The board: 61 cells in a hexagon
The board is one big hexagon made of 61 small hexagonal cells, five on each outer side. At the start of a run every cell is empty. Cells never move or fall; once a gem is dropped into a cell it stays until the row it belongs to is cleared.
Because the cells are hexagons, each one touches six neighbours instead of four. That is why the club is called 6E Club Game: six edges per cell, six edges on the meter, and three straight directions through every cell on the board.
The tray: three pieces at a time
Below the board sit three pieces. Each piece is a small group of joined hexagons, from a single cell up to four. You can drop them in any order. When the third one has been used, a fresh set of three is dealt straight away.
- Drag a piece onto the board. On a phone the piece floats a little above your finger so you can see where it lands.
- Tap a piece to pick it up, then tap the cell where its centre should go.
- With a keyboard, press Enter on a piece, move with the arrow keys and press Enter again to drop.
While you aim, the board shows a preview. Cells the piece would fill light up in its colour, and any row that the drop would complete gets a gold outline. If the piece does not fit, the preview turns into a dashed coral outline and nothing is placed.
Pieces cannot be rotated. A piece that has no room anywhere on the board is shown faded in the tray.
Rows on three axes
A row is any straight line of cells that runs from one edge of the board to the opposite edge. There are 27 of them: nine running across and nine on each of the two diagonals. Rows near the rim have five cells, the three middle rows have nine.
When every cell in a row is filled, the row clears and its cells become empty again. If one drop completes two or three rows at the same time, all of them clear together, including the cells where they cross.
Scoring
| Event | Points |
|---|---|
| Dropping a piece | 1 per cell of the piece |
| Clearing rows | 10 per cleared cell × the number of rows cleared by that drop |
| Clearing streak | +25 % for every clearing drop in a row after the first, up to +100 % |
| 6E Crown | 600 when the sixth edge of the meter lights |
A worked example: a drop that finishes one five-cell row pays 1 + 5 × 10 = 51. A drop that finishes two nine-cell rows crossing in the middle clears 17 cells and pays 1 + 17 × 10 × 2 = 341, before any streak bonus. Combos are where the big scores come from.
The 6E meter and the Crown
Next to the score sits a small hexagon with six edges. Every row you clear lights one edge, so a double clear lights two. When the sixth edge lights, the run pays the 600-point Crown, the counter beside the meter goes up by one and the meter starts again from zero. Extra edges from a big combo are carried into the next round of the meter.
The re-deal
Every run includes one re-deal. Pressing it swaps all three tray pieces, used or not, for a new set. You can spend it at any time, but the game will also offer it to you when none of your pieces fits on the board.
When the run ends
The run is over when none of the pieces in the tray fits anywhere and the re-deal is used up. Your final score is shown, your best score is updated, and every 10 points become one Club Star on your player card. Press Play again to deal a new, empty board.
Leaving in the middle of a run is fine: the board, the tray and the score are saved in your browser and are waiting when you come back. Pressing New run banks the stars from the run you are leaving before it starts a fresh one.






