Chill Merge
Chill Merge gives you a four-by-four board and a stream of coloured tiles. Place them so matching tiles group up, and the group merges into a higher-level tile. Do that again with the new tiles and you have a chain.
The board is small enough that every placement matters and short enough that a bad run ends quickly. It is over the moment the board is full with no triple left to clear, which usually happens two moves after you notice it coming.
How to play
- Tiles arrive in one of four colours.
- Place each tile on the 4x4 board.
- Group matching tiles together and they merge into a higher-level tile.
- Merged tiles can merge again, which is where the chains come from.
- The run ends when the board is full and no triple remains to clear.
Scoring and XP
- 6 XP per merge, and chains stack that up quickly.
- The board is 4x4 — sixteen cells total, so space is the real currency.
- Score climbs with tile level, so one deep chain beats several shallow ones.
- Two sessions per run.
How to get better at Chill Merge
Build toward one corner
Scattering high-level tiles across the board is how runs die. Pick a corner, grow your best tile there, and feed it. A board with one strong cluster has far more merge options than a board with four mediocre ones.
Leave an escape cell
Filling your last empty cell with a colour you cannot use is the most common way to end a run. Keeping one cell free for an awkward tile buys you the turn you need to set up the next merge.
Chains, not merges
At 6 XP a merge, a chain that triggers four merges from one placement is worth four times a single clear. Placing to set up a cascade is always better than placing to clear immediately.
Common questions
When does a Chill Merge run end?
The moment the sixteen-cell board is full with no triple left to clear. There is no timer and no lives — you lose entirely to placements you made several turns earlier.
How do I score more?
Chains. A single placement that triggers four merges pays four times one that triggers one, so building toward a cascade in one corner beats clearing greedily wherever a match appears.