Pour coloured balls between tubes until every colour stands alone. A hundred and twenty-eight rule sets run from a three-colour warm-up to the big competition trays — twenty-three lanes ten balls deep — and cover hidden depths, rainbow wilds, fused bombs, frozen balls, reverse gravity, tubes open at both ends, teleport pairs and racks where pouring follows a ring, line or star.
Eight assigned-lane sets put a guide ball under every lane, so a colour must come home to its own lane rather than merely group. Six duel modes race you against the house across an identical tray.
Two hundred and eighty puzzles span eight tiers; the smaller ones carry a proved optimal par, the big trays a verified winning line. The assistant runs a real search and says which kind of answer it has — a proved finish with the move count, or a judged move when the position is too large to settle — and every board is built backwards from a solved rack, so it can always be won.
A tray builder lets you set colours, spare lanes down to none, lane depth up to sixteen balls, balls per colour and how many trays sit on the bench at once, switch the guides on, and shuffle through thirty scramble algorithms, up to a house special that searches for the hardest board it can prove, ordered by measured difficulty, from a barely disturbed rack to a genuinely random tip-out proved solvable,, aim at a difficulty in moves, with a live preview of the exact tray you are about to play and the number of moves it takes to win. Thirty rack looks with a colour editor, ten piece themes, colour-blind symbols, twelve save slots with autosave, JSON in and out, five languages.