The rest you’ll pick up as you go — including the piece that
tells you half the truth.
It ripens. Overgrowth is worth 3 the moment it appears and gains 1 more for every piece you place while it survives, up to 23. Clearing a line through it cashes it in at whatever it has reached — so an old square is worth nearly eight fresh ones, and clearing early throws that away. The mark on it grows as it does, and tapping a square says what it is worth.
Not in the real game. A lab run keeps its own best and cannot touch yours.
You placed this. Drag a piece onto the board. Fill a whole row or column and those squares empty.
It spread here. One of your three pieces overgrows. Hold it over the board and it marks every empty square it could spread into — the ones directly beside it, never diagonal — and when you let go it takes up to two of them. Box it in, so there is no empty square beside it, and it takes none.
Overgrowth pays only when it goes. It scores nothing where it sits. Clear a line through it and every overgrown square in that line is worth 6 — until then it is clutter using up your room.
Two of them together make a charge. When a spread lands next to overgrowth that is already there, that square becomes a charge. Clear a line through it, or tap it, and it takes the whole row and column. Charge it a second time and it takes the 5×5 around it instead. A charge caught in another charge’s blast goes off too.
Those are the only two colours, and nothing needs matching. There is no clock and no lives — a run ends when none of your three pieces will fit anywhere.