
Level goals
The panel above the board lists the requirements: points, colours, obstacles or items to uncover. Complete all the displayed goals.
Learn to slide marbles, use powers and discover new challenges — from your first level to weekly Marathons.
Look for at least three marbles of the same colour next to each other in the central main row. That is where ordinary matches form. Marbles above and below it are your reserve.
Drag a column up or down to bring the colour you need to the middle. You are not simply swapping two neighbouring marbles.
Drag the middle row left or right to change its arrangement. The other horizontal rows do not move this way.
A match collects marbles and the reserve refills the middle. Keep an eye on the next delivery too.
After a match, the reserve moves towards the main row. In version 1.0.12 (57), free eligible cells in that row receive new marbles even when the column reserve runs out. Blocked and protected cells keep their restrictions.
Ordinary matched marbles roll away with a bounce, and collected goals fly to their counters. A marble can join the next match only after landing in its cell. Watch the goal and the next delivery.


The panel above the board lists the requirements: points, colours, obstacles or items to uncover. Complete all the displayed goals.

Campaign levels can limit moves or time. In timed modes, deliveries follow the clock independently of your gestures.

Uncover pages on the board and collect fragments. They unlock buildings on your own planet.
XP is experience. Its total raises your player rank, expands your backpack and unlocks more features. Purchases and construction do not spend XP.
Builds player rank and feature access.
Rate a level and meet upgrade requirements.
The board result, a level goal or a ranking score.
Currency for purchases, construction and the planet fund.
That is 80 XP for first completion plus 20 XP per star. The game uses your best result for a level: improving from 1 to 3 stars adds 40 XP, while repeating the same result does not grant the full award again.
Trading also requires a connected account.
Progressive access to three race types.
You also need the first 60 levels and 5,000 coins.
Each design has a rank requirement. Upgrades can also require stars, house tiers and completed buildings.
Choose a power below the board and select a target if needed. Its effect plays first, followed by destruction and points. The board pauses briefly for that sequence.

Hits the selected cell. An obstacle may lose one layer rather than disappear at once.

Hits a cross extending up to two cells in each direction.

Sweeps across the row of the selected cell. A Water marble acts on the row where it is activated.

Covers up to a 7 × 7 square around the target, clipped to the active board.

Rearranges eligible marbles. Anchored cells keep their restrictions.
Before a level, you can choose up to three special marbles where the mode allows it. They activate on the board, including when hit by another power, and can trigger a chain of effects.

Acts as a wild colour in a match. When activated, it collects its assigned colour.

Hits up to five other occupied cells.

Recolours its column to the assigned colour. New games create a vertical painter; older saved attempts retain their previous rules.

A longer single-colour match in the main row leaves a special marble. A Rainbow can complete the colour. The length of the whole match counts, not a vertical column.
| Matched marbles | Creates |
|---|---|
| 4 | Water |
| 5 | Fire |
| 6 | Dynamite |
| 7 or more | Rainbow |
Use your move to place two special marbles next to each other in the main row. Their combined effect activates, and the pairs below can leave an extra power. An incidental hit on two powers in a chain reaction does not replace that move.
| Place next to each other | Extra marble |
|---|---|
| Water + Water | Vertical painter |
| Fire + Water | UFO |
| Fire + Fire | Dynamite |
| Vertical painter + Vertical painter | Rainbow |
| Water + Vertical painter | Time marble: +6 seconds — timed play only, up to +30 seconds total bonus |
Two Fire marbles create a broad cross across the board. Fire with Water combines a row wave with a 3 × 3 area around Fire. Effects stop at the active board boundary; obstacles may need several hits.
One manual combination creates at most one extra special marble in an empty board cell. It is not added to your backpack. These recipes apply to new games in this update; resumed older attempts keep their earlier rules. New rewards, purchases and production no longer supply horizontal painters.
Watch the colours, latches, directions and counters on the obstacle itself. Its appearance changes when hit, showing what is left to do.

Collect the displayed color to open the locker.
On your planet: School · tier 1
Hit the left and right clasps. Open clasps stay open.
On your planet: School · tier 2
Match groups in the displayed color order. Other colors do not reset progress.
On your planet: School · tier 3
Match beside the brambles to prune them. Untouched bushes spread every two moves.
On your planet: Greenhouse · tier 1
Slide the acorn into the marked nest on the main row.
On your planet: Greenhouse · tier 2
Hit a mushroom to trigger the linked mushrooms and clear obstacles at the end of the chain.
On your planet: Greenhouse · tier 3
Match beside an open shell. A power opens a closed shell for the next move.
On your planet: Water tower · tier 1
Hit each marked foundation twice to topple the whole castle.
On your planet: Water tower · tier 2
Two hits beside the crab release its marble. The crab moves every two turns.
On your planet: Water tower · tier 3
Hit the switch to open one gate and close the other.
On your planet: Magnet tower · tier 1A nearby match of four or more marbles, or a power, breaks the armor.
On your planet: Magnet tower · tier 2
Aim at the glowing core. One hit there breaks the whole block.
On your planet: Magnet tower · tier 3
The mirror turns beams through a right angle. Two nearby matches shatter it.
On your planet: Ice house · tier 1
Moving the snowball adds a layer, up to three. Match beside it to break the layers.
On your planet: Ice house · tier 2
Three nearby hits release a wave that melts one ice layer around the spring.
On your planet: Ice house · tier 3
Hit the valve three times to stop the lava. Its next step is marked.
On your planet: Volcano · tier 1
Hit the glowing side first, then the newly exposed opposite edge.
On your planet: Volcano · tier 2
Heat the anvil with a power, then match beside it within two moves.
On your planet: Volcano · tier 3
Match beside it. Collecting its favorite color elsewhere restores one layer.
On your planet: Clock tower · tier 1
Collect nine marbles in nearby matches. The full balloon pops and hits its surroundings.
On your planet: Clock tower · tier 2
The floss absorbs the first beam and disappears. A nearby match also removes it.
On your planet: Clock tower · tier 3
Match the displayed colors right beside the container, in any order.
On your planet: Lighthouse · tier 1
Three hits on the anchor free all linked marbles.
On your planet: Lighthouse · tier 2
Three nearby matches fill the chamber and open the passage.
On your planet: Lighthouse · tier 3
Two hits wind up the robot. It then follows the marked path, breaking obstacles.
On your planet: Workshop · tier 1
Smaller dolls are hidden inside. Match beside each one to clear the whole set.
On your planet: Workshop · tier 2
Hit the marked end to topple the chain.
On your planet: Workshop · tier 3
Hit the generator outside the shield three times to open all linked spaces.
On your planet: Observatory · tier 1
Hit it with one color, then a different color. Rainbow works for the second hit.
On your planet: Observatory · tier 2
Landing is marked two moves ahead. A power intercepts the meteor; after landing, two nearby hits break it.
On your planet: Observatory · tier 3
Complete a planet’s 20 levels to unlock its Marathon. There is no move limit: survive and score until the board fills.

Marbles arrive faster over time. Your move does not add a separate delivery. Use “Add” to call the next marble sooner.

Start with 5 columns. A sixth appears at 50,000 points and a seventh at 100,000. More colours join after 10 and 15 minutes.

Each planet has its own table. Your best verified score of the week counts. The top three places receive coins.
300
180
120The week ends on Monday at 00:00 UTC. Later planets have higher prizes. Finishing an individual run does not grant a separate coin payout.
Each mode has its own entry rules. Payments below use in-game coins, not real money.
| Mode | What you need |
|---|---|
| Campaign | No coin entry fee. A normal attempt requires a life; you lose it after a failed or abandoned attempt. An active unlimited-lives bonus protects it. |
| Marathon | The first new start each UTC day on each unlocked planet is free for your account. Further starts on the same planet that day cost 1 life on entry. An active unlimited-lives bonus protects you from that cost. No coin entry fee and no purchased powers. |
| Race | 50 / 100 / 200 coins depending on the planet. Practice has no entry fee; races do not consume lives. |
| Your own planet — practice | No entry fee, no life consumed and no coin prize. |
| Rewarded planet visit | An entry fee based on the house and one life at the start, unless unlimited lives are active. The gross prize includes the entry fee. |
| Daily adventure | One attempt per day, with no life lost. |
One life regenerates every 30 minutes, up to a combined pool of 5. Part of that pool may be allocated for offline play on another device. The “∞” bonus lasts for the displayed time; it does not permanently raise the life cap.
The free start is shared across devices on the same account and renews at 00:00 UTC. Its offline reservation may belong to another device. Sync that device or release its offline allowance in settings. Check FREE or −1 life before starting; “…” means the entry cost is still being refreshed.
The three race types unlock at player ranks 5, 12 and 20, with entry fees of 50, 100 and 200 coins. Meadow and Canyon each have five stages and are ranked by completion time. Orbit is one 60-second score round. Everyone receives the same boards and set of powers; your purchased backpack gives no advantage.
Practice has no entry fee or coin prize. In a paid race, the prize pool after an 8% fee goes to the podium. Your first podium of the day adds a bonus equal to the entry fee; this bonus is shared across all three races. Forfeiting gives last place with no entry refund. Race completion and podium XP follow the rules explained above.
When an eligible level runs out of moves, the continuation offer shows exactly what you receive: 5–8 moves and possibly one special marble. The extra power is not guaranteed. The offer is fixed before confirmation — reopening the window does not draw a new bonus.
The first continuation has a base cost of 120 coins; further continuations in the same attempt cost 240, 480 and continue doubling. An extra-moves coupon reduces the cost by 120 coins while keeping the displayed bonus, so it can fully cover the first offer. Always check the price and contents on the button.
The expanded offer does not apply to Marathon, races, practice, Daily Adventure or timed boards. If you see a standard offer, only its displayed contents apply.
Each UTC day, your account can earn one fragment from Marathons and one from races. The Marathon allowance is shared across all planets; the race allowance covers all three types, including practice. The specific fragment is named before you start.
Uncover the paper on the board and finish the attempt. Entering, uncovering it without finishing, or abandoning the game does not save a fragment. This discovery is independent of your podium position. Missing blueprint parts are prioritised; once your blueprints are complete, duplicates may appear.
“Fragment found • waiting to save” means confirmation is pending. Only “Fragment saved in backpack” confirms receipt. An offline Marathon needs a daily discovery fetched while connected; reconnect after finishing to save what you found.

Visit the daily activities. Available rewards and the countdown to the next attempt are shown in the game.

Stop the indicated symbol under the pointer. An attempt uses an earned token, and the reward is shown before you begin.

One attempt per day without losing a life. The game shows the conditions and reward before entry.
Chests can contain coins, powers, marbles or other bonuses. Timed bonuses have their own countdown and usage rules; read the label before activation.
When you claim a chest, coins fly to your wallet, items to your backpack, and bonuses to their matching counters. The animation presents a reward you have already claimed; it does not grant it twice. Timed unlimited lives have a visible expiry counter.
Connect an account in your profile for social features and progress transfer. When using several devices, check the offline-life allocation in settings.
Campaign and Marathon save locally and sync when the connection returns. A new offline campaign attempt does not consume purchased tools or prepared marbles.
A gameplay reset starts over, including planet development. Account deletion removes the account and associated data as described in the documents.