Drag a brick onto the grid, or tap the brick then tap a square. Fill a whole row or column to light it out. A brick that fits nowhere goes dark in the tray.
Flares ignite on a countdown. Cover one before it reaches zero for +40 and surge. Let it expire and it burns out — a dead cell you never chose, and the only square on the grid that gives off no light.
Clear a line of a single colour and it fires as a prism, worth roughly ten plain lines. The preview ring turns gold when a drop would do it.
Chains build on back-to-back clears and survive one quiet placement, so you can set up rather than only react. Two quiet moves in a row and the chain breaks.
Surge charges buy Undo, a Hammer that smashes any one square, New bricks, or rotating a brick — nothing else here rotates. Powers never cost a move.
Journey runs through 20 chapters of levels, each with its own target and move limit. Finish with moves to spare for three stars.
Daily is one puzzle, the same for everyone, reset each day. Endless is freeplay that brightens as you clear. Both post to the ranks.