Everything you need to know about the game
Drag the falling crate left and right to place it, and tap to swap it between across and upright. Flick down and it slams straight into position.
Every item hangs above a single key crate. That crate has to land beside the same material for the item to open — and when it does, the whole connected pile goes. Bigger item, bigger blast.
Fill a row all the way across and it clears, taking its weight with it. The object underneath has a fixed load limit: touch that limit and it breaks, and the round is over.
The higher your level, the less the same object can hold, and the longer a round runs the more it tires. Past five minutes, clearing a row no longer sheds all of its weight — every round is built to end.
9 missions reset every midnight. Complete them all for maximum rewards!
Reach the required level to permanently unlock a title. Titles are displayed on your profile and are never revoked.
Crates come in four materials only: rubber, wood, stone, iron. There is no fifth for a simple reason — the more materials there are, the less often the same one gathers, and you end up with boards where a bomb arrives with nothing to blow up. Colour is weight here, so you can feel the board getting heavier without reading a number.
The lightest of the four. It presses the support the least, so it is what you keep around when you want room to work.
Middling weight, and the one you see most often — which also makes it the easiest to gather into a pile while you wait for a bomb.
Heavy. Three of these are enough to move the gauge visibly, so it is usually safer to clear them in a row than to hoard them.
The heaviest — one cell weighs about four rubber ones. Left on the board it is a timer of its own, so decide how it leaves the moment it lands.
Eight shapes come down. The first four are the basics any puzzle has; the last four belong to this game. The five-cell pieces bring 25% more weight in one drop, and the cup and the cross always trap an empty cell beneath themselves — that hole will block a row later, so decide where you are willing to spend it before you place. The gap pair is split down the middle, so it can fill two separate spots at once.
Single
1
Pair
2
Triple
3
Square
4
Gap Pair
2
Corner
5
Cross
5
Cup
5
One object sits under the board each round and carries everything you stack. The number is the load it can take — but the number alone does not decide how hard it is. The billiard ball holds the most and gives no grace at all: touching the limit ends it instantly. The soap bubble holds the least, yet it sinks so visibly that you always see it coming. And objects like the peach or the cabbage never come back up: clearing rows will not undo what has already been pressed out of them.
Soap Bubble
MAX 68
Squishes deeply, so danger is easy to read. Weakest of all.
Orange
MAX 84
Soft peel gives a little. Bounces back slowly.
Basketball
MAX 104
Air pressure — squashes a lot and springs right back.
Apple
MAX 92
Does not squash. Cracks spread instead, then it shatters.
Macaron
MAX 82
Shell cracks while the cream squeezes out. It squishes AND cracks - and never bounces back.
Billiard Ball
MAX 132
Toughest load of all, but zero mercy — the limit is instant death.
Peach
MAX 78
Bruises. Once pressed it never comes back — clearing rows will not help.
Cabbage
MAX 98
Leaves crush permanently. High load, but the damage is forever.
Donut
MAX 74
Bread stays flattened. Light load and no recovery.
Hamburger
MAX 88
The layers collapse and stay collapsed. Recovery barely works.
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).
These five are never bought — they ride down attached to a piece. Under each hangs a single key crate, and that one cell is all that actually lands. If it comes to rest against its own material the item opens; if it does not, you simply gained one more crate. That is why size only ever means strength here: a 1x1 takes the one cell it touches, a 2x2 takes the whole connected pile.
BOMB: land it touching the same material to blow up that whole pile.
MAGNET: pulls nearby boxes of the same material together.
DRILL: bores straight down. Material does not matter.
MYSTERY box: nobody knows what it is until you land it. Could be a bomb, a magnet, a drill - or a plus.
PLUS box turns into what it lands on - and stacks one more on top. Weight goes UP.
These four are states, not materials — lead on wood is still wood, so nothing about gathering changes. That is exactly why they are states instead of a fifth and sixth material. You do not earn them, you deal with them, and the locked one answers to nothing but a completed row.
LEAD box: same material, but weighs more than double. Clear it early.
CRACKED box: it survives one blast. Hit it again to break it.
LOCKED box: bombs do nothing. Only a full line clears it.
FICKLE box: its material keeps changing. Do not build around it.
Special items that affect your saved game record. Activate by watching a rewarded ad.
Resets your progress and starts a completely new game from Level 1. Activate by watching an ad.
Lets you resume play from your personal best level. Jump right back to where your record ended. Activate by watching an ad.