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Daily

Quartet

Sixteen tiles hide four groups of four. Each group shares one thing — a colour, a shape, or a number of symbols — and every tile belongs to exactly one group. A fresh puzzle appears for everyone each day.

How to play

Tap four tiles that you think belong together, then press the group button. A correct group locks to the top of the board.

Every group shares exactly one property: all the same colour, all the same shape, or all the same number of symbols. A tile never fits two groups, so once you are sure of one tile you can reason about the rest.

A wrong guess costs ten seconds and tells you how many of those four actually belong together — three means you are one swap away. Your time is your score, so the fewer wrong guesses the better.

Tips & strategy

Start by counting, not by looking. Symbol count is the easiest property to scan because it does not depend on telling colours or shapes apart — sweep the board for how many tiles show exactly one symbol, then two, and so on. If some count appears exactly four times, that is very often a group, and confirming it early removes four tiles from every other decision you have to make.

The strongest move in Quartet is elimination, not recognition. Because no tile fits two rules, a tile that is red and also a star can belong to a colour group or a shape group but never both. So when you find a colour that shows up five or six times, you know at least one of those tiles is in the puzzle for a different reason, and the extras are usually the ones whose shape or count repeats elsewhere.

Use the wrong-guess feedback as a probe rather than a punishment. If you are torn between two candidates for the fourth slot, submitting one costs ten seconds but tells you whether you had three right — and three right means the group is real and only one tile is wrong. Players chasing a fast time often submit a deliberate three-plus-one early, because knowing a group exists is worth more than the penalty.

Everyone in the world gets the same daily board, so your time is directly comparable. Solving without a single wrong guess usually beats solving quickly with two, because each mistake adds ten seconds — roughly the time it takes to check a whole row carefully.