Candy Crusher

Swap sweets, line up three, set off the cascade

Swap two neighbouring sweets to line up three or more of a kind. Everything above falls in to fill the gap, and if that makes a new line it clears too — a cascade. Four or five in a row leave a special candy behind.

How to play

Click or tap a sweet and then a neighbour to trade places, or simply swipe one into the next. A swap only sticks if it puts three or more matching sweets in a row or a column; anything else springs back and costs you nothing.

Match four in a line and you get a striped candy that clears the whole line it was made along. An L or T shape gives a wrapped candy that blows a hole through everything around it. Five in a line makes a colour bomb: swap it with any sweet to sweep every sweet of that colour off the board.

Two specials swapped together set off something bigger — two striped clear a full cross, two wrapped tear out a wide square, and two colour bombs take the whole board. Each cascade that follows a single move is worth more than the last, and the board runs quicker with every step of the chain, so the long ones are where the score is.

In the timed mode every special you build hands a second back, up to fifteen seconds a game — which is the real reason to pass over an easy three. And when the moves or the seconds finally run out, whatever specials are left on the board go off at once, along with a parting handful of striped candies — the points from that Sugar Crush count towards your final score.

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About match-3 games

The swap-and-match puzzle is one of the most widely played game forms ever devised. Its modern shape was set in the early 2000s, when a browser game called Bejeweled turned a simple idea — trade two neighbouring pieces to line up three of a kind — into something people returned to daily. A decade later Candy Crush Saga carried the same idea onto phones, added lives, levels and special pieces, and reached hundreds of millions of players.

What keeps the form interesting is the cascade. Clearing a line drops everything above it into the gap, and those pieces may land in new lines of their own, which clear in turn. A single well-chosen swap can therefore unravel half the board, and part of the skill is reading the columns above a match to guess how far the chain will run rather than simply spotting the nearest three in a row.

Special pieces are what separate a casual session from a deliberate one. Because they are earned by making longer matches, an experienced player will often pass over an easy three to set up a four or a five, then hold the resulting piece until it can be combined with another. Puzzle designers lean on the same instinct that makes solitaire and sudoku hard to put down: a board that always offers one more small, legible decision.