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Three sapphires in a row for the how to play 6 Club guide
Rules · 3 min read

How to Play 6 Club

Sixty levels, forty-nine jewels and a target on every level. Here is everything the board does, in the order you will meet it.

Levels, moves and stars

Every level of 6 Club gives you a seven-by-seven board of six jewels, Topaz, Sapphire, Ruby, Emerald, Amethyst and Pearl, a set number of moves and a target score. Reach the target before the moves run out and you pass with one star; higher targets on the same bar earn a second and a third star. Passing a level opens the next one, and the stars you collect move you up the VIP levels.

Level 1 gives you 25 moves and an easy target. The targets climb and the move counts tighten as you go, so by level 60 only a careful player passes. You can replay any open level from the Levels button to chase more stars.

Making a swap

  1. Touch a jewel and slide your finger toward the neighbour you want to trade places with, or
  2. Tap one jewel (it lifts and glows), then tap a neighbour beside it, above it or below it.
  3. On a keyboard, the arrow keys move a white frame around the board and Enter picks a jewel.

The swap only stands if it lines up at least three jewels of the same colour in a straight row or column. Otherwise the pair slides back with a small shake and your move counter does not change.

Points for every match

MatchPointsLeaves behind
3 in a line60nothing
4 in a line120a Bolt
L, T or + shape200a Bomb
5 in a line200a Six Star

Two lines of one colour that share a jewel, an L, a T or a plus sign, count as one bigger match. Jewels swept away by a special are worth 20 points each.

Cascades and the multiplier

After a match clears, everything above the gap drops down and new jewels fall in from the top. If the falling jewels line up by themselves, they clear too, and every one of those automatic rounds lifts the multiplier one step: x1 for your swap, x2 for the first combo, x3 for the next and so on up to x6. Most swaps stop after one or two rounds, so a long combo is something to celebrate, and the game does: watch and listen for Great!, Awesome!, Amazing!, Sensational! and Unstoppable!

The three specials

Bolt (4 in a line)

A jewel with glowing stripes. A sideways line makes a row Bolt, an upright line a column Bolt. When it is matched again, a beam sweeps its whole row or column.

Bomb (L, T or + shape)

A jewel with a spinning dashed ring. When it is matched again it explodes and clears the 3 by 3 square around it.

Six Star (5 in a line)

A jewel with a turning rainbow ring. Swap it with any neighbour and every jewel of that neighbour's colour leaves the board. Swap two Stars together and the whole board clears.

Hints, sound and saving

  • Hint: three per level. The two jewels of the swap that makes the biggest match pulse until you move.
  • Reshuffle: automatic and free whenever the board has no legal swap left.
  • Sound: pops climb in pitch as a combo grows, specials zap and boom, big combos get a fanfare and a voice. The speaker button mutes it all.
  • Save: the level in progress is stored after each move, so a closed tab or a dead battery costs nothing.

Ten habits of high scorers

  1. Look at the bottom rows first. Matches down there move more jewels, which is how combos start.
  2. Before swapping, check whether the move could make four or five instead of three.
  3. Look for L and T shapes: a Bomb next to another special clears a big piece of the board.
  4. Keep a Bolt next to a matching pair; one swap then fires it inside a fresh line.
  5. Save a Six Star for the colour that covers the most cells.
  6. Two Stars side by side clear the whole board. Plan for them when you can.
  7. Use a hint early when you are stuck, not on the last move.
  8. Watch the move counter turn red at five; that is the time to spend your specials.
  9. If a level is close, replay it: a fresh board is often all it takes.
  10. Redeem the daily gift code at the start of a hard level, not the end.
Every board is dealt by an even random draw with no line ready to clear. There is no hidden difficulty tuning: the targets are the only thing that changes from level to level.

Rules questions

Do diagonal lines count?

No. Lines count across rows and down columns only. Jewels that touch corner to corner never clear together.

Can I swap any two jewels?

Only two that touch side by side or one above the other, and only if the swap lines up three or more of one colour. A swap that makes no line slides straight back and costs nothing. A Six Star can be swapped with any neighbour.

What happens if I run out of moves before the target?

The level ends and you can try it again straight away with a fresh board. Your best score and stars on every level are kept.

What happens when no swap is possible?

The board checks itself after every move. If no legal swap is left, the jewels are reshuffled for free and you keep your score and moves.

Can I turn the sound off?

Yes. The speaker button at the right end of the target bar mutes every sound and the voice. The choice is remembered on this device.