THE FIELD GUIDE / DORT

Start with one move.

Place the falling pieces, swap locked tiles and open up the board with matches of four. The best way to learn is to make a move.

FROM READING TO PLAYING

The board is yours.

Eight short lessons. No clock. As many tries as you like.

Practice uses compact 8×8 example boards. The first lesson pauses automatic falling and the clock; rotation is simplified, without wall kicks. The full game normally uses an 8×16 board.

01 / THE BASICS

Read the board.

The standard board is 8×16; every 16th level uses 8×8. Pieces spawn from the edge opposite gravity and lock the instant they cannot fall further. If a new piece cannot spawn, you top out.

A shuffled 12-piece bag contains I, O, T, S, Z, L, J; I3, L3, J3; I2 and a single tile. There is no next-piece preview or hold.

Swap two locked neighbours horizontally or vertically. No diagonals, empty cells or obstacles. A swap does not have to make a match.

Four or more of the same element explode in a horizontal line, a vertical line or a 2×2 square. Every element matches, whatever your warrior. A tile in overlapping patterns counts once.

Element explosions resolve first. Only affected columns fall, potentially creating another match. Once no matches remain, full rows clear and the rows above shift down. Input is locked throughout resolution; the next piece arrives when the board is stable. With sideways gravity, local falls affect rows and full-line clears remove vertical columns instead.

02 / PHONE CONTROLS

Two zones. Full control.

The touchpad at the bottom controls the falling piece. Where your finger lands does not matter; the direction does. These directions assume Down gravity.

← / →

Swipe left / right

Move one cell; keep holding to keep moving.

↑

Swipe up

Rotate the piece.

↓

Swipe down

Quick release: hard drop. Keep holding: soft drop.

1.6 s

Hold the touchpad still

T4: unlocked, one charge available, gravity Down.

↔

One finger on the board

Drag a locked tile to its neighbour to swap.

⇄

Two fingers on the board

Gravity Shift: swipe both fingers in the new direction.

When gravity turns, the controls turn with it: drop toward gravity, rotate against it, move along the other axis.

03 / PROGRESSION

Earn your own kind of power.

Your warrior total is the sum of that warrior’s best net score on each level. Replays do not simply add more points; improving a level best raises the total. All four warriors progress separately.

Milestone formula: 1,000 × L × (L + 1) / 2. T1–T4 correspond to milestones 4 / 8 / 12 / 16. Time deductions from net scores can make the actual unlock happen later.

Skill reference

T1

10,000 / WARRIOR TOTAL

Element bonus

Automatic. Each exploded tile of your own element earns +1. Your own element scores base 80 per tile, the other elements 40. For an Air warrior, four Air tiles score 4 × (80 + 1) = 324; four of another element score 4 × 40 = 160.

The bonus rises by +1 every fourth milestone: +2 at 36,000, +3 at 78,000, +4 at 136,000. These are warrior-total thresholds, not a guarantee that finishing the corresponding level unlocks them.

T2

36,000 / WARRIOR TOTAL

Bombs

Match 5 or more of your own element to create a bomb. Only one bomb is created per resolve, from the largest qualifying match. After a swap, it appears where your moved tile landed. The tile becoming a bomb still scores.

  • Bomb + a normal tile of the same element: every tile of that element on the board explodes.
  • Swap two same-element bombs: clear both bombs’ rows and columns.
  • Four same-element bombs clear the whole board when you swap two of them: line up four in a row, a column or a 2×2 square, then swap two of those four bombs with each other. Four bombs side by side do nothing on their own, and sliding the fourth bomb in with a same-element tile is an ordinary bomb swap.
  • Swap different elements: they only change places; no bomb blast.

Normal line clears leave bombs intact. Bomb blasts count as Element Score, without a line multiplier. Every destroyed element gets the +8 bomb bonus; it rises to +16 at 136,000.

T3

78,000 / WARRIOR TOTAL

Transformation

Automatic. When your own element explodes, every normal tile of the mapped source element transforms. Bombs, obstacles and the falling piece stay unchanged. A bomb detonation does not itself trigger T3.

Transformation by warrior
WarriorTransforms
FireWater → Air
WaterFire → Earth
AirEarth → Fire
EarthAir → Water

It triggers at most once per resolve step. Tiles exploded by the resulting cascade get +12, whatever their element; the next T3 milestone raises this to +24. It does not stack with T1.

T4

136,000 / WARRIOR TOTAL

Signature skill

Hold the touchpad still for 1.6 seconds. Gravity must be Down. Each use spends one T4 charge, even if a valid activation does not change the board.

After unlock, earn +1 charge at 25%, 50% and 75% of a level’s goal: at most 3 new charges per level. Keep unused charges between levels, with no storage limit. Thresholds crossed before unlock do not award charges retroactively.

  • Fire: destroy other normal tiles in the eight cells surrounding your Fire tiles. Fire tiles stay; affected columns fall.
  • Earth: Earth tiles crash to the floor, crushing normal tiles in their path. Matches at the floor explode.
  • Air: everything lifts and settles down, filling every gap across the board. Then matches resolve.
  • Water: Water tiles rush to the right wall, sweeping normal tiles in their path. Then matches resolve.

Tiles destroyed by T4 and its chain get +16, whatever their element; this rises to +32 at 528,000. The first unlock pauses the game for a short tutorial.

How do bombs and obstacles interact with T4?

Fire leaves bombs and obstacles untouched directly. Earth and Water stop at obstacles and foreign-element bombs. If a same-element bomb is present, it detonates that element and the sweep is skipped. Air tiles pass through fixed obstacles but cannot occupy their cells. T4 does not directly damage obstacles; resulting eligible matches can.

04 / GRAVITY SHIFT

Change direction.
Change the board.

↓ Down ×1↑ Up ×2← Left ×4→ Right ×4

Gravity Shift is separate from T1–T4. Natural charge earning starts at level 17. Earn +1 at 25%, 50% and 75% of the goal: at most 3 new charges per level, kept between levels without a storage limit.

Swipe two fingers together on the board: the whole board settles Left, Up, Right or Down. Each new direction spends 1 charge, including returning to Down. Selecting the current direction spends nothing. New pieces spawn from the opposite edge.

Forced-gravity levels disable both Gravity Shift and T4. Purchased Gravity Shift charges can be used in PvE from level 1. Guest PvE attempts also start with four practice Gravity charges.

05 / SCORING & OBJECTIVES

Make every move count.

Exploded tile: 80 (your element) or 40 (other elements) + the active context bonus. T1 applies only to your own element; T2, T3 and T4 apply to any element destroyed by that effect. Bonuses never stack.

Line clear: normal tiles cleared × 10 × line multiplier. No skill bonus. Apply the gravity multiplier last.

DORT / 4 rows32 × 10 × 4 = 1,280Down ×1
Rows cleared at the same time
RowsNameMultiplier
1Single×1
2DOUBLE×2
3TRIPLE×3
4DORT×4

What does the goal count?

Total

Line Score + Element Score.

Line Score

Only line points fill the target.

Element Score

Only element points fill the target.

Hybrid

50% Line + 50% Element. Extra on one side cannot fill the other.

Target = level number × 1,000. Pieces fall faster as you approach it. Excluded points still appear in their own score box. Skills remain usable regardless of which score the objective counts.

Time is part of your score.

Net score = max(0, objective score − seconds × penalty)

1–64: ×1 · 65–128: ×2 · 129–192: ×3 · 193–256: ×4

Example: level 40, 40,000 points in 120 seconds → 39,880 net points.

06 / OBSTACLES

Clear the way.

Wood takes 1 hit, Iron 2, Steel 3 and Diamond 4 separate hits. Obstacles stay fixed and cannot be swapped. An orthogonally adjacent own-element match or a bomb blast removes at most one health per explosion.

Obstacles do not count as filled tiles; a line containing one cannot clear. To finish, reach the score target and destroy every obstacle.

07 / OPTIONAL ITEMS

A little backup.

Optional PvE items: Bomb converts a locked own-element tile after a 1.2-second stationary hold. It spends one Bomb without detonating it. Time Freeze is activated by tapping the hourglass: the falling piece slows for 10 seconds, while the level timer and penalty keep running. Gravity Shift charges and Remove Ads are also available. Purchased gameplay items never work in Ranked 1v1.

Need a hand? →

ONE MORE THING

Good questions.

Do I need an account?

Guests can play PvE and Casual modes. An account saves progression on the server and unlocks access to Ranked. Guest practice scores do not migrate to an account.

How do I win a 1v1?

Use Create Room to share a code, Join Room to enter one, or Find Match. Choose a target of 4,000 / 8,000 / 12,000 / 16,000. Reach it first, or win when the opponent tops out. Both players receive the same piece sequence.

What changes between Ranked and Casual?

Ranked requires an account, uses your warrior’s real progression and changes rating. Casual and guest 1v1 use standard level-64 power and are unrated. Your accumulated PvE charges do not carry into Ranked.

Who does what in 2v2?

Each team shares one board. The Master controls the falling piece, gravity and T4; the Warrior handles swaps and element combos. 2v2 is Casual.

Why will my T4 not activate?

You need 136,000 warrior total, at least one T4 charge and Down gravity. Hold still on the touchpad for 1.6 seconds. Forced-gravity levels disable T4.

Does this practice affect my game?

No. These small boards are teaching examples. They do not spend your game charges or save game scores.

Now make it your game.

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