Kerslide

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Scoring and combos: the exact numbers

Every point in Kerslide comes from two simple rules and two multipliers. Here they are, with examples you can check in your next game.

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Kerslide's score is simple enough to work out in your head, and knowing the numbers changes which moves are worth making. This page lists every rule with worked examples. The numbers are taken straight from the game's configuration.

The formula

Each placement earns two kinds of points:

Placement points are small. Almost all of a good score comes from clears, and especially from the two multipliers.

Multi-line bonus

Clearing several lines with a single piece is worth much more than clearing them one at a time. Rows and columns both count as lines.

Lines cleared at onceMultiplierClear points (no combo)
1100%100
2150%300
3200%600
4250%1000
5300%1500

Clearing two lines in one move gives 300 points instead of 200 for two separate single clears. Four lines at once are worth 1,000. Remember that the board still only shifts by one cell however many lines you clear (see the shift rule), so big clears are not riskier than small ones.

Combo bonus

Every placement that clears at least one line extends your combo. Each step adds 50% to the clear points, up to a cap of 400%.

Combo (clears in a row)MultiplierPoints for a 1-line clear
1100%100
2150%150
3200%200
4250%250
5300%300
6350%350
7+400%400

The combo is forgiving: it survives two placements that clear nothing. It only resets on the third non-clearing placement in a row. That grace period is the key to high scores, because it lets you place a piece or two to set up the next line without losing the multiplier.

Worked examples

What this means for strategy

  1. Set up doubles. Two rows (or a row and a column) that are each one block short and can be finished by the same piece are worth building toward. The 150% bonus applies on top of any combo.
  2. Protect the combo. Before placing a piece that clears nothing, count: if this is the third quiet placement in a row, the streak is gone. Sometimes a small, early clear is worth more than waiting for a big one.
  3. Do not chase placement points. Choosing big pieces for their block count rarely matters; one extra clear is worth more than a whole game of placement points.
  4. Survival first. A long game with steady clears beats a greedy setup that fills the board. See how to survive a crowded board.

Levels mode scoring

Levels mode does not use points. Each level is won by removing every gem, and you earn stars for finishing close to the level's par, the number of moves the game's solver needed. See the Levels strategy guide.

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