How to play Chain
One tap is the whole game
Tap anywhere along the top of the board and a single heavy shard falls from that exact point. That is your only input for the entire level — everything that happens after it is physics running on its own.
The shard falls fast enough to shatter the first block it meets. It is spent on that one impact, so it will not carve a tunnel down the whole tower. What happens next is not the shard: it is what the missing block was holding up.
Because you only get the one touch, Chain is a game you play with your eyes before your finger. Nothing rewards speed. Look at the tower, work out which column is carrying the most weight, and then commit.
Blocks fall when nothing holds them
Every block rests on whatever is directly beneath it. Take one out low in a column and everything stacked above loses its floor at once and comes down together.
Speed decides what a falling block does when it lands. Arriving fast, it shatters whatever it hits and passes its momentum into the pieces, which can go on to break more. Arriving slowly, it simply settles on top and the chain stops there.
That single rule is where the depth is. A short drop onto a neighbouring stack usually does nothing. A long one through an open gap builds enough speed to break through two or three more layers, and a well-chosen gap is worth more than a well-chosen block.
Clear every glowing block
Only the glowing blocks count towards finishing a level. The dark ones are structure: their value is in what they are holding up and where they will land, not in breaking them.
A level is cleared only when every glowing block is gone. Leave one standing and the attempt does not count — but retrying is free and unlimited, so there is no cost to reading the tower again and picking a different spot.
Levels get harder by getting wider and taller rather than by getting faster. The first are five columns across and give you roughly nine winning positions out of forty-eight. The last are eight columns across and give you five, so the right answer stops being obvious and has to be found.
Frequently asked questions
Is every level actually solvable?
Yes, and it is checked rather than assumed. Each level was generated and then simulated with a tap at 48 positions across the board; it only ships if at least one of those clears every glowing block. A test re-runs that check, so a level cannot quietly become impossible.
How many taps do I get?
One per attempt. Retrying is free and unlimited, so the game is about reading the tower rather than reacting quickly.
Do I need an account?
No. There is no sign-up, no ads and no tracking. Your progress is saved in your own browser.
How many levels are there?
Twenty-four, across four sizes. The early ones give you about nine winning spots out of forty-eight; the last ones give you five.