- ChompTile Games -

As the name suggests, ChompTile games are about generating Game-Tiles -- and Chomping them before they overwhelm you.

In every ChompTile Game, Game-Tiles are always generated with true randomization.  But trust me, it won't always feel like it.  Sometimes the game will seem to work against you.  Other times it will feel like it's helping you.  That's what true randomness looks like -- and your job is to beat the odds.

The game tries to fill the grid.  Your job is to make it Chomp Tiles before they can pile up.  But this is not a speed contest -- it's a game of anticipation, planning and strategy.

To win, use the game's own rules against it.  Every move is a chance to set up or trigger Tile-Chomps, build Chomp-Chains, or to defend against what you know is coming.  Success comes from creating effective Tile-Stacks by choosing the best column for each new Placing-Tile.


Game Play

Every Game-Tile has its own unique value based on its unique spot in the sequence of tiles.  In the example game DOUBLE DOWN, each Tile doubles in face value from one to the next:

     2 → 4 → 8 → 16 … all the way to … 125B → 250B → 500B → 1T

Whenever a Placing-Tile lands on a Tile of equal value, the old Tile is Chomped and the new tile advances one level.  In our example, if a "2" and lands on a "2," the old gets Chomped and the new becomes a "4."

That is the heart of the game:  Choose the best column for each new Placing-Tile, creating the best Tile-Stacks you can, triggering the best Tile-Chomping -- and point-scoring -- opportunities.

A single-move chain of 6 or more Tile-Chomps (this varies in special versions) earns you a TileBoost -- the most powerful tool in the game.  Here's a simple straight down example of Tiles stacked in a Chomping-Chain that can earn you a TileBoost:

     2 on 4 on 8 on 16 on 32 on 64

[ In another game this might look like:  1 on 2 on 3 on 4 on 5 on 6; or even  6 on 5 on 4 on 3 on 2 on 1 ]

Placing another "2" on the top of this stack triggers six downward Tile-Chomps, as the placing tile Chomps each tile, stepping up in value with each Chomp.  When a Placing-Tile sets off a 6-Chomp (or longer) chain, you earn a TileBoost.  Note that the number of Chomps required varies among games and versions.

Chomps don't happen only downward.  Once a Placing-Tile comes to rest, it then checks the Side-Tiles to its left and right:
After any Side-Chomping, the Placing-Tile again checks the tile beneath it.  If its new value now matches, that tile gets Chomped, as well as the tiles below if they continue to match the Placing-Tile's increasing value.

When Side-Tiles are Chomped, the Tiles above them drop to fill the empty spaces -- which can create even more opportunities for downward Chomping only.  And then the Placing-Tile searches again.

This process continues until no Chomps remain, and one well-placed Tile can have a huge impact.  Creating and utilizing those situations is the key to strong gameplay.

How The TileBoost Works

When you click the TileBoost button, the game searches each column from the bottom up.  In every column, it finds the first tile that has a lower value than the tile directly above it, and Chomps that lower tile.  The tiles above then fall to fill the gap.

If that creates a downward Chomping opportunity, there will be Chomping.  As with Side-Columns, TileBoosts only trigger downward Chomping, and equal-value Tiles can end up resting next to each other.

Used wisely, a TileBoost can improve a crowded grid, set up future plays, or give you the breathing room needed to finish strong.

Ending The Game

ChompTile Games have an ending and they can be beaten.  As you approach that point in the game, the grid begins to fill with the final tile -- the Ultimate Tile.  To avoid stranding tiles, fill from the bottom up as much as possible.

As Ultimate Tiles rise closer to the top and open spaces dwindle, the range of placing-tiles decreases.  Your job now is to keep as many columns as possible open to receive new tiles.  Do this by filling the grid evenly so the columns rise together.  And try to have a TileBoost or two ready -- you may need them.


Game Strategy
(or "strategery" if you prefer)

If you are new to ChompTile, start on EASY and learn the game.

As a game's difficulty-level increases, so does the scoring value of each move -- and so does the need for careful planning.

You will quickly discover that the most obvious move is not always the best one.  Sometimes the strongest play is the one that builds or protects your Tile-Stacks, creates a TileBoost opportunity, or even "messes up" one column so the others stay open.  A messy column can often be cleaned up later with good play or a well-timed TileBoost.

ChompTile Games are not meant to be frantic.  Thought and careful planning are rewarded, not speed.

Yes, ChompTile Games can be beaten.  The real challenge is beating them well.  That means:
TileBoosts are especially valuable.  They can repeatedly rescue a faltering game, and any TileBoosts left at the end are worth major bonus points.

The game tracks your high score for the current session.  Changing the difficulty level resets it to zero.

--  Take your time, think ahead, and make each Placing-Tile count.  Happy Tile-Chomping!  --