| Points |
| +25 | a wheel reaches 9 (primed) |
8→9 |
| 2ᴺ×10 | a chain of N wheels rolling over |
97+3→00 |
| ×N | multiplied by how many wheels were primed |
994×2 |
| ×5 | perfect sweep — every wheel primed |
999 |
| −50 ea. | overflowing without rolling every wheel, per primed wheel |
←109 |
| 0 | a wheel that moves but doesn't roll over |
3→8 |
| Wheel edges |
| amber | primed — on 9, one tick from rolling |
9 |
| amber glow | the tile in your hand lands exactly on 9 here |
4 |
| red dash | the tile in your hand would spill here |
9 |
| teal ▲ | the ignition wheel — its glow builds as wheels prime |
9 |
| dimmed | locked — the board is fully primed, only ▲ works |
9 |
| Winning |
| grow | one chain rolls every wheel → +1 digit |
100 |
| stage | grow the odometer to the target digits |
000 |
| endless | clear all 4 stages and the targets keep climbing |
∞ |
| daily | one seeded run — everyone gets the same tiles |
7=7 |
| 50 | tiles per stage. No way to lose, only to score less. |
50 |
| Colors |
| teal tile | the tile in your hand — tap a wheel to feed it |
7 |
| purple tile | the next tile — plan one move ahead |
4 |
| amber ring | this tile can land a wheel exactly on 9 — look for the glowing wheel |
7 |
| teal pulse | a suggested safe wheel (when the spill warning is open) |
3 |
| amber text | points earned, primes, and progress |
+160 |
| red text | the only red in the game: losing points |
−200 |
Tap a wheel to feed it. Keys 1–9 feed wheels left to
right; 0, space, or enter feed ▲; S toggles
sfx, M music. Progress saves itself — close the tab and pick up
where you left off.