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Color Pills

Color Pills

Two-colored pills fall into a 7×14 jar. Line up four or more of the same color in a row or column to clear them — cascades trigger chain bonuses.

How to play

A two-cell pill appears at the top center and waits there until you first touch the jar; after that it falls automatically. Tap to rotate it 90° clockwise — four positions, so turning it twice swaps which color is on the left. Swipe left or right to move (one cell per ~20 px of swipe distance). Swipe down to hard-drop.

More: full rules and tips

Whenever the board contains four or more same-colored cells in a horizontal or vertical line, those cells clear, everything above falls, and the chain continues — each link scores 10 per cleared cell plus 50 × its place in the chain. The fall speed rises with every pill and keeps rising with no limit. The game ends the moment a new pill cannot spawn at the top center.

Tips & strategy

Stack with cascade in mind. Each link of a chain pays 10 per cleared cell plus a bonus of 50 × its place in the chain, so a 3-chain earns 50 + 100 + 150 in bonuses on top of the cells — twice what three separate single clears would give. Place pills so the cells that fall after a clear land next to their own color.

Don't waste the same-color pill. When both halves are the same color, you have a free two-cell run. Drop it vertically into an existing column of that color to instantly make a 4-run, or horizontally to seed a wide row. Wasting a same-color pill on random terrain is the single biggest score leak.

Plan for the speed-up. There is no next-pill preview, and the fall speed accelerates with every pill placed without ever levelling off, so the cascades you build in the slow opening must still resolve when each pill gets only a fraction of a second. Build wide, flat foundations early — they're forgiving on rotation and fast-move mistakes when speed picks up, and a swipe down is always faster than waiting.

Leave one open column on each side. The board is 7 wide and the pill spawns horizontally — keeping cells 0 and 6 mostly empty gives you space to flush a wrong-colored pill off to the side. Burying the edges leaves you forced to drop top-center, which is where game over starts.