Hold and build
Keep merging and the potential score climbs, but every open space becomes more valuable.
Merge on hexes. Expel to score.
A hex-grid puzzle game about knowing when to hold a tile and when to let it go. Tilt the board, merge what matches, then expel a tile through the gate for a score that scales with its value — and doubles the target every time you do.
BUILD · MERGE · EXPEL
Tilt the board to merge matching values. Expel a tile to score—but every payout raises the target for the next one.
Keep merging and the potential score climbs, but every open space becomes more valuable.
Send a tile through the gate to bank its value. The decision is always available and rarely obvious.
A hexagonal board gives every tile six neighbours. The same tilt that resolves one corner can wreck another — planning two moves ahead is a genuinely different problem to the square-grid puzzles you know.
Merging builds value. Expelling cashes it in for the tile's value times a hundred — and doubles the next target. Every expel makes the board harder and the score bigger. Knowing when is the whole game.
Resolve several merges in a single tilt and the chain bonus stacks on top of the base score. The best runs are built, not stumbled into.
A short training sequence teaches the tilt, the merge and the gate one lesson at a time. No wall of tutorial text before you're allowed to start.