns to the bottom. As they descend, players race around to try to collect the Markers that will appear to be rising out of the ground. The goal is not to get all of the Markers, but just to get as many as they can before they hit the bottom (and are thus no longer to reach any of them).
At the end, players count up their Markers and the player with the most wins the race. You must of course rely on the players' honesty, unless you want to name each Marker individually and have them PM all the names to you afterwards (and this would be extremely tedious)