HK64

Score

0

Combo

0

Moves

12

Dungeon

Orb colours

Character

Top 10

How to play
  1. Press and hold an orb, then drag it across the 6 × 5 board — every orb it passes swaps with it.
  2. You get 5 seconds per move; let go early or the orb drops on its own.
  3. Three or more of one colour in a row or column clear. The survivors fall to the bottom of their column and fresh orbs drop in from the top.
  4. Score as many points as you can in 12 moves.
  • Each clearing group is one combo — an L or T shape still counts as one.
  • Scoring: every orb past the third in one match is worth +25%, and every combo past the first is worth +25% on the whole turn.
  • Shape bonuses: exactly 4 orbs in one match is a Four (×1.5), 5 in a plus is a Cross (×1.75), a full row of 6 is a Row (×2).
  • The standard board. Orbs that fall in can chain into skyfall combos.
  • Playing with 6 colours: Fire (red), Water (blue), Wood (green), Light (yellow), Dark (purple), Heart (pink).
  • Jammer orbs match with each other and raise the combo count, but deal no damage — they score nothing.
  • Each dungeon mode and colour count keeps its own leaderboard; changing any option starts a fresh run.

Orb Combo – Match-3 Orb Drag Puzzle

Drag one orb across a 6 × 5 board to line up combos. Normal, Technical and Ranking modes, five characters, shape bonuses and a top 10 for each.

About Orb Combo

What kind of game Orb Combo is

Orb Combo is a match-3 puzzle with one big difference from the swap-two-gems kind: you pick up a single orb and drag it around the 6 × 5 board for a few seconds. Every orb it passes, diagonals included, swaps places with it, so one long path can rearrange half the board. When you let go, every line of three or more of one colour clears, the orbs above fall and new ones drop in from the top.

The aim is to make several separate matches in one move. Each one is a combo, and the combo count multiplies everything you clear that move.

How this version works

A run is a fixed number of moves. The move timer only starts when you press an orb, so you can study the board for as long as you like between moves. If it runs out mid-drag, the orb drops where it is.

Your character sets the trade-off: Aurora gets 12 moves of 5 seconds, Chronos 6 of 10 seconds and Zephyr 20 of 3 seconds. Alkaid and Gaia get 11 moves of 5 seconds plus a skill they can use twice between moves. Transmute turns every orb of the rarest colour into the most common one; Shuffle scrambles the board. A skill clears nothing itself; any line it makes clears with your next move.

  • Normal: orbs that fall in can form new matches (skyfall combos), which add to the move's combo count.
  • Technical: only the matches on the board when you let go count. Refills never chain, and about one refilled orb in eight is a grey Jammer.
  • Ranking: one setup for everyone, 5 seconds a move and no character or skills. You get 10 moves with 6 colours, 5 with 3 and 2 with 2.

Play with all 6 colours (Fire, Water, Wood, Light, Dark and Heart), or warm up with 3 or 2, where matches come far more easily.

How scoring works

Each orb is worth 100 points, and every orb past the third in one match adds 25% to that match. Three shapes pay extra: exactly 4 orbs is a Four (×1.5), 5 in a plus a Cross (×1.75) and a whole row of 6 a Row (×2). Touching orbs of one colour form one combo, so an L or T shape counts once.

Every combo past the first then adds 25% to the move, so 5 combos double it. The counter keeps running while orbs fall, so each later wave of skyfall is multiplied by the running total. Before that multiplier, a plain three is worth 300, four in a line 750, a Cross about 1,310 and a Row 2,100.

Strategy

  • Plan the route before you press. The clock is stopped until you touch an orb. Your path works like a conveyor: each orb you cross shifts one cell back towards where you started, and the orb in hand ends where you let go. A diagonal step is a single swap, handy on a short timer.
  • Count each colour first. Thirty orbs allow at most ten three-orb combos from your own solve. Two orbs of a colour cannot clear, and four or five can only make one combo, so put them all in it.
  • Bigger beats split. Because each extra orb adds 25%, two threes of one colour stacked side by side merge into one six worth 1,050, which beats two separate threes even after the extra combo is counted.
  • Mind the shape thresholds. A fifth orb in a straight line scores 750, the same as four, so bend it into a Cross or use it elsewhere. A seventh touching orb turns a 2,100 Row into a 1,400 line.
  • Use Jammers on Technical. They drag like any orb, and three or more clear as a combo. They score nothing but still raise that move's combo count.
  • Keep a free match on Technical. A line the refill lines up stays put and clears with your next move. Route around it and it is an extra combo.

Common mistakes

Picking up an orb to “have a look” starts the timer and spends the move, even if you let go without matching anything.

Skills are easy to waste. Transmute helps when the rarest colour has too few orbs to match, but if a colour is missing from the board entirely, it counts as the rarest and Transmute changes nothing. Save Shuffle for a board that offers nothing.

Frequently asked questions

Where are my scores saved?
In your browser's local storage, top 10 per board. There is no account and nothing is uploaded, so scores stay on this device and clearing the site's data deletes them.
Why are there so many leaderboards?
Each dungeon mode and colour count has its own board, nine in all, because a 2-colour run is far easier than a 6-colour one. Characters share a board, so Normal runs with Chronos and Zephyr are ranked together. Changing any option starts a fresh run.
Why did my orb drop on its own?
The move timer ran out. The bar above the board drains while you hold an orb and turns red in its last quarter; when it empties, the orb is released for you.
Can I play on a phone?
Yes. The board works with a mouse, a finger or a pen, and the page does not scroll while you drag.