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Guides

20 posts

  • Sunwise
  • Guides

Hold anywhere: how to play Sunwise

Learn Sunwise in its first stages: hold anywhere, and your thumb sets how wide your planets swing round the star. Hazards, upgrades, stars and the daily sky.

3 min read

  • Rinse
  • Guides

Wash every tile clean: the rules of Rinse

Learn Rinse on its first boards: pour above the dirt, let the water carry it away, and wash every tile before the tank runs dry. Stars, undo and the hint.

4 min read

  • Seiche
  • Guides

Every ring touches a fish: the rules of Seiche

Learn Seiche on its first ponds: read where the rings meet, cast, and catch every fish without a miss. Calm water, stars, the hint and the album.

5 min read

  • Pyxis
  • Guides

Pull a knot, let it go: the rules of Pyxis

Learn Pyxis on its first webs: drag a round knot anywhere, let go, and clear every tangle. Square knots, rails, rings, stars and the hint, one board at a time.

5 min read

  • Apsis
  • Guides
  • Behind the scenes

Why the Apsis hint is never wrong

What the Apsis hint lights, why a free arrow is always a safe move, how it picks among free arrows, and what it does at a jam or when you are out of hearts.

4 min read

  • Carillon
  • Guides

The best next tap: inside Carillon's hint

What Carillon's hint lights up, how the solver picks one dot from the field as it stands, what a hint costs, and how to use it to learn a field rather than skip it.

5 min read

  • Plumb
  • Guides
  • Design

Pits, undo and restart: Plumb lets you be wrong

How Plumb's square pits work, what Undo and Restart give back, and how to use them to explore a board, since a mistake costs one tap and nothing else.

3 min read

  • Carillon
  • Guides
  • Tips

What the spare tap is for: stars in Carillon

How Carillon scores a level against its goal, why every level gives you one spare tap, what the pips and the star meter are saying, and how to find the three-star read.

5 min read

  • Apsis
  • Guides
  • Design

Hearts, misses and stars: how Apsis keeps score

Apsis never counts your taps. It counts misses: how three hearts become stars, what a miss costs, the hearts a level means you to spend, and retrying.

5 min read

  • Plumb
  • Guides
  • Design

Ghost marbles: what Plumb's hint shows, and why

Plumb's hint draws your best next tilt on the board with trails, ghost marbles and rings. What each mark means, how the solver picks it, and how to learn from it.

4 min read

  • Apsis
  • Guides

Every arrow wants out: the rules of Apsis

Learn Apsis on its first five skies: tap an arrow and it flies straight out if its way is clear, or bounces back and costs one of your three hearts.

5 min read

  • Carillon
  • Guides

One tap, a whole chain: how a Carillon field works

Learn Carillon by following one chain across the first field: a ring pops every dot it reaches, every pop rings a note, and reading the field is the whole game.

6 min read

  • Plumb
  • Guides

Learn Plumb in one board: tilt, roll, drop

Plumb's rules, taught by its first real boards: swipe to tilt, every marble rolls until something stops it, and each one drops into the hole of its own colour.

4 min read