Stacked Seven Strategy/Tips

 

Welcome to the gameplay help page for Stacked Sevens! Here we’ll try and help you get the most out of the game with some explanations, tips and suggestions for gameplay strategies… straight from the horses mouth, so to speak!

What is Stacked Sevens?

Stacked Sevens is our new dice-based ‘dropping tile’ type puzzle game. The goal, quite simply, is to rack up the highest score you can, keeping the game board clear as long as possible! Multiple dice are stacked into a single tile space until they total 7, and then disappear – giving you a healthy score multiplier for every dice stacked.

Indeed, Stacked Sevens is really easy to pick up and play (and very hard to put down! ;) ), but you will soon find that certain strategies will earn you far higher scores! Read on to find out more about Stacked Sevens, including game play tips, and an in-depth explanation on point scoring that should have you topping the high score tables in no time!

How To Play:

  • Combine (stack!) dice on the board to make a tile space equal seven, which clears that space.
  • Simply tap in a column to drop the next dice… dice stack automatically.
  • ‘Wild’ dice will always make 7 when stacked with the dice below it.
  • Bombs let you clear a dice of your choice that has already been dropped on the board.
  • Trash lets you discard the active dice before you play it.

Game Play Modes:

Stacked Sevens has three different game play modes, each of which can be played on 3 different sized game boards. First, let’s just go over the differences between them:

  • Classic Stacked Sevens – The ‘main’ game play mode, which can be played on a 3×3, a 4×4 or a 5×5 game board. Drop dice into columns… if they add up to 7 or less, they are combined – or stacked – in a single tile space. When a tile space totals 7, that space is cleared.
  • TimeOut - Plays exactly the same as Classic, with the exception that if you don’t choose where to drop the next dice within a short time, it is dropped automatically! You’ll notice that there are ‘traffic lights’ at the top of each column, and these count down the time you have left light to make your move. Whichever column has the active traffic light when your time runs out is where the dice will drop – as long as there is space available in that column (which means if you’re not doing too well and have locked out columns, at least you don’t end up with yet another dice to clear! ;)   )
  • Straight Sevens – This plays a little differently to the previous modes;  in Straight Sevens you cannot stack more than two dice in a tile space UNLESS they make 7! So, if you drop a 3 and follow it with a 2, they will sit on top of each other and occupy two seperate tile spaces. Quite obviously, then, it’s quite a lot harder to keep your game board clear in this game!

Scoring

One of the most important aspects of Stacked Sevens to understand is that – with the obvious exception of the Straight Sevens game type – you score more points for stacking more dice into a single tile space:

  • example: if you place a 3, then combine it with a 2 to make 5, then finally another 2 to make 7, your score for completing that Stacked Seven will be multiplied by 3, because it’s a stack of 3 dice!

Not only that, but you score for EVERY dice you stack. So in our example, you would actually score nothing for your initially placed 2, then when you add the 3 to total 5, you would score 5 x 2, then when you add the final 2, you would score 7 x 3, for a total of 31 points for clearing that 7. Whereas, if you stacked a 5 onto a 2, you would only score 7 x 2 points in total for clearing that 7!

So lets take that to an extreme example… what would you score for stacking SEVEN dice?!

  • example: Your second move would score you 2 x 2, your third 3 x 3, fourth 4 x 4, fifth 5 x 5, your sixth scores 6 x 6, and finally 7 x 7. That’s a whopping 139 points for clearing ONE square!

Ok, admittedly, it’s not easy to do that in most games! :) But the point is, bear this in mind, because as you can see it can help you to score big! Don’t forget to use bombs and trash – they can help you a lot if used wisely.

Note, there are little chevrons under each filled tile space that show you how many dice are currently stacked in it.

Bombs

You can only hold one bomb at a time. If you have a bomb available, a button is shown to the top right of the game board. To use a bomb, tap the button (the icon will light green), then tap any tile space on the game board to remove it. Any dice above the one you removed will obviously drop, and will combine if they can. You will of course lose any further chances to score from that dice stack – so try and ensure you’re not about to bomb a nice big multiplier out of existence!

Knowing this, you can see that bombs can be invaluable for helping you out of sticky situations, or help you score big! Bombs are most useful for unlocking a ‘locked out’ column, where you have filled it to the top and are unable to stack any more dice. In this way, used wisely, they can often save you from a critical situation where it looks like the game is about to end. Wherever possible, try and bomb out a tile that will let the dropping tile stack, so you can clear more than one tile at a time.

You earn more bombs as you play, but only when you have used your available bomb. The size of the game board you are playing dictates how frequently you earn a new bomb. When you don’t have a bomb available, a counter displays the number of turns you will have to play before a new bomb becomes available.

Trash

Tapping the trash icon to the right of the Active Dice, if available, discards the next dice in play. You start with three ‘trash chances’ in all game modes, which is the maximum you can hold at any time.

You can earn back trash chances, assuming you have less than 3 already, during play by clearing the entire board of dice (note: only after you have played at least 10 turns in a new game!). That’s not as easy as you might think, so don’t rely on earning too many more!

Use trash wisely: you would be well advised to save them until you need them… specifically, when you have a very nearly full game board and the upcoming dice seem to be against you!

Wild Dice

At specific intervals, which varies based on the game board size you’re currently playing, your active dice will become ‘Wild’. A wild dice will become whatever number should be added to the dice below it to make 7 and clear the tile space. Scoring will be exactly as it would for the number it becomes.

Note that a wild dice placed in an empty column will NOT make 7 on it’s own, and will sit there unable to combine with anything! You will have to sacrifice a bomb or another wild dice to clear it away! This is not a bug, it’s a feature :p

There is a way to ‘earn’ wild dice, but you have to be fast! If you drop 7 new dice onto the game board within a given time, you are awarded a wild dice immediately.

‘Now And Next’

Above the game board, you see your currently active dice in the middle, and to the left of that, the dice that will follow it. Keep an eye on what is coming up – it can really help you plan ahead! For the biggest scores, you really want to be thinking at least a move ahead, or you’ll soon find the board getting filled!

Always try to think bigger than simply adding two dice together to clear a tile – don’t forget, except for the ‘Straight Sevens’ game variant, the more dice you stack into a single space, the more you score, because – and I think it’s worth repeating – you score the dice total multiplied by the total dice in the stack every time you add a new dice!

So, as explained previously on this page in the score examples, a two dice stack totalling 7 will only ever score you 14 points… but a 4 stack not only scores you 28 points for clearing the stack, but you will have scored a 2x multiplier and a 3x multiplier getting there!

Got Some Tips or Strategies You Would Like To Share?

If Stacked Sevens players have their own strategies or tips they’d like to share, by all means leave a comment below! :)

(All comments are moderated and we reserve the right to decline to publish unsuitable comments)

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