How the score works
This is the whole formula. If the game ever disagrees with this page, the game is wrong.
Points and the multiplier
- A correct digit scores its value × 2 points, multiplied by your current multiplier.
- You start every round at ×1.
- Finishing a row, a column or a block adds ×2. The move that finishes the area already counts with the higher multiplier.
- A wrong digit never stays on the board. It costs one move and nothing else.
- The round ends when your moves run out or you finish early. Reach the target and you choose from the score sheet (a relic or a level for a figure) and go on. Miss it and the run ends.
A worked example
You are at ×1. A row has one empty square left, and it needs a 6. Placing it finishes the row: the multiplier becomes ×3, and the move scores 6 × 2 × 3 = 36 points. The next digit you place, say a 5, scores 5 × 2 × 3 = 30. Had you placed the 5 first, it would have scored only 10. That difference is the game.
Figures
There are nine figures. Each has a level; the score sheet between rounds can raise it, and the bonus is the base times the level.
- Double: two areas finished in one move. (adds x1.0)
- Triad: three areas finished in one move. (adds x3.0)
- Staircase: a finished row or column with a run of neighbouring digits counting up or down (like 2-3-4-5). (scores 20 points)
- Chain: an area finished right after another. (adds x1.0)
- Chord: the third move in a row inside the same block. (adds x0.5)
- Run: the third move in a row with a higher digit each time. (scores 10 points)
- Echo: the same digit as your previous move. (scores 8 points)
- Octave: the last copy of a digit on the board. (scores 25 points)
- Full bar: the board is complete. (the move counts x2)
Worlds and bosses
Nine rounds across three worlds; every third round is a boss that adds a rule. Read about the worlds.