1. Slide and combine
Use the arrow keys, WASD, touch swipe or direction buttons.
Powers with the same base merge by adding their exponents.
A swipe that changes nothing does not cost a move.
3² × 3³ = 3⁵
2. Bank a power
Select a glowing ✦ tile and calculate its exact value in 60 seconds.
Every power can normally be banked only once per base–exponent
combination each round, including golden powers.
The rare Echo Seal allows one exception on its marked square.
In Roguelike,
gold allows banking exponent 1 directly, provided that exact power
has not already been banked. Banking earns points
and leaves a non-golden smaller tile behind. A wrong answer, timeout
or cancelled question locks the tile until another successful slide;
cancelling never resets the answer timer for free.
3. Protect your moves
You start with 10 moves. Each successful slide costs
1 move plus 1 for every active blocker. Bank two powers that were
actually created by merging to earn back 1 move, up to 10. At zero
moves the run ends.
4. Break blockers
Yellow ! squares warn where a fixed blocker will arrive on
the next slide. A blocker cannot move or merge. Correctly bank a
⚡ merged power directly beside a blocker to damage it.
Different blocker tiers take different numbers of successful banks.
Roguelike: earn points and coins
Each correctly banked power scores points equal to its exponent:
7² scores 2 points. Reach your round target before running out of moves.
Clear twelve rounds to win the run.
Golden tiles have a full metallic appearance and a ◉ coin mark.
You can bank any golden tile by calculating its value correctly:
3¹ = 3 is a valid bank and earns 1 coin.
Or merge it first for a bigger payout: 2 coins for most merged golden
powers, 3 for exponent 4 or higher, or 4 for double gold.
Gold survives slides and merges; banking consumes the gold.
A golden copy of an already-banked power cannot be banked again
until the next round. Merge it into a different exponent first.
When you clear a round you also earn 1 coin per unused move
(up to 5 bonus coins). Your coins carry forward to a shop after each
cleared round. The shop has two single-use offers and two permanent
offers, with two inventory slots for each type. Purchased items are
saved and their effects are active. Tap a single-use item during a round,
then choose the highlighted square(s), or cancel without consuming it.
Rare Runestones create positive effects on a selected board square,
lasting only this round. At most two may be active at once. The
Gilded Foundry creates gold on a merge or correct bank;
Power Prism boosts points up to a total ×4 multiplier;
Echo Seal permits one correct repeat bank;
Twin Mint turns one merged power double gold;
Time Sanctuary grants 10 extra seconds on opening
a question (up to 60 seconds); and Shatter Crest
adds one blocker hit when a genuinely merged power is correctly
banked beside a blocker. The first two, Sanctuary and Shatter have
two charges; Echo and Twin Mint have one. Incorrect answers
never award points, coins or blocker damage.
Permanent bonuses apply automatically. Each defeated boss reduces
your banking-answer time by 10 seconds for subsequent rounds:
60, then 50, then 40, then 30 seconds per question.
When you reach a round target, a Round complete pop-in shows
your score, gold earned and progress towards the next boss.
You may visit the shop or skip it and continue directly, keeping
your coins and existing upgrades. Skipped shops cannot be revisited.
Every third round brings a
different boss rule, revealed before the encounter. Correctly bank
powers to counter boss obstacles and survive the round. Against
The Frostlock, one direction is frozen at a time:
its on-screen arrow is disabled and that keyboard direction or swipe
cannot move. Frozen attempts cost no moves; the ice switches after
each successful slide, correct bank or item use.
From Stage 2 onward, up to two marked board squares may carry
hazards. Cloudy hides a tile and prevents banking while it is
covered; Void lowers an incoming exponent; Null blocks merging;
Cracked becomes Null after a merge; and Greedy strips gold along
a tile's path. A hazard warning appears one successful slide
before a hazard activates. Buy a one-use Hazard Eraser
in the shop to remove any active hazard without using a move,
including a Cloudy square hiding a tile. If the board has no
legal banking or sliding action but you still have moves,
a held rescue tool (such as Hazard Eraser, Block Breaker,
Clear Space, Second Chance or Echo Seal) may save the run.
If Moves Left reaches zero, the game ends immediately.
Permanent hazard defences appear in shops before
the relevant hazards are unlocked. Some reduce hazard warnings or
make a particular type less likely; Hazard Tamer changes incoming
Null to Cracked and Cracked to Void. Others shorten Cloudy,
prevent Void reducing a square to exponent 1, or protect gold
passing through Greedy. Each defence is partial: hazards still
matter. They occupy the same two permanent slots as scoring
bonuses, so choose which advantages matter most.
☁?3
CloudyHides any numbered tile or gold beneath it. Fades after 3 slides.
↓−1
VoidReduces an index by one when landed on, then disappears.
⊘×
NullPrevents a merge from ending on that square.
✧↯
CrackedTurns into Null after a merge on its square.
⇣−◉
GreedyRemoves the gold from a tile passing through it.
✦ Bankable⚡ Damages blocker if banked
⌛ Banking cooldown! Incoming blocker
▦ Fixed blocker
◉ Golden tile: bank once per base–exponent combination
✓ Golden power already banked this round
✧ Roguelike square hazards
◉ / ×2 / ↺ / +10 / ⚒ Enchanted squares
! Hazard incoming next slide (with hazard name)
INDEX LAW
am × an = am+n
Keep the base. Add the exponents.
This rule applies when the bases are identical.
For example, 2² multiplied by 2³ gives 2⁵, not 2⁶.
Evaluate a power to bank it
The exponent tells you how many copies of the base to multiply.
3⁴ = 3 × 3 × 3 × 3 = 81
Banking asks for the number value, not another
power expression. A golden 3¹ is simply 3. You have 60 seconds
for each answer.
Watch out for this mistake
Multiplying two powers is not the same as adding
their numerical values. The exponent rule gives:
2² × 2³ = 2⁵ = 32