Prefer to learn by playing? Clear one blind with step-by-step coaching, then keep the run.
Score points by arranging tiles into valid groups of 3 or more tiles. There are exactly two kinds:
You build up your play first, then cash it all in at once.
Each group adds this much Mult when you place it:
| Group | Mult added |
|---|---|
| Set of 3 | +2.0 |
| Set of 4 | +3.0 |
| Run of 3 | +1.5 |
| Run of 4 | +2.0 |
| Run of 5+ | +2.5 (+0.5 per extra tile) |
Your turn score is:
⌊ Chips × (1 + Σ group mults) × relics × boss ⌋
Example: place a Set of three 7s (21 chips, +2.0) and a Run 4-5-6 (15 chips, +1.5). Banked = 36 chips, Mult = 1 + 2.0 + 1.5 = 4.5 → Score cashes in 162 (before relics).
First play of each blind must total ≥ 30 chips (face value) — you can spread it across several groups (e.g. a 6-pt run + a 15-pt run + a 12-pt set). No wilds on the first play — unless you hold the Passport perk.
Tiles you play stay on the board between turns. You can click board tiles to lift them, then combine them with hand tiles to form new groups.
This is the key to high scores — reuse board tiles to play more groups per turn!
Melds score left→right, top→bottom — and you can change that order! Drag a meld's backing plate (the ⠿ tab), or drag any of its tiles up/down, to move the whole meld. Drag a Set tile sideways to reorder tiles inside it. Order matters for relics like Chain Reaction (every 3rd tile retriggers) and Double Tap (first tile of each group).
Runs keep their number order — a wild's position in a run defines which number it stands for.
If you extract tiles from a board group, the remaining tiles must still form a valid group (3+ tiles), or you must merge the stranded tiles into other board groups.
Drop into a meld: with board tiles lifted, tap another meld's plate to put them straight into it — a run takes the tile at its place in the sequence, and a same-colour tile the run already holds splits it (a 7 into 5-6-7-8-9 makes 5-6-7 and 7-8-9).
Nothing is final until you Score. Every move on the table is one step you can take back: Reset walks your moves back one by one until the table is legal again, and never undoes a valid placement.
A Die is a one-use item that changes what a tile is. Select the tile or tiles it works on first, then use it from your item bar. Cleaver splits one tile into two that add up to it (you choose the split). Crucible fuses two same-colour tiles into their sum — and keeps it: 8 + 9 is a 17. Mirror turns a value into 14 minus itself. Ratchet adds 1 to every tile of one colour in your hand.
Dies work on the table too — a tile in a meld can be split or mirrored — and that counts as touching the meld (its age starts over). A Die is part of your turn: Reset takes it back and returns it. Never during a score, never on a Foundation meld.
Capstones. A tile above 13 (14 to 26) is a Capstone, marked CAP. It follows one rule: it sits on top of a run of its own colour — select the run and the Capstone, then Place. One per run, the run underneath needs three tiles of its own (12-13-14 is not a run), and it scores its full value. Wilds never stand for a Capstone, a Capstone cannot be fused again, the Mirror will not turn it, and the Cleaver splits it back into two ordinary tiles. Capstones last until the ante ends.
The bag. The table is only cleared when an ante ends, so the bag thins as you build. Its count turns amber at 20 tiles and red (LOW) at 10. Fresh hands are dealt from the bag; if the bag and your hand are both empty before the blind is beaten, the run ends.
Everything on the table can be done without a mouse. Arrows / D-pad move a cursor over your rack, the melds and the buttons. Enter / A selects a tile (or, on a meld's plate, drops your lifted board tiles into that meld). Space / X places, Backspace / Y scores, Escape / B resets. Shift+Left/Right / LB, RB slide a tile along its meld or your rack; Shift+Up/Down / LT, RT move a whole meld earlier or later in scoring order. Select draws, Start opens this help.
Every meld on the table ages by one for each play it survives untouched. Rebuild it, lift a tile from it, or merge into it and it starts over at zero.
| Age | State | On the plate |
|---|---|---|
| 0–1 | Fresh | plain |
| 2–3 | Settled | the plate warms |
| 4+ | Vitrified | the plate deepens and hardens |
On its own this changes nothing. Three relics make it matter:
Leave melds alone and the table becomes an engine. Take them apart and you are back to raw material. Both are right at different times.
Beat 9 Antes, each with 3 blinds:
| Blind | Target | Notes |
|---|---|---|
| Small | 1× base | Easiest |
| Big | 1.5× base | Moderate |
| Boss | 2× base | Has a boss modifier! |
Each ante's base score rises steeply: 300 → 800 → 2,800 → 6,000 → 11,000 → 20,000 → 35,000 → 50,000 → 65,000
Before each run, choose a Deck that modifies your starting stats (plays, draws, relic slots, gold). Sapphire is the beginner-friendly default.
Then pick from starter packs using your draft budget. Tap a pack and press Open. Choose your items, then press Take Items. Unspent budget carries into your run as gold.
| Key | Action |
|---|---|
| Click | Select/deselect hand tiles · Lift board tiles · Tap a relic for its description |
| Drag | Reorder hand tiles · Drag a meld's ⠿ plate (or a tile up/down) to change scoring order · Drag Set tiles sideways to reorder within the meld |
| Space | Place selected tiles as a group (banks chips) |
| D | Draw tiles from the pool |
| Enter | Score — cash in everything banked this turn |
| A | Auto-suggest best groups |
| X | Discard selected tiles to redraw |
| S / C | Sort hand by number / color |
| V | View tile collection (the red & grey tile bag) |
| M | Mute / unmute all sound (works on every screen) |
| Esc | Reset selection |
The sound button on the right edge, under HELP, is always available — click it (or press M) to silence the game from any screen. Fine-grained volume sliders live in Settings.