How to play
You complete Match Three when the score reaches eight thousand through horizontal or vertical groups of at least three within the first thirty successful swaps; later swaps count only toward a high score. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.
- Match Three opens from a versioned seeded position built for a deterministic six-by-six four-color match board dealt from a 144-tile cyclic pool, with opening matches automatically cleared without scoring until the board is stable. Its game ID, rules profile, and deal identity are stored together so restart recreates the same opening without a server request.
- Every Match Three action is checked against the current board, available material, and this defining restriction: only orthogonally adjacent tiles may swap and the swap must immediately create a match; all matches clear together, gravity, refill, and cascade multipliers resolve until stable, and play may continue past thirty swaps until no productive swap remains. Invalid, stale, or post-terminal actions leave the position unchanged.
- You complete Match Three when the score reaches eight thousand through horizontal or vertical groups of at least three within the first thirty successful swaps; later swaps count only toward a high score. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.
Strategy tips
- A practical Match Three plan is to preserve several legal continuations around a deterministic six-by-six four-color match board dealt from a 144-tile cyclic pool, with opening matches automatically cleared without scoring until the board is stable. Use the deterministic hint to inspect one legal action, then compare how it affects the documented objective before committing.
- A common Match Three error is to ignore the boundary rule that only orthogonally adjacent tiles may swap and the swap must immediately create a match; all matches clear together, gravity, refill, and cascade multipliers resolve until stable, and play may continue past thirty swaps until no productive swap remains. Undo is useful for studying that decision, while restart deliberately preserves the original seeded position.
- Near the end of Match Three, recount the remaining obligations needed until the score reaches eight thousand through horizontal or vertical groups of at least three within the first thirty successful swaps; later swaps count only toward a high score. Check the boundary rule after every final placement or transfer because terminal status is enforced immediately.