Arari rules and relic guide
Pop falling beads, chain them and bury your opponent in stones. Here are the rules, the pressure and how to pick relics.
What is this game
Two beads fall as a pair. Pop beads of one color and stones pile onto your opponent's board.
You climb seven floors, one match per floor. Win a floor and pick a relic.
Nothing hurries you. The pair only falls when you press Drop.
Basic rules
Beads and pops
Beads come in blue, red, yellow and green, each with its own shape. Four or more of one color touching up, down, left or right pop.
Chains
After a pop, beads above fall. If they pop too, that is chain 2, then chain 3. A higher chain number means a bigger damage multiplier.
Stones
Stones have no color and never pop alone. A stone next to a popping bead disappears with it.
Controls
Tap a column to move the pair and Rotate to turn it. Press Drop to place it. Arrow keys, up arrow and space work too.
How a board ends
If the top cell of the third column fills up, or beads overflow a column, you lose that board.
Details of this game
Damage and stones
Damage is beads popped times the chain multiplier. Every 4 points of damage sends 1 stone. Leftover points carry to your next move.
Cancelling
If stones are queued against you, the stones you send cancel them first. Only the rest goes to your opponent.
When stones land
Queued stones land after a move that popped nothing. Up to 18 at a time. They never land after a move that popped.
The opponent
The opponent is a bot playing the same falling order. Higher floors choose good moves more often and send more stones on a fixed schedule.
Floor table
On floor 1 the opponent plays its best move 30 percent of the time and sends 2 stones every 10 moves. On floor 7 that is 96 percent and 5 stones every 5 moves.
How a floor ends
A floor lasts up to 70 moves. If nobody has lost by then, the fuller board loses. A tie goes to the opponent.
Spare boards
Lose a board and you spend one spare, then replay the same floor on a fresh board. You start with 2. At 0 the run ends.
Relics
After every floor except the last, you get three relics to choose from. The pick applies from the next floor. A relic never shows up twice.
Where luck lives
Luck lives in two places. One is the falling order, where all four colors come up at equal odds. The other is the three relic offers, drawn at equal odds from the relics you do not own. The count of remaining relics is printed under the offers.
Seeds and saving
The same seed gives the same falling order and the same offers. The daily run uses the date as its seed. Progress stays in this browser. Only anonymous step counts reach the server, never bead positions or the columns you chose.
Two players, taking turns
Two people share one device and move one at a time. There is no server, so no real-time play. Both boards get the same falling order. At 60 moves each, the fuller board loses.
15 relics
This list matches the relic cards in the game. Eleven relics change how you play and four only change a number.
Echo From chain 2 on, the multiplier gets +1. Build for chains.
Rinse A chain of 3 or more clears every stone on your board.
Twin Both beads in a falling pair always share one color.
Prism Every fifth pair has a prism bead. It takes the color of the bead it lands on.
Trio knot Three beads of one color are enough to pop.
Far sight See up to three upcoming pairs.
Rewind Once per floor, take back your last move and replay it. Your opponent's reply rewinds too.
Hold box Three times per floor, hold the current pair and take the held one (or the next one).
Three hues Only blue, red and yellow beads fall on your side.
Rebound When stones land on you, send a third of them (rounded down) back.
Ember After a chain of 2 or more, every chain multiplier on your next move gets +1.
Thick shell Stones that land on you drop by a quarter (rounded down).
Deep well Your board is one row taller.
Slow bell Your opponent waits 2 more moves between stone drops.
Big knot A group of six or more beads deals 1.5 times the damage (rounded down).
Basic tips
Build from the edges
A tall middle column ends your board. Stack matching colors from the two edges instead.
Stop at three
Leave three of a color, build a different color beside it, and a single bead can pop it later.
Stones go from the side
A stone only clears when a popping bead touches it. Keep three of a color next to a stone.
Advanced tips
Build chains top-down
Layer colors so that when a lower group pops, the beads above fall into a new group of four. Even chain 2 raises damage a lot.
Use cancelling
If stones are about to land, pop one big chain first to cancel them. Small chains will not stop the flood.
Count the opponent's clock
The floor table gives the send interval. Count moves and pop before the stones arrive.
When you are stuck
Buried in stones
Watch the third column first. When it climbs, give up on a pop and drop anything into a low column.
Stuck from floor 4
The opponent now picks good moves more often. Relics that change the falling shape or the rules pay off. Try Twin or Three hues.
A relic did not fit
Replaying the same seed gives the same falling order and offers. Pick another relic and compare.