SWAP. ROLL. MATCH.
Don't like
that face?
Reroll at your own risk.
Match dice and build combos. Don't like what you rolled? Roll again. But land on a face that die has shown before, and it locks.
SWAP. ROLL. MATCH.
Match dice and build combos. Don't like what you rolled? Roll again. But land on a face that die has shown before, and it locks.
You will learn the moves in a minute. The habit takes longer to shake.
Three of a face in a line and they pop. Four pop harder. Chains pop hardest, and they are what the other board fears.
Bad face? Roll it again until the one you want turns up. But roll it onto a face it has already shown and it locks. The board says how close each one is, so you know how nervous to be.
Match four or chain a clear and locked dice fly onto the other board. Free yours by clearing beside them. Run out of room and it's over.
Every clear charges the meter. Full means an ability, and you don't pick which: thirteen of them, from a shield to every locked die freed at once. Surprise.
All of them start on the same menu.
One board a day, two hundred more to solve.
Every world is harder than the last, and the Daily is one board everybody gets.
One board. It keeps speeding up.
How high can you score before it reaches the top?
The computer, or a friend by room code.
Challenge a friend on their own phone, or settle it against the computer.
Every floor adds one thing. Free retries.
A new power-up in hand on every floor, and a Guardian guarding the way out.
Ready for more? Fight your way up, world by world, with a new power-up in hand on every floor and a Guardian guarding the way out.
Retries are free, and you start again on the floor you fell from.
Someone is sitting on it right now. Go and get it back.
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