Blockio: Time RushGame booklet

Game rules

The core rules, goals, special cells, power-ups and every look the board can take.

Board and modes

The board is 8×8 squares. The tray offers three pieces at a time; drag one onto empty squares. When all three are placed, three new ones arrive. There is no gravity: a block stays exactly where you put it.

In Adventure every level has goals and a limited number of moves; complete the goals to win. Power-ups, landmarks and rewards all live in Adventure. Classic has no goals: you chase your best score. There is no undo.

Pieces

Pieces can't be rotated; they go down the way the tray offers them (unless you use the Rotate power-up). Every orientation counts as its own piece. Pieces belong to families, and some goals ask for a piece from a given family.

Clearing lines

A row or column clears as soon as it is completely full. Clearing several lines in one move, or on back-to-back moves, scores more. When none of the tray pieces fits on the board, the run is over.

Level goals

Every Adventure level has one or more goals. Here is every goal type and how many levels use it. N is the target, which changes from level to level.

Special cells

Some levels put special cells on the board. Each one behaves in its own way, and knowing how they work makes the goal much easier.

Power-ups

Power-ups exist only in Adventure. You earn them from levels, badges and rewarded ads, and some can also be bought with coins in the shop.

Board shapes

Some levels are played on a board with a different outline instead of the full square. Closed squares can't hold pieces, so every shape asks for a new plan.

Board themes

The board's look changes with the level group, with special goals and with your Classic score. Themes are only looks; the rules never change.

In Classic, after the last theme the board keeps changing every 5,000 points.

Level backgrounds

The early levels each play in front of their own illustrated background. You can turn them on or off in Settings.