Game guides
Practical strategy guides and how-to-play walkthroughs for every game we make: the tactics that actually help you win, written by the people who built them.
Evac strategy →
Why the smoke is the only clock and two people on one floor are not on the same one, why a full car can be the slower rescue, reading the air bars instead of the nearest floor, and why a family of three needs three free places or nobody moves.
Orbit strategy →
Reading the half-spokes between the rings, working outward from the hub, solving geared rings that turn against each other, and finishing nearer par.
Bloom strategy →
How water flows from the tap, working outward from the blue edge, aiming junctions to feed two flowers, and untangling knotted boards.
Sluice strategy →
Why the tap comes first, reading the spread of water instead of the flowers, and the four slide sequence that changes only three tiles and leaves the rest of the board alone.
Junction strategy →
Why sleepers left over mean it will not run, why two engines sent the same way down one road both end in the same shed, how a delay is paid for in track rather than in patience, and how to read each of the four kinds of board.
Fold strategy →
How folding mirrors the paper, why pieces arrive back to front and what to do about it, reading where a piece will land, and planning folds in the right order.
Mobile strategy →
Why a short arm needs the heavier piece, judging weight by area when 20% heavier is only 9% wider, and balancing from the bottom rod up.
Kaleido strategy →
Why the most crowded gap is the one to start on, how the copies on the far side of the wheel rule colours out that look fine in front of you, why the innermost ring is allowed to break the rule, and what loosens as six wedges become two.
Stained strategy →
Why the goal is a list of constraints rather than a picture to copy, reading a board back from its rarest colour, what brown tells you, and why a pane that is already two colours is the one that makes late boards hard.
Lantern strategy →
Why the fireflies lag behind the flame rather than tracking your path, why the last one in the line is the one that clips a web, reading the corridor before you move, and what to do in the twelve seconds after one gets caught.
Karrots strategy →
Why the win is a connected pocket of holes rather than a corridor across the board, reading a hunter's territory from the way they pace, why every hole you open is theirs too, how to wall one in when nothing can squash them, and why waiting for one to move never saves a move.
Fathom strategy →
Why 180 kg is the load to aim for and a full hold never rises, why iron is an anchor and a diamond is the prize, carrying cheap metal down as diving weight, and why the deepest seams pay the most.
Litmus strategy →
Counting hands to find the centre of a molecule, dragging around radicals rather than through them, working backwards from the target on the bench, the four reactions that do most of the work, and reading the organic clues.
Comb strategy →
Why the tightest gap is always the one to fill next, why packing from the corner stalls by the fourth tier, never stranding a hole nothing can fill, and how to earn three stars when rethinking costs a move.
Ballast strategy →
Why merging is how you stay upright rather than how you score, why a high pile kills you faster than a lopsided one, reading the coloured ground before the bowl moves, and how long you have to recover a lean.
Ricochet strategy →
Why a shallow angle collects five times what a straight shot does, reading a mirror before you fire, the one moment breaking one is worth it, why the first ball to land decides your next turn, and what actually ends a run.
Tailwind strategy →
Why drawing the band harder stops helping, why a launch aimed straight up comes down near where it left, how the wind moves the best angle every attempt, and which of the six aircraft suits which day.
Prism strategy →
Getting the white beam onto the prism's flat face, which way each colour leaves, when to spend a splitter instead of a mirror, and untangling gems that need two beams arriving together.
Needle strategy →
Why threads have to cross rather than avoid each other, which pairs to lay first, making the button detour earn a crossing, and freeing a thread that is lying loose on the cloth.
Ludo strategy →
Getting out of base on a six, choosing which token to move, captures, safe squares, spreading out and the exact-count home stretch.
Carrom guide →
The break, aiming and power, cushion angles, and the tactics for pocketing more coins and the queen.
Tessera tactics →
Building high-scoring words from falling letters, managing the stack, and keeping your options open as it speeds up.
Untangle guide →
A reliable method for undoing every crossing: how to read the graph and work from the outside in.
Zood bubble-shooter tips →
Bank shots off the walls, setting up chain-drops, and keeping the cluster away from the line.