- The point
- Score as many points as you can before your light runs out.
- Tiles
- Each tile is one colour. Drop it on a glowing hex. Touching the same colour scores points. Bigger patches score more.
- Combo
- Your points multiplier. Touch 2+ matching sides: it goes up. Touch 1: it drops by one. Touch 0: it resets.
- Light
- Your fuel. Every drop costs light. Touch 3+ matching sides to win some back. Tiles far from camp cost more but score more.
- At risk
- Points you haven't saved yet. Tiles with dashed edges are at risk.
- Save
- Uses a lantern to lock in your at-risk points. You also get +2 light and pick a power-up.
- Lanterns
- How many saves you have left. If light hits 0 and you still have one, it saves for you. If not, at-risk points are gone.
- Gobblers
- Goo monsters. When the number on one hits 0, it eats an at-risk tile next to it. Fill 4 of its 6 sides to pop it for points and light.
- Big patch
- Grow one colour to 6, 10, 15 tiles and so on for bonus points and light. Patches of 21 and 36 also give a lantern.
- Goals
- Small side missions. Finish one for light, a lantern or an undo.
- Power-ups
- Perks that change the rules. You pick one each time you save. Levelling up unlocks more.
- Gold tile
- Rare. Matches every colour, gives big points and gets a name.
- Wild tile
- Matches every colour.
- Shuffle
- Swap your normal tiles for new ones. Costs 1 light.
- Undo
- Take back your last move. 3 per run. Saving clears the undo history.
- Dots
- The dots on empty hexes show how many sides your selected tile would match there.
- On a phone
- Tap a hex to preview, tap again to drop. Drag to move the map, pinch to zoom.