Daily
Daily
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.
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.
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.