
Red
A white circle on a coral stone. Bring three or more red stones together in one bowl to clear the entire group.
Everything you need for your first move, and the details that help you plan the next.
There are 12 bowls arranged in a circle. Each holds up to seven stones between moves. The five ordinary colors also have distinct white symbols.
Stones form an ordered queue. New arrivals join the end, and survivors of a match keep their relative order. The first six positions go around the bowl; the seventh is in the center.
Choose any nonempty bowl that is not frozen. Its stones appear below in queue order. You can change your selection freely: selecting alone does not make a move.
Confirm the move. All stones in the chosen bowl become your hand: the first goes into the next bowl, the second one bowl farther, and so on. The usual direction is clockwise. A reverse source bowl changes it to counterclockwise.
Frozen bowls are not skipped during delivery. Wilds and blockers travel just like ordinary stones. Matches and special effects begin only after the last stone has been delivered.
The full future result is not shown by default. An optional short Move forecast line can be enabled in settings.
Three or more stones of one color in a single bowl disappear. They do not have to be next to each other in the queue. Four red stones clear all four, and different colors in one bowl can match together.
Natural groups of three or more ordinary stones clear first. Wilds then complete remaining colors to three, using only as many wilds as needed.
When wilds could complete several groups, the group needing fewer wilds goes first. A tie is resolved by whichever color’s ordinary stone appeared first in the original queue. Three wilds without an ordinary color never form a match.
Effects resolve in one order: color matches, blockers in the two neighboring bowls, then ready volcanoes holding six or more stones. After eruptions, matches are checked again.
If several volcanoes are ready together, each gives up its original queue before receiving new deliveries. Every volcano can erupt at most once in the entire move, including the refill.
Removing stones does not cause automatic falling or extra refills. Volcanoes create the new movements that continue a chain.
A temporary eighth stone does not mean immediate defeat: it may clear in a match or leave in an eruption. Capacity is checked after every effect in the current phase has finished.
If any bowl still holds eight or more stones, the attempt ends in defeat. Overflow takes priority even if the puzzle’s goal was reached during the same move.
A refill cannot rescue a move that has already overflowed. The player action is checked first, followed by the refill when that mode uses one.
Each ordinary stone or wild removed in a color match during a safe player phase is worth 10 base points. Moving a stone or removing a blocker earns no points.
A combo counts the different bowls that match during the consequences of one action. One bowl gives ×1, two give ×2, three give ×3, and four or more give ×4. Multiple colors in one bowl still count as one bowl. The multiplier applies to all matched stones in that player phase.
A completely empty board after the player phase, before the refill, earns a Perfect Clear bonus of 100 points without a multiplier. Any remaining wild or blocker prevents a full clear.
Refill matches earn 10 points per stone, without a multiplier, combo, or Perfect Clear bonus. A phase that overflows does not award its points.
Each of the 100 puzzles has a starting position, a goal, and a move limit. There are no refills. The goal is checked after a safe player action and can be reached on the final allowed move.
Goals include clearing a particular color, collecting a number of stones of one color, scoring points, making a combo, leaving no more than a certain number of stones, or clearing the whole board. Wilds do not count as ordinary stones of a requested color for collection goals.
If the goal has not been reached and the moves or available source bowls run out, the attempt ends. Undo and replay let you try another plan.
The starting board holds 36 ordinary stones, three in each bowl, with no ready matches. After a safe player action, two refill stones enter two different bowls.
In Endless, build your score until the board overflows. Random special events begin after the ninth safe move: wilds, blockers, and temporary bowl modifiers. Pausing saves the attempt; End attempt records its result.
Daily uses ordinary stones without Endless special events. It is tied to a UTC date and lasts 20 moves. There is no refill after the last safe move. A started attempt keeps its date across midnight.
You can replay a Daily challenge. The best eligible result is stored locally. There is no global leaderboard.
Undo restores the state before the whole accepted move, including the refill, score, and modifiers. It does not reroll the random sequence. In puzzles, undo is normal assistance.
In Endless and Daily, the first undo turns the current attempt into practice. It can no longer improve your eligible personal record. A new attempt starts without that practice flag.
Your profile and unfinished attempts are saved on your device. Achievements in any mode unlock themes in this order: Simple, Garden, Sand, Ocean, Runes, Neon, and Space. Simple is available immediately.
Themes change the objects and surroundings while keeping the rules, colors, and symbols. All seven are available to preview on this website.
Colors reveal matches. Symbols make stones easy to tell apart. Special pieces change your plan.

A white circle on a coral stone. Bring three or more red stones together in one bowl to clear the entire group.

A white circle on a coral stone. Bring three or more red stones together in one bowl to clear the entire group.

A white triangle on an amber stone. Matches other yellow stones, regardless of their positions in the bowl’s queue.

Two vertical white lines on a green stone. Its color and symbol keep the same meaning in every theme.

A white diamond on a blue stone. Three or more blue stones in one bowl disappear after the whole hand has been sown.

A white plus on a purple stone. Like every ordinary stone, it takes one space and moves in queue order.

An ivory stone with a golden rim and a five-color rosette. Completes an ordinary color’s group of three: two red stones need one wild; one red needs two.
Three wilds alone do not match. Only the number needed is used; any extra wilds remain.

A dark stone with a closed padlock. It takes space and travels with the queue. Clear it by making a match in either neighboring bowl.
A match in its own bowl does not remove it. Removing a blocker awards no points.

Choose this bowl as the source and the entire hand is sown counterclockwise. The order of stones stays the same.
Landing in a reverse bowl does not change direction. Reverse does not affect a volcano’s eruption.

A frozen bowl cannot be chosen as the source. It still receives stones, makes matches, and can overflow.
In puzzles, ice melts after one accepted move. Temporary modifiers in Endless have their own duration. An invalid tap does not use a move.

After matches and blocker removals, a volcano holding six or more stones sends its whole queue to its two neighbors: first clockwise, then counterclockwise, alternating.
Each volcano erupts at most once per move. Matches created by the eruption can continue the chain.
The same rules, a different atmosphere. Unlock new looks as you play.
Smooth colorful stones, quiet graphite, and clean shapes. Available from the start and always yours to return to.
