Kerslide

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Kerslide strategy tips

In most block puzzles a cleared line only frees up space. In Kerslide it also moves everything else, so good play means thinking one step ahead about where the blocks will end up. These tips build on the basic rules.

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Why clears move the board

The shift is the whole game. A cleared row pushes every remaining block one cell to the right; a cleared column pushes every block one cell down. Whatever is pushed past the right or bottom edge disappears. Over time the blocks drift toward the bottom-right corner, and the top-left is where new room appears.

Preview before you drop

Kerslide shows which lines will clear and which way the board will move before you let go of a piece. Use it every time you place a piece that completes a line, because the position after the shift is what you actually have to play from.

Plan for the right and down shift

Because rows shift right and columns shift down, a block that is one cell short of a line today may not be tomorrow. Before clearing, ask which of your half-built lines will still be intact after the shift. A line that is nearly full in the middle of the board can be pushed apart by a column clear, while two rows built next to each other keep their relative shape when a row clears, since everything moves together.

Keep the top-left clear

Pieces have to land somewhere, and blocks keep drifting away from the top-left. Leaving that region open gives you room for large pieces and room for the board to move into. A board that is crowded in the top-left leaves you fewer places to put a long piece, which is how most games end.

Use shifts to push blocks off the edge

The edge is a tool. Blocks on the right column leave the board when a row clears, and blocks on the bottom row leave when a column clears. If you have a few awkward leftover blocks near the right or bottom edge, a well-timed clear gets rid of them for free. The same idea is the core of Levels mode, where you remove gems this way.

Think about the whole hand

You hold three pieces at once and can place them in any order. Check whether a different order lets one piece prepare a line for the next, and whether the shift after the first clear changes where the second piece should go.

Chain clears for combos

Consecutive clearing placements build a combo multiplier, and it survives two placements that clear nothing. Setting up a line, placing a safe filler piece and then finishing the line keeps a combo alive. Clearing two or more lines with one piece also scores more per line.

Mistakes are cheap: there is no timer, so stopping to think costs nothing.

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Also: How to play · Levels