The first time you open Six Cascade, the puzzle on the 6 Club home page, the screen can look busy: three counters, a gold bar with stars, a board of forty-nine jewels, three buttons and a code box. Every one of those panels does a single, simple job, and once you know what each one is for, you can read the whole screen in a glance and spend your attention on the board. This guide goes through them from top to bottom, in the order your eye meets them on a phone.
The top row: Score, Moves and Level
Three small cards sit side by side above the board. The left card is your Score for the level you are playing. Large figures use Indian digit grouping, with the commas where you expect them on a cricket scoreboard or a bank passbook, and the number ticks up as each group of jewels clears.
The middle card is Moves, the number of swaps you have left. A swap that does not line anything up slides back and costs nothing, so this number only drops when a move actually counts. When five or fewer remain, the number turns red. That is your cue to stop exploring and go for the biggest match on the board.
The right card is Level, from 1 to 60. It tells you which set of targets and which move count you are working with. The cards have a fixed height on purpose, so the board below them never jumps when a number changes under your finger.
The target bar: multiplier, three stars and sound
Just under the counters is a thin bar that fills with gold as you score. Three stars sit along it. The first marks the score you need to pass the level; the second and third mark the higher targets for two and three stars. Each star lights up the moment your score crosses it, so you always know how far you are from the next one without doing any arithmetic.
At the left end of the bar is a small figure such as x1 or x3. That is the combo multiplier. Your own swap always scores at x1. If the jewels that fall in afterwards line up by themselves, that automatic round scores at x2, the next at x3, and so on up to x6. On the right end is the speaker button, which mutes or restores every sound in the game: the pops, the zaps of the specials and the voice that calls out big combos. Handy on a quiet evening at home or in a crowded bus.
The board: forty-nine jewels and what they tell you
The board is seven jewels wide and seven tall, in six colours: Topaz, Sapphire, Ruby, Emerald, Amethyst and Pearl. You swap two touching jewels by sliding one onto the other, or by tapping one and then its neighbour. On a laptop, the arrow keys move a white frame around the board and Enter picks a jewel. A swap stands only if it makes a straight line of three or more of one colour.
The board also talks back while it plays out a move:
- Points float up from each cleared group, larger for big matches.
- A Combo badge appears in the top corner once falling jewels start clearing on their own, with the round number beside it.
- Long combos bring a word across the board, from Great! up to Unstoppable!, and the board shakes for the big ones.
- Special jewels stand out by their markings: stripes for a Bolt, a spinning dashed ring for a Bomb and a rainbow ring for a Six Star.
The Six Cascade rules and scoring guide explains exactly how many points each match is worth and what every special clears. On this page it is enough to know how to recognise them.
Hint, Target and Levels
Below the board is a row of three items.
- Hint, with a number in brackets, starts each level at three. Tap it and the two jewels of the swap that makes the biggest match on the board pulse until you move. The number goes down by one each time.
- Target in the middle repeats the pass score for the level, the same figure the first star marks on the bar.
- Levels opens the level map: sixty tiles, five to a row, each with the stars you have collected on it. Locked levels show a small padlock. Pass a level to open the next, and tap any open tile to replay it for more stars.
The gift code box
Under the buttons is a box marked "Today's gift code" with a Redeem button. A new code appears each day, the same for every player and changing at midnight on your phone's clock, on the daily gift code page, and the line under the box links there. A correct code adds five extra moves to the level you are playing, and the line turns green to confirm it. If the code is wrong or already used, the same line says so in gold. The code is tracked per profile, so each person on a shared phone gets their own extra moves.
The result panel: checking how a level went
When your last move has played out, a panel covers the board. At the top it says either "Level 7 complete!" (with your level number) or "Out of moves", then shows up to three stars and your final score in large gold figures. Underneath, one line tells you whether this is a new best for the level, what your best on it is, or how many points you were short. If the run unlocked something, a green line names the new badge.
Two buttons finish the panel. The gold one reads Next level, Try again or Play again depending on how it went; the blue one opens the level map. If you are playing as a guest, the panel also suggests creating a profile so the stars stay under your name. Your stars then add up towards the VIP levels and badges, which is the only place a running total is shown.
What the screen does not tell you
A few things are deliberately missing, and knowing that saves you hunting for them.
- No clock. There is no countdown on any level. You can put the phone down mid-level; the game saves after every move.
- No preview of the next jewels. New jewels drop in at random from the top, so nobody can tell you in advance what will fall. Planning a combo is about the jewels you can see.
- No history list. Past runs are not listed one by one; only your best score and stars per level are kept.
- No shop and no balance. There is nothing to buy anywhere on the screen. Points, stars and badges are the whole reward.
- No cloud copy. Your progress lives in the browser on this phone, so it does not appear on another device and is wiped if you clear the site's data.
Once these panels are familiar, a level takes on a steady rhythm: glance at Moves, check which star is next on the bar, find the best swap, and keep a hint in hand for the last few moves. Take breaks as you would with any game; the healthy play page has a few simple habits for that.
Questions about the game screen
Is there a timer on the Six Cascade screen?
No. Each level gives you a number of moves, not a number of seconds. You can stop and think for as long as you like between swaps, and the level waits for you. The only thing that runs out is the Moves counter.
What does the x2 or x3 beside the target bar mean?
It is the combo multiplier. Your own swap scores at x1. Each time falling jewels line up by themselves and clear, the multiplier climbs one step, up to x6, and the points for that round are multiplied by it.
Why is the Hint button greyed out?
Each level comes with three hints. Once all three are used the button switches off until you start a new level or replay one. It is also off while the result panel is showing.
Can I see my past games on the screen?
There is no list of past games. What the screen keeps is your best score and stars for each level, shown in the result panel and in the level map behind the Levels button, under the profile you are signed in with.
