How to play Tray Match
Tap tiles off a stack into a tray of seven. Three alike clear together — but fill all seven with no match and the board is over.
Tray Match is a triple-matching puzzle. Tiles are piled in overlapping layers, you take the ones that nothing is covering, and every tile you take goes into a tray of seven slots. Any three of a kind clear together the instant the third arrives.
The pressure is entirely in the tray. It does not empty on its own and there is no timer — the only thing that can end a board is seven tiles sitting in it with no set among them.
Covering
A tile can be taken only when nothing on a higher layer overlaps it. Layers alternate on a half-square offset, which is what makes the pile read as a heap rather than as several separate boards stacked neatly, and it means one tile frequently pins two or three below it.
Takeable tiles are drawn bright and covered ones dimmed, so the board always shows you what is available. Tapping a covered tile shakes it rather than silently doing nothing — a tap that vanishes reads as a broken game rather than as a blocked tile.
Why the tray is seven, and why every board can be cleared
This is the part that is easy to get wrong, and it is worth explaining because it is what makes the lose state fair.
A game you can lose is only fair if losing was avoidable. If a board simply could not be cleared with seven slots, the game would be blaming you for the generator. So the boards are not dealt at random and hoped over — the symbols are assigned by playing the board out in advance. The generator repeatedly picks three tiles that are free at that moment, stamps them as a matching set, and removes them, until every tile has a symbol.
Replaying that same order — not reversed; each set is free exactly when its turn arrives — clears the entire pile, and it never holds more than three tiles at once, because the third tile of each set clears it immediately. So the seven slots you are given are more than twice what a flawless run needs.
That gap is the point. Four slots of headroom is the room you have to be wrong in, and the whole game is spending it carefully.
What the difficulty actually is
The boards grow, and the number of different symbols grows, and neither of those is quite the same as getting harder.
Each candidate board was played out many times by two automatic players: a careless one, which completes a set when it can and otherwise takes anything, and an attentive one, which prefers symbols it already holds or can see more of. The useful number is not how often either loses but the ratio between them — how much attention is worth.
On the boards that made the final ladder that ratio runs between roughly two and four: careless play loses several times more often than careful play. On the two largest, busiest boards tried it collapsed towards one, meaning they beat everybody about equally. Those are not harder puzzles, they are punishment, and they were dropped. The ladder therefore tops out at a large stack with fewer symbols rather than a large stack with many.
Reading a stack
The symbols are shapes first and colours second — six polygons, each either solid or hollow — so the pile still reads if the hues are hard to tell apart.
Two habits matter. The first is to count before you take: if three of a symbol are visible and free, that set is safe and can be taken whenever you like, so it is worth leaving until the tray is under pressure. A symbol you can see only one of is the opposite — taking it commits a slot with no idea when the other two will surface.
The second is to think about what a tile uncovers rather than what it is. Taking the tile that frees three others is usually worth more than taking one that matches something already in your tray, because the whole difficulty of the endgame is running out of choices while holding singletons.
The daily tray
One stack a day, the same for everybody, built from the date. Clearing it extends your streak, your best time is kept, and the share text says whether you cleared it and how long it took without describing the layout.
Controls
Tap or click any tile that nothing is covering. It goes straight to the tray.
- Covered tiles are dimmed and cannot be taken; tapping one shakes it rather than doing nothing.
- New deals a fresh stack; Daily switches to today's shared tray.
Strategy tips
- Count what is visible before you take anything. Three of a symbol free on the board is a set you can cash whenever you need it, so leave it there until the tray is tight.
- A symbol you can see only one of is the dangerous one. Taking it commits a slot with no idea when its partners will appear.
- Think about what a tile uncovers, not what it is. The tile that frees three others is usually worth more than the one that matches your tray.
- Keep at least two slots clear as a rule of thumb. Almost every board is lost by opening one symbol too many while holding singletons.
- Work the top layer down rather than digging one hole. Clearing a layer evenly keeps your choices wide, and choices are the resource this game actually spends.
- If two tiles match something in the tray, take both. Completing a set is always safe and it buys back slots immediately.
- When the tray is at five, stop taking anything new. Look only for tiles that complete a set or that will uncover one.
- On the daily there is no clock, so the answer to a difficult stack is always to look longer rather than to guess.
Now play Tray Match
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