bysiwa

Mini Match How to play

This guide follows the current stage from reading its targets through valid swaps, match resolution, special tiles, unused-move settlement, success, or failure.

Quick start

An 8-by-8 puzzle where adjacent tiles are swapped to make groups of three or more and finish two collection targets within limited moves.

  • At the start of a stage, check the two target tiles and the required amount shown above the board.
  • Select two adjacent tiles or swipe one tile toward an orthogonal neighbor to swap them.
  • A horizontal or vertical group of at least three clears and new tiles fall into the board.
  • Complete both targets before all 20 valid moves have been spent.

Swaps that spend a move

The first and second tiles must be orthogonal neighbors. The exchange is accepted and costs one move only if it creates a horizontal or vertical match of at least three ordinary tiles, or if moving one of the two special tiles directly activates it.

Matches, special tiles, and score

A straight group of four leaves a line rocket in its matching direction. A straight group of five or more, or intersecting matches, leaves a bomb that targets the surrounding 3-by-3 area; rockets target one row or column and can trigger other specials in range.

Every tile scored during match or special-effect resolution awards 10 points. In a match of four or more, the tile that remains on the board as a new special is still included in that match's score. Cascades and special tiles have no separate multiplier.

Targets and end conditions

Every stage starts with 20 moves. Completing both targets produces success, while reaching zero moves with either target unfinished produces failure. There is no time limit.

Target progress stops at each required count, so once one target is complete, spend the remaining interactive moves on matches that include the other target type. Success immediately begins automatic settlement, making the swap before completion the last direct planning decision.

Phone and keyboard controls

On a phone, tap two neighboring tiles in sequence or swipe the first tile toward an adjacent cell. A swap that creates no match is rejected and does not spend a move.

With a keyboard, use Tab to focus tile buttons and Enter or Space to choose the first tile and its adjacent partner. There is no dedicated arrow-key swap shortcut.

Frequently asked questions

These answers clarify exactly when a move is consumed and why the counter changes automatically after both targets are complete.

  • Does a swap with no match reduce the move counter? No. A swap without a resulting match or direct special activation is rejected and leaves the move count unchanged.
  • What happens to moves left after a successful stage? One ordinary tile per remaining move converts into a special and resolves in sequence; the result then displays zero moves.

Start with the stage design

About summarizes how collection goals, specials, and the remaining-move bonus combine into one compact stage.