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Strategy guide · 4 min read

Gem Cascade guide: specials, combos and all forty levels

How Gem Cascade's special pieces, combos, obstacles, scoring and coins work, plus what each stretch of the forty levels asks of you and how to pass it.

Gem CascadeMatch three, build specials, clear the board.Play free

How a level works

Each level gives you a goal and a limit. Most limits are a number of moves; levels 21 to 25 and level 38 run on a clock instead, and there you can make as many moves as you like while the seconds count down. Meet every goal before the limit runs out and you pass. Your stars come from your final score, and a swap that makes no match is simply undone, so you never waste a move on a mistake.

When the board has no legal move left, it rearranges the loose pieces for you. Ice, crates, vines and locks stay exactly where they were.

Building special pieces

Special pieces are the heart of the game, and the rule for which one you get is precise:

MatchSpecial you getWhat it does
Four in a rowrow clearerclears its whole row
Four in a columncolumn clearerclears its whole column
L or T shapebombclears the 3x3 block around it
Five in a linecolour bombclears every piece of one kind

Shape beats length: an L or T of five gives a bomb, not a line piece, while five in a straight line always gives a colour bomb. The special appears on the square you swapped into, so you can aim where it lands.

Combos

Swapping two specials together always works, even without a match, and always does more than either one alone.

  • Line and line: clears a full row and a full column.
  • Line and bomb: clears three rows and three columns.
  • Bomb and bomb: clears a 5x5 area.
  • Colour bomb and a line or bomb: every piece of that kind turns into that special, then they all go off.
  • Colour bomb and colour bomb: clears the whole board.
  • Colour bomb and a plain piece: clears every piece of that kind.

A colour bomb can be swapped with anything next to it. Row and column clearers and bombs need a match or a partner special to fire, so you can park them until a combo lines up.

Scoring

EventPoints
Each piece cleared60, multiplied by the cascade step
Building a special120
Each layer of ice broken50
Each hit on a crate or vine40
Each acorn brought down500

The cascade multiplier is why low swaps score so well. A piece cleared in the third chain reaction of a move is worth three times one cleared by your swap. New pieces never drop in already matched, but they often complete a match as they settle.

Obstacles

  • Ice sits under a piece. You can still swap that piece; matching it breaks one layer.
  • Crates break when a match happens next to them. The reinforced crate takes two hits.
  • Vines behave like crates, but they spread. If you go two moves without damaging any vine, one vine takes over a neighbouring piece (three moves on levels 37 and 40).
  • Locked pieces cannot be swapped until they have been cleared once by a match.
  • Acorns are brought down, not matched: clear the pieces under an acorn until it reaches the bottom row.

The forty levels at a glance

LevelsWhat they teachWhat to focus on
1 to 5scores and clearing one kind of piecemaking specials early
6 to 10icematches on iced squares; level 10 gives 70 moves for 32 ice
11 to 15crates, sometimes with icematching beside crates, bombs for clusters
16 to 20mixed boards, six kinds on level 20reading the board shape
21 to 25timed levelsspeed over perfection
26 to 30acornsclearing columns below each acorn
31 to 35vineshitting vines every move or two
36 to 40everything togethercombos; level 40 asks for vines, ice and acorns at once

Boards with six kinds of piece (levels 20, 25, 30, 35, 36, 38, 39 and 40) produce fewer natural matches, which makes every special you build more valuable.

Coins and boosters

You start with 120 coins. Every win pays 15 coins, plus 5 more for every four levels into the map, plus 10 per star, and replaying a level you have already passed pays again.

BoosterPriceWhat it does
Hammer40smashes one square: a piece, a crate or a vine
Swap60trades two neighbours, no match needed
Shuffle30rearranges the loose pieces

Boosters never cost a move, and you are only charged if the booster can actually act. The Hammer is the best value on vine levels, where one smashed vine can stop a spread.

Common mistakes

  • Firing a special the moment you make it. Two specials swapped together beat both used alone.
  • Chasing score on a clearing level. If the goal is ice or crates, points will not pass the level.
  • Ignoring vines for a few moves. Every idle pair of moves adds a vine.
  • Matching at the top. Swaps low on the board leave more pieces to fall and chain.

If you're stuck

On a move-limited level, spend the first two or three moves looking for a four or an L rather than taking the first match you see. On a timed level, keep swapping; many quick moves beat a few careful ones. If one goal keeps falling a few short, replay easier levels for coins and bring a Hammer or Swap for the last move.

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