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Arcade puzzle · Number match

2048 Shooter,
number match.

Shoot numbered blocks up into the columns. Land one against the same number and they merge into double — and merges can chain.

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Tap a column to shoot · matching numbers that touch merge · a column holds 7

About the game

How 2048 Shooter works,
in short.

  1. Step 01

    Shoot into a column.

    Tap any of the five columns to shoot the block in the launcher into it. The block flies straight up and hangs under the lowest block already in that column, or from the top if the column is empty. A dashed square shows where it will land, and the next block waits beside the launcher.

  2. Step 02

    Same numbers that touch merge.

    When the block lands touching a block with the same number, directly above it or beside it in the next column, they merge into one. Two matching blocks make double, three make four times the number. The merged block takes the higher cell. Diagonal blocks don't count.

  3. Step 03

    Chain merges, and keep room.

    After a merge the columns close up, and any block that moved or grew merges again if it now touches its number, so one shot can chain. Every merge scores the number it makes. A column holds seven blocks; the run ends when neither the launcher's block nor the next one fits anywhere. Swap trades the two.

Questions

2048 Shooter questions, answered.

Strategy guide

Getting better at 2048 Shooter, step by step.

Doubling, one block at a time

2048 Shooter keeps the doubling rule of 2048 but changes how blocks move. You don't slide the board. You fire one block into one of five columns, and it hangs under whatever is already there. Each column holds seven blocks. Nothing ever leaves the board except by merging, so every shot either builds toward something or takes up space for good.

That makes the game feel closer to stacking than sliding. The blocks at the top of each column are the oldest and the hardest to change. The lowest block in each column is the only one you can reach directly. Think of the bottom edge of the board as your working surface.

Build columns that fall like dominoes

The strongest shape is a column that gets smaller as it goes down. Picture a column reading 64, 32, 16, 8 from top to bottom. Shoot an 8 into it. The new 8 lands under the old 8 and they merge into a 16. A match above takes the merged block, so the 16 sits where the old 8 was, right under the 16. Those merge into a 32, then into a 64, then into a 128 at the top. One shot sets off four merges, and you score every number made: 16, 32, 64 and 128.

To set this up:

  • Shoot big draws into big columns. A 32 belongs under a 64, not under a 4.
  • Keep one column for small numbers. When a 2 or 4 has nowhere useful to go, put it where it can pair up with the next small draw instead of burying a big block.
  • Use the side neighbours. A block also merges with a matching block beside it in the next column. A 4 that lands under a 4 with a 4 on each side makes a 32 in one go, because four matching blocks make eight times the number.
  • Read the next block. It sits beside the launcher. Swap is free and unlimited, so plan both shots together, and swap whenever the next block fits the board better.

Know what the launcher will hand you

The draw never looks at your board, but it does follow your progress. A run starts with 2s, 4s and 8s, and the smallest numbers come up most often. Bigger numbers join as your best block grows. A 16 can't be drawn until you've made a 256, for example. The range shifts upward too, and the top draw stops at 256.

That has a sharp consequence. Once you've made a 2048, 2s stop coming. Once you've made a 4096, so do 4s. Any 2 still on the board after that can never be matched by a draw. It sits there for the rest of the run, taking up a cell. So clean up your small blocks before you make your next big milestone. A board with stray 2s and 4s stuck high in the columns is the most common way a long run suddenly ends.

Mistakes that fill the columns

  • Burying a big block. Shooting a small number under a 128 seals the 128 in until that small block grows all the way back up. Check what's at the bottom of a column before you shoot.
  • Spreading evenly. Filling all five columns to the same height feels tidy but leaves no room for awkward draws. Keep at least one column short.
  • Forgetting full columns still accept matches. A column with seven blocks takes one more shot if its lowest block has the same number. A full column can be a merge, not a dead end.
  • Ignoring the swap hint. When the launcher's block fits nowhere but the next one does, the status line under the board says so. A run ends only when neither block fits.

Getting better

Watch where your chains stop. If a chain breaks because one block in the column is out of order, that's the shot to fix next time. Try to keep every column sorted from big at the top to small at the bottom, and count how many merges your best single shot set off. On a keyboard, keys 1 to 5 fire straight into a column and S swaps, which speeds up your planning once you know the board. Your best score stays in this browser, but a run in progress doesn't, so a refresh starts over.

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