A hand that always fits
The usual complaint about block puzzles is being handed three pieces that cannot be placed anywhere — losing to the deal rather than to a mistake. That does not happen here. Before a hand is given to you it is checked against the board you actually have, and redrawn if none of the three pieces fits. If twenty redraws somehow fail, the game hands you three single blocks instead. You can still lose, but only after the hand is on the table and you have used part of it.
Rows and columns, colour ignored
A row clears when all nine of its cells are occupied; a column needs all twelve. That is the whole rule, and the difference between nine and twelve is real strategy — a row is the cheaper clear, so a full column is worth going after only when the board hands you one. The seven block colours — cream, lemon, caramel, strawberry, matcha, blueberry and chocolate on a dark graphite tray — are there so you can see the shape of what you placed, not so you can match them. Nothing in the game asks you to sort by colour, which means nothing in the game can punish you for not noticing one.
Combos that compound
Clearing more than one line at once is worth much more than clearing them one at a time — the line score is squared in the number of lines. On top of that, a combo counter rises with every consecutive placement that clears something and multiplies the whole thing, then resets the moment you place a piece that clears nothing. Holding a combo alive is the skill the scoreboard actually rewards.
An energy meter, not a power-up shop
Clears and combos fill an energy bar. At full it can be spent, once, to wipe the entire board — ice included — and your combo survives the wipe. It is not bought, not earned by watching anything, and not gated behind a currency. It is a resource the board itself gave you, and the interesting decision is when to spend it.
Bombs, rainbows and ice
A bomb clears the 3×3 around where it lands, clipped at the edges. A rainbow block is a single cell that fits any gap you have left, which is exactly what you want when the board has gone patchy. Ice blocks take two clears to remove — one clear cracks them, the second takes them away — except when a bomb or a full-board wipe gets them, which does it in one.
Levels with real goals
Levels are not just harder endless runs. Each one sets its own goal — a number of lines, a score, or clearing every ice block on the board — and many come with a preset starting position and a move limit. The early ones teach on an empty board with no special pieces. The last ones hand you a dense field of ice and count your moves. Levels with a move limit award one to three stars depending on how much of the budget you had left.
A daily board everyone shares
The daily challenge is seeded from the local calendar date and generated on the device. Two phones set to the same day produce the same sequence of hands, with nothing downloaded. The home screen shows your result for the day and counts down to the next one.
Ninety seconds, if you want them
Timed mode is the one place a clock exists. You start with ninety seconds, and every line you clear adds five more, so a run lasts exactly as long as you keep clearing. It has its own best score and it is entirely opt-in: endless, the levels and the daily still have nothing counting down.
It tells you what you missed
When a run really does end, the game takes the board and the hand you were holding one move earlier and works out whether a better placement existed. If one did, it tells you how many lines that move could have cleared. If there was nothing better, it says nothing at all — being beaten by the position and being beaten by your own last move are different endings, and only one of them is worth pointing out.
An engine you could check yourself
Every rule — placement validity, line detection, the bomb blast, ice damage, scoring, combos, energy, the game-over test — lives in pure functions that hold no state and never touch the interface. Randomness comes from a seeded generator, never the system clock mid-game. The result is a game that behaves the same way twice, and a unit-test suite that says so.