The basic tiles have lines on them, to make a loop, a line has to be facing a line on another tile of the same color, and the turn the loop makes on a tile also has to keep the color the same.
Rainbow (wild) lines can link to any color, wild corners similarly can allow any turn.
Blockers are removed when the line a loop makes passes through them.
- Scoring -
Score for each loop is (# of tiles in the loop * # of loops in paralell * combo)^2.
Combo increases each time the pieces fall when gravity is enabled.
- Custom rules -
When defining a custom rule, the generators each define a possible tile that can be spawned.
Weight determines how often that generator is used to get the next tile.
There are further settings to some tile types.
- Defining lines -
Line definitions are made up of statements seperates with spaces, with each statement being made of tags seperated by commas.
Example string: c1,n4 c2,n2,d0246,o1
REQUIRED TAGS
c — Color to add with this statement; c1, c2, c3... unique colors, c0 empty, cw wild. The numbers are just abstract color indices, and will be filled in with colors chosen at random from the ammount defined in the rule.
n — Number of lines to add, eg n3. If there are less available directions, then all of them get filled.
OPTIONAL TAGS
d — Which directions to use. 0 points downward, 1,2,3... go clockwise. d0246 orthogonals, d1357 diagonals, etc. Default: all (01234567)
o — List of colors that can be overwritten by this rule. Default: 0
The given example (c1,n4 c2,n2,d0246,o01) will first generate 4 lines of the frits color with no restrictions, then up to 2 of a different color, which can overwrite the previous
[Close help]
-=- Fenceo -=-
Use arrows/wasd to move the blocks. If a closed loop is formed by the lines indicating the directions, the involved blocks will be cleared.