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Guide

How to play

Swap two neighbouring gems to line up three or more of a kind. Matches clear, new gems fall in from above, and every move counts toward the level's goal.

The gems

Star
Nebula
Sun
Galaxy
Comet gem
Power pieces

Comets, novas and supernovas

Match 4

Comet

Four in a line forges a comet aimed across your match: a row of four makes a comet that clears its whole column, a column of four one that clears its row.

L or T shape

Nova

Corner a match, an L or a T, and you forge a nova. Set it off and it blasts the 3x3 square around it.

Match 5

Supernova

Five in a line forges a supernova. Swap it with any gem, matching or not, and every gem of that colour on the board is erased.

Combo

Two supernovas

Swap two supernovas together and they wipe the entire board. Power pieces caught in a blast set each other off too, so one detonation can chain across the board.

Level goals

What each level asks

Every level gives you a move budget and a goal. Objective levels finish the moment the goal is met, and every move you have left detonates into a Stellar Rush of bonus points.

Score

Reach the target score before your moves run out. The bar then re-aims at the second and third stars.

Collect

Clear a number of gems of one colour. Matched gems count, and so do gems caught in a blast.

Locks

Some gems are locked in place. Match them, or blast them, to break every lock.

Power pieces

Forge a set number of comets, novas or supernovas.

Asteroids

Rocks sit on the board and hold no gem. Clear a match next to one to crack it; tough rocks take two hits.

Shaped and sized boards

The standard board is 8 wide and 10 tall. Further along, some levels cut holes into it, and some play on a compact 7x8 or a broad 9x10 board.

Bosses

Every universe ends on a boss

Bosses ask for more points per move than ordinary levels, and from the second universe on each one plays by a rule. The level's start sheet tells you which, and the HUD counts down to it.

Meteor rain

Every few moves a meteor lands on a gem and turns it to rock. Clear beside the rocks to break them.

Solar wind

Every five moves the wind blows every gem to a new place. Spend your setups before it blows.

Time warp

Fewer moves to start with, but every power piece you forge buys one back.

Boosters

A little help

Boosters come from daily missions, rewards and the shop.

Comet

Start with a comet aboard.

Nova

Start with a nova aboard.

+5 Moves

Five extra moves this level.

Shuffle

Every gem changes place.

Tips

Ten tips for three stars

  1. Before you take a match, look for a four, a five or a corner. One power piece outscores several plain matches.
  2. Work near the bottom of the board. Falling gems make free cascades you did not have to spend a move on.
  3. Save a supernova for the colour the board has most of, or for the colour your collect goal asks for.
  4. Swap two power pieces together for a bigger blast than either alone.
  5. On lock levels, aim blasts at the locked cells. A blast breaks a lock just like a match does.
  6. On asteroid levels, match beside the rocks. Each clear next to a rock takes a hit off it.
  7. On an objective level, finish early. Every spare move becomes bonus points in the Stellar Rush.
  8. Passing is the first star. Keep playing to the last move for the second and third.
  9. Replay levels for missing stars: they open the detours and fill the star chest.
  10. Stuck on a boss? Comet Drift is free practice for forging power pieces under pressure.

Try it yourself

Free to play on iPhone, iPad and Android, with optional in-app purchases.