Lab Meltdown
A chain reaction puzzle on a mad scientist's bench. Every blob takes two hits, so a match of three does not just clear itself: the blast cracks everything next to it, and cracked blobs pop in turn, so one well placed catalyst can run across the whole board. Drop your catalyst on an empty cell, match three or more of a colour, and clear the bench before the ninety second reactor timer runs out. Miss and your catalyst becomes another blob to deal with. Pick your bench from 5x5 to 10x10 and three to six chemicals.
How to play
Dr. Fizzwhistle's bench is covered in blobs and the reactor is on a 90 second fuse. Tap any empty cell to drop the catalyst at the front of your queue. Get three or more of one colour touching, side by side rather than diagonally, and the whole group detonates. Clear every last blob before the timer runs out and the bench is yours.
Drop a catalyst that only touches one or two of its colour and nothing happens: it just sits there as another blob you now have to deal with. There is no undo, so a careless drop is a real cost.
The bench
Six chemicals exist, and a round uses the first three to six of them depending on your setting. They only ever match their own colour.
The reactor
The bar across the top is your round timer. It runs green, turns amber at 45 seconds and red at 20, where it starts to bubble. Reach zero and the round ends in a meltdown, whatever the bench looks like.
Scoring and rounds
Every wave of a chain pays more than the one before it: the first wave scores ten a blob, the second twenty, the third thirty, and so on. A four wave chain is worth far more than four separate pops, which is the whole reason to set up cracks rather than clear the easy match in front of you.
Setting up the bench
Two dropdowns above the board change the shape of the game, and either one starts a fresh run from round one.
Tips
- Read the 💥 cracks before you drop. They are the fuse you already laid.
- Aim for the middle of a clump, not the edge: a blast only spreads to what it touches.
- A blob wedged between two members of your group is worth more than one hanging off the end, because it takes both hits at once.
- Corners are where runs go to die. Clear them early, while you still have space to work.
- The flush costs five seconds, so use it to avoid a wasted drop, not to hunt for a perfect colour.
- Chasing the time bonus is usually worth more than one extra chain, so once the bench is nearly clear, just finish it.