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Score 0
Time 60
Color Mix

Color Mix

Mix red, green, and blue to match the target color. No undo — read the colors and the closeness meter.

How to play

A target color is shown on the left. Your mix starts as black on the right. Tap the red, green, or blue button below the swatches to add a random splash of that channel to the mix.

More: full rules and tips

Keep mixing until the two swatches look the same to your eye. A thin meter under the swatches fills as your mix gets closer and turns green once you are inside the current tolerance. When you think you're close enough, tap CHECK. The game measures the distance between your mix and the target — if it's under the current tolerance, you score a point and a new color appears.

A failed check costs you four seconds off the clock. Resetting the mix costs nothing — if you've overshot a channel, hit RESET and start clean rather than checking a doomed mix.

The tolerance tightens with every match for the first two dozen or so, so each new round demands a closer eye.

You have 60 seconds; the clock starts with your first tap. Goal: match as many colors as you can.

Tips & strategy

Don't count taps, look at the color. Each tap adds a random amount, so the same number of taps never lands in the same place twice. After each tap, glance at the mix and the target side-by-side before tapping again — small overshoots are hard to walk back since you can't subtract a channel. The meter under the swatches tells you how close you are overall, but not which channel is short: that part is your eyes' job.

Start with the channel that's largest in the target. If the target is dominantly red, lay down all the red first before touching green or blue. Big channels need many taps; doing them first lets you fine-tune the smaller channels last, where one extra tap is the difference between perfect and over.

Reset early. If after a few taps the mix is clearly far from the target — say you tapped the wrong channel first — don't try to compensate. Hit RESET and start clean. A reset costs no time penalty; checking a bad mix costs four seconds.