Strategy guides

Every game here rewards a way of thinking. These guides explain it: what strong players look at first, the patterns worth learning, the mistakes that cost the most, and for our own games the mathematics underneath. Each guide ends with a puzzle to practise on.

Originals

How to solve Tilt: read the last move, then use marbles as walls

Work out the final tilt from the rings, park one marble against another, and spot the boards where a parked marble has to leave its ring to make par.

5 min read

How to sort Flapjack in par: count the gaps, then close them

Why the textbook two-flips-per-pancake method misses par, how counting gaps tells you the fewest flips possible, and the one-glance rule for a flip that closes a gap.

5 min read

How to solve Twist: parity, the corner rule and the 15-twist grid

Why two swapped tiles are nine twists from done, which corner to fix first so three rotors can finish, and how close each method gets to par.

5 min read

How to balance Seesaw fast: budget the sides before you place

Turn the beam into one number, place the heaviest weight first with a reach check, and finish with the small ones. It cuts trial and error by more than half.

5 min read

How to last longer in Burst: prime first, fire big chains

Why chains of two cost you drops, which bubble to light first, and the simple prime-then-fire rule that took our test player from level 6 to level 8.

5 min read

How to score lower in Eyeball: tricks by eye for all five figures

Halve instead of guess, slide both sides of the parallelogram, and why wide angles and shallow crossings cost the most points, with numbers from 100,000 figures.

5 min read

How to beat par in Putt: bank shots, soft putts and the robot's gaps

The stretched-mirror rule for bank shots in our physics, how fast the cup lets a ball in, and where the par robot leaves strokes you can take.

5 min read

How to mix closer in Mix: hue first, then mud, and why five drops are not enough

Two drops of rose turn grass green into olive brown. Which tube to set first, how many drops a match needs, and what one drop too many costs, measured.

5 min read

How to solve Odd Coin: count possibilities, split them in three

Why four against four is the only opening for twelve coins, how to mix suspects after a tip, and the counting rule that tells you par before you weigh.

5 min read

How to solve Fold: read the target backwards, and trust the backs

Why the quickest way to shrink the sheet is usually wrong, why nearly every print you need is on the back, and how to plan from the last fold.

5 min read

How to solve Ferry: read the first move off the legend, then plan the trip back

Why the first crossing is nearly always forced, why someone always has to ride back, and how to spot the passenger who makes the extra trip.

5 min read

How to keep time in Tempo: why you rush, what drift costs, and how to stop it

Your first tap sets the phase, the interval decides the drift, and slow tempos are the hard ones. Measured with the game's own scorer on simulated tappers.

5 min read

How to score big in Count Rush: count in groups, protect the streak

See dots in groups of three and four, learn how close your estimate must be to pick the right button, and why accuracy beats speed under the streak multiplier.

5 min read

Word & logic

Board games

Arcade