TenMaster Complete Guide — Sum-of-10 Rule, Pieces, Bricks, Special Cubes and All 8 Items
Add up to 10.
That’s the only rule
Number blocks are scattered across an 8×8 board. Below it sit three pieces. Drag a piece onto empty cells, and if the numbers lined up in a row or column add up to 10, those cells pop and vanish. 7 next to a 3. 5 next to 2·3. 4 next to 1·2·3. No timer on your moves, no gravity — whatever you place stays exactly where you put it. That’s why every single move is a little calculation.
This is the complete TenMaster guide. Rules and controls, the screen layout, reading runs that add up to 10, how the three pieces cycle, the bricks that drop from above, what happens when you’re stuck and how to continue, scoring and targets, special cubes and the wild ★, hints and all eight shop items, missions and coins — everything in the game, in order. Every number comes straight from the actual game code, and every screenshot and animation was captured from the real game.
- The rules — a sum of 10, a target score
- Controls — drag and drop
- The screen
- Making 10 — from two cells to five
- Three pieces — use them all to get new ones
- Bricks — what falls from above
- When you’re stuck — last move and continue
- Score and targets
- Special cubes and the wild ★
- Hints and eight items
- Levels carry on — the night sky
- Shop · Daily missions · Coins
- Five tips for first-timers
The rules — a sum of 10, a target score

The whole game fits in one sentence: numbers lined up horizontally or vertically disappear when they add up to 10.
- It takes two or more cells in a row. There’s no such thing as a one-cell clear.
- A gap breaks the run. 3 _ 7 won’t work — it has to be 3 7. Bricks break runs too.
- No diagonals, no bends. Straight rows and columns only.
- Only runs that include the cells you just placed disappear. If some row elsewhere on the board happens to add up to 10 but has nothing to do with the piece you just dropped, it stays put.
- Filling a whole row does not clear it. In this game the only reason anything disappears is “sum of 10”.
The moment your score reaches the level’s target, the level is cleared. There’s no time limit. Instead, the run ends when none of the three pieces can be placed anywhere.
Controls — drag and drop



- Drag — touch a piece in the tray below and drag it onto the board. The piece floats a little above your finger (1.35 cells), so your finger never hides it.
- It snaps like a magnet — if a valid spot is within 1.6 cells, the piece clicks into it. A rough drag still lands in the right cells.
- Preview — before you let go, the cells that would pair up and vanish at that spot light up.
- Drop — let go over a spot where the piece doesn’t fit and it simply returns to the tray. No penalty.
- No rotation — pieces never rotate. A horizontal 2-cell piece and a vertical 2-cell piece are two different pieces.
Before anything vanishes, the equation appears first — 3 + 7 = 10. You get a moment to read why it popped, and only then do the blocks burn away.
The screen

- Top left — LEVEL N.
- Big number, top center — seconds left until the next brick drops. Level 1 starts at 12. It turns red from 5 seconds and starts pulsing below 3.
- Top right — your score.
- The bar and “0 / 700” — this level’s score and target. The bar fills from blue → teal → lime → gold → orange.
- Center — the 8×8 board. It doesn’t start empty: a few numbers are already laid out (8 cells on level 1, with the top two rows left clear).
- Below the board — the three pieces.
- Bottom center — the HINT bulb and how many you have left (x1). If you own shop items, a bag appears to its right.
Once the board is more than 55% full, the edges of the screen glow red. That’s your cue to clear some space.



Every time a board opens, the Choose an item to use window pops up first. If you have no items, just tap Start without item. Next, number blocks sweep over the whole screen and pull away to reveal the level number, and on a freshly started board you get a 3 · 2 · 1 countdown along with N players are on this level right now.
Making 10 — from two cells to five

1 + 9
2 + 8
3 + 7
4 + 6
5 + 5There are only five two-cell pairs. But runs can get longer — 2 + 3 + 5, 1 + 2 + 3 + 4, 1 + 1 + 2 + 2 + 4. There’s no length limit, and the longer the run, the bigger the callout and the score.
| Run | Callout | Example |
|---|---|---|
| 2 cells | TEN! | 3 + 7 |
| 3 cells | TRIPLE TEN! | 2 + 3 + 5 |
| 4 cells | QUAD TEN! | 1 + 2 + 3 + 4 |
| 5+ cells | PERFECT TEN! | 1 + 1 + 2 + 2 + 4 |



If a single move completes a row and a column at the same time, both lines vanish together. Dropping one number into the crossing point of a plus shape is the way to clear the most with a single cell. Runs can overlap or contain one another — it doesn’t matter. Any cell that belongs to at least one run disappears.
Three pieces — use them all to get new ones

The tray always holds three pieces. You only get three new ones after you’ve used all three. If one of them never fits, the other two won’t be replaced either. A piece that can’t go anywhere on the board is shown faded in the tray.
There are 20 shapes. Bigger ones mix in as you level up.
| Level | Pieces |
|---|---|
| 1–3 | 1–2 cells |
| 4–12 | + 3-cell line, four L-shaped corners |
| 13–29 | + 2×2, 4-cell line |
| 30–49 | + big L, T, stairs |
| 50–69 | + 5-cell line, 2×3, plus |
| 70+ | + 3×3 (9 cells) |
From level 100 the 3×3 shows up twice as often, and from level 110 the game rolls for extra 3×3s on top of that (up to 14% at level 203). The numbers printed on the pieces follow a rule too — from level 5, 5 appears more often. A 5 can only pair with another 5, which makes it trickier to handle than any other number.
Bricks — what falls from above


- When the number at the top center hits 0, a brick drops onto an empty cell. The interval is 12 seconds on level 1, 8 seconds on level 100, and 6 seconds from level 200.
- The landing cell is marked 3 seconds ahead. Fill that cell with a piece first and the brick retreats to another spot, showing MOVED.
- Every third drop, the number of bricks per drop goes up by one, and when it does you’ll see x2 BRICKS.
- Bricks are not numbers. They never pair up, they break runs, and even shop items can’t break them. The only thing that removes them is the continue bomb.
- When the level changes, every brick on the board disappears.
When you’re stuck — last move and continue



- When only one piece in the tray can still be placed: LAST MOVE.
- When none of the three fit anywhere, the game gives you three new pieces once per level, for free (NEW PIECES).
- If you’re still stuck: NO MOVES, and then GAME OVER.
There are two ways to continue — watch one ad, or pay 300 H-Coins. You can use them as many times as you like. When you continue, a bomb drops into the middle of the board and wipes a 3.3-cell radius including bricks, and you get three new pieces.
Score and targets

Where points come from
- Placing a piece — cells × (4 + level/3).
- A sum of 10 — 45 points per cell as the base. From 3-cell runs up, every cell beyond the second adds 35%, and it grows further with your combo (5% per step, up to +120%) and with the level (2% per level).
- Line clears · bombs — cells cleared × (6 or 7 + level/3).
Your combo is how many clearing moves you’ve made in a row. Make one move that clears nothing and it drops back to 0.
Targets
Level 1: 700 · Level 5: 1,355 · Level 10: 2,166 · Level 20: 3,736 · Level 30: 5,210 · Level 50: 7,858 · Level 100: 13,275. If you fail several times in a row, the target drops by 8% each time, down to a maximum of 32% off.
Pass the target and the result screen shows LEVEL N Clear! with your Final Score. 35% of the points above the target (up to 3,000) are added as a bonus.
Special cubes and the wild ★
Row clearWipes the whole row it lands in — ROW CLEAR
Column clearWipes a whole column — COLUMN CLEAR
BombThe 3×3 around it — BOOM!
MagnetPulls the nearest block in each of the four directions into the cell next to it
Wild ★Becomes whatever number you need
BrickNo tool can break it
- Special cubes (row · column · bomb · magnet) — from level 8 they mix into the tray as single-cell pieces. Levels 8–29 give 2 per board; from level 30, 1. If the board is more than 62% full they arrive sooner. They do their job the moment you place them, then vanish.
- Cells pulled in by the magnet also count as “changed this move”, so if pulling them in makes a sum of 10, they pop. Bricks aren’t pulled, and they block anything behind them too.
- Wild ★ — from level 5 it replaces numbers inside pieces (2% → up to 7%). In the equation it shows up as ? (7 + ? = 10). A run made only of ★s doesn’t count, though — it needs at least one real number.


Hints and eight items

Hints
- You get 1 free per level. It doesn’t carry over to the next level.
- Tap it and the single best spot lights up on both the board and the tray, and stays lit until you place a piece.
- Once it’s used up, an ad gives you +3 (for that level). If no ad is available you’ll see Out of hints.
- Hints received as push-notification gifts stay with you even when the level changes.
Shop items — buy them and keep them in your bag
Shop items are bought with H-Coins and stay in your bag with no expiry. During a game, tap the bag to the right of the hint to spread out what you own. Items that target a cell show Tap a cell to use it and Cancel; tap a cell where the item would do nothing and you’ll see Nothing to clear there — the item isn’t used up.
| Item | Price | In-game description |
|---|---|---|
| Bomb | 150 | Clears a 3×3 area around the cell you tap. |
| Row Clear | 120 | Clears the entire row you tap. |
| Column Clear | 120 | Clears the entire column you tap. |
| Magnet | 100 | Pulls nearby blocks toward the cell you tap, gathering scattered pieces. |
| Refresh | 90 | Replaces all 3 tray pieces with brand-new ones. |
| Wild Piece | 80 | Turns the tapped cell into the number that completes 10 with a neighboring number. |
| Time Freeze | 70 | Adds 15 seconds to the countdown before the next brick falls. |
| Double Score | 60 | Doubles your score for 30 seconds. |



Items can’t break bricks either. Time Freeze does exactly what it says and adds 15 seconds to the time left (up to 99 seconds in total). Double Score, however, ends when the level changes, even if 30 seconds haven’t passed. Use it when the end of the level is still a long way off.
Levels carry on — the night sky



- Levels never end. Clear one and tap NEXT.
- The board carries over. When you move up a level, the numbers left on the board stay where they are — only the bricks disappear. The board is only laid out fresh when you start a new game or retry (8 cells on level 1, two more each level up to 26 cells at level 10, then very slowly from level 60 up to 34 cells at level 130).
- The background is a night sky that changes every 4 levels. After cycling through all twenty-four (level 96), it starts over from the first.
Shop · Daily missions · Coins


- H-Coins start at 0. You earn them with Watch ad for 100 coins in the shop, and through missions.
- Daily missions — nine every day, 10 coins each (Watch ad to double), plus another 100 coins when you finish all nine.
- Bottom bar — HOME · MISSION · ACHIEVE · ITEM · SETUP · MORE. The tutorial in settings opens the manual on the homepage.
Five tips for first-timers
- Watch the glow before you drop. The cells that will vanish light up before you let go.
- Aim for crossings. One number can clear a row and a column together.
- Keep room for the big piece. New pieces only come once all three are used — if one won’t fit, it’s over.
- Fill the brick’s marked cell first. Bricks never pair up, and items can’t break them.
- Save your 5s. The only partner for a 5 is another 5.

Add up to 10.
How far will you get today?
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