Jukebox
↑↓ choose · Z play · X close
Status ·
X back
Monsterdex
Z next · X close
Jukebox
↑↓ choose · Z play · X close
Status ·
X back
Monsterdex
Z next · X close
Left player
Pick up to five cards and play them as a poker hand. Its chips × mult is added to your score.
Reach the target within four hands. Discards swap cards without scoring.
After each blind, take a joker. Only the cards that make the hand score, and jokers act on those.
Join all islands into one group. Each number is how many bridges touch that island.
Bridges run straight, never cross, and at most two join a pair.
Tap between two islands, or drag from one to the other, to add a bridge. Tap again for a second one, a third time to remove them.
Tap two matching monsters to clear them. The line between them bends at most twice and only crosses empty space, the gap around the board included.
Clear every pair before the time runs out. Quick matches in a row score a combo.
Each level sets a gravity: after a match the other tiles stay put, fall, rise, slide, or split two ways.
Arrows and Z work too; H hints, P pauses.
Clicking the sky flaps too.
A number counts the mines in the eight cells around it. Dig up every cell that has none.
Click to dig, right-click to flag, or hold a cell on touch. Click a number whose flags are all placed to dig around it.
The first dig is always safe.
W A S D work too. Each apple makes the snake longer and faster.
W A S D work too. Bricks may hide an extra bomb, a longer blast or quicker boots.
Or hold the mouse down on the sky. Missiles are faster than you, but you turn tighter.
W A S D work too. Walls and crates block the lanterns; the dark patches hide you.
A D and W work too. Let go of jump early for a shorter hop. Cracked ledges crumble; blue ones slide.
A and D work too, or steer with the mouse. Capsules: W widens the paddle, S slows the ball, M splits it in three, ♥ is one more ball.
A D and W work too. Jump into a wall to slide down it, then jump again to kick off. Jump mid-dash to carry the speed. The saber cuts shots out of the air.
W, A, S and D work too. The bends push you outwards; off the road or into a car and the speed is gone.
Turn over two cards. A matching pair stays up; anything else turns back over.
Click or tap a card, or move with the arrows and press Z. The clock starts on your first card.
Clear the board and one of its monsters joins your collection.