Chill Link
Chill Link is a connect-the-pair puzzle. Tap two matching tiles and they vanish, provided a line can be drawn between them through empty space with no more than two bends. That path can route around the outside edge of the board, which is the rule most people miss for their first few runs.
Clearing a whole board banks it, tops your clock back up and moves you to a larger one, starting at 4x4 and growing to 6x6. If the board ever runs out of legal moves it reshuffles itself for free, and you get two manual shuffles on top of that.
How to play
- Find two matching tiles.
- Tap both to link them, if the connecting path bends at most twice.
- Paths travel through empty space and may route around the board edge.
- Clear every tile to bank the board and move to a bigger one.
- A dead board reshuffles free; you also hold two manual shuffles per run.
Scoring and XP
- 3 XP per pair linked and 25 XP per board cleared, capped at 200 XP for a run.
- The clock caps at 95 seconds and refills on each board clear.
- A failed link costs you 2 seconds.
- Linking again within 4 seconds builds a combo, which caps at 8.
- Board sizes run from 4x4 up to 6x6. Three sessions per run.
How to get better at Chill Link
Board clears are worth eight pairs
At 25 XP versus 3, finishing a board is worth more than eight individual links. When the clock is short, clearing the six tiles in front of you beats hunting for easy pairs on a board you will not finish.
Use the edge route
The path can leave the board and come back. Two tiles on opposite corners often link when nothing on the interior does, and players who forget this burn manual shuffles on boards that were never actually stuck.
Combos want rhythm, not speed
The combo window is four seconds, which is generous. You do not need to tap frantically — you need to already know your next pair before you finish the current one. Scan ahead while you tap.
Common questions
What counts as a valid link?
Any path between two matching tiles that runs through empty space with no more than two bends. Crucially the path may leave the board and travel around the outside edge, which opens up pairs that look unconnectable.
What happens when the board has no moves left?
It reshuffles automatically at no cost. You also hold two manual shuffles per run for boards that are technically playable but awkward, so a genuinely stuck board never ends a run.