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 follows the real game: 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: 4 orbs in one match is a Two-Pronged Attack (×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.