Boards that change shape while you are playing them

On an ordinary level the board is the surface you work on. On these levels the board is the objective, and that single change makes a lot of standard advice actively wrong.

Three ways a board can move

They look different but behave alike once you know what to watch.

  • Rising fill. Clearing particular tiles raises a level across the whole board. The goal is usually to bring something floating up to the top, so the useful move is whichever one raises the level fastest, not whichever one clears the most tiles.
  • Spreading obstacle. Something grows a square each turn unless interrupted. Here the clock is the board itself, and a move that does not touch the spread is a move that lost ground.
  • Opening board. Sections of the field are locked until something specific is cleared. Until the section opens, everything in it is invisible to your planning, including goal tiles.

Rising fill boards, and why clearing low is wrong here

Almost every guide to match games tells you to clear low on the board, because gravity means low clears move more tiles. On a rising fill level that advice inverts. The thing you are trying to raise is usually near the bottom, and the fill enters from below, so clearing directly under it is what lifts it.

The practical version: find the object you need to bring up, and work in the column beneath it rather than across the whole board. A wide clear that lifts the fill evenly is worth much less than a narrow one that lifts it exactly where the object sits.

A rising fill board at the start of a level
The objective floats. The fill enters from below.
The same board with the fill part way up
Clearing directly beneath the object is what raises it.
A board section still locked behind an obstacle
Locked sections hide goal tiles until they open.

Spreading obstacles

These are the levels players lose without noticing why. The obstacle takes one extra square per turn, which feels trivial for the first five turns and then is suddenly half the board. Because the growth is per turn rather than per action, every move you spend elsewhere is a move that funds the spread.

Two rules cover almost all of them. Cut the spread at its narrowest point rather than its largest, because the narrow point is what feeds the rest. And never leave a spreading obstacle adjacent to an area you still need, since it will be there before you get back.

Deciding between a spreading obstacle and a goal tile on the same turn: take the obstacle. The goal tile will still be there next turn; the free square next to the obstacle will not.

Opening boards and the trap of early efficiency

On a level where sections unlock, the board you can see at the start is not the level. Playing the visible section beautifully while the locked section stays shut is the standard way to run out of moves with the goal untouched, because everything you needed was behind the lock.

The habit is to open first and optimise second. Spend early moves on whatever unlocks the largest area, even when those moves clear very little, then use the remaining moves on a board that actually contains the goal. It feels wasteful for the first third of the level and it usually is not.

Reading which kind of level you are in

All of this is only useful if you identify the level type before you start playing, which takes about three seconds:

  1. Read the goal panel. If it names an object rather than a tile count, you are on a rising fill or an escort level.
  2. Look for anything that is not a plain tile and not part of the goal. If it exists, decide immediately whether it grows.
  3. Look at the edges of the board. Greyed or walled-off regions mean sections open later, so plan to unlock rather than to clear.

Doing this before the first move costs three seconds and regularly saves an entire attempt. Doing it after five moves is usually too late, because the five moves have already been spent on the wrong plan.