Scoring
Every ring in a cleared group is worth 10 points, and every ring past the third is worth 25 on top. A detonation pays 25 per ring on the board.
- 3 rings: 30
- 4 rings: 65
- 5 rings: 100
- 6 rings: 135
- 7 rings: 170
Strategy
- Read the maze first. Every board is different; the walls decide where groups can form. A pocket with one entrance is a vault: rings inside it stay put until you clear them.
- Every ring is a stopper. A ring you cannot use yet is still a wall for the rings around it. Parking a ring to block a lane is a legitimate move, often the best one.
- Hold a colour. Two reds waiting next to a lane that a third red will come down is a plan; clearing a quick three elsewhere is only 30.
- Count empties, not rings. The run ends when nothing can move. Ten empty cells scattered in dead ends are worth less than four in a row.
- Bombs are a reset. One bomb is a nuisance, two are a promise, three are a full clear worth hundreds. Keep them next to each other.
- Streaks. Clears within seven seconds of each other raise the chime and the combo word. They do not score extra, but they tell you the board is open; use it.
On the phone
The iPhone app plays the same rules with haptics on every pop, the daily board, and a run that is saved if you leave half way. There is no undo and no second chance in either version: a move is final.