2 7 3 11 5 13

Dirama

Goal

  • The board starts completely full. Clear every tile to win — merge into bigger numbers, then break full lines back down.
  • Since there's no empty cell to start, your very first move is always a merge.
  • The bar under your score tracks how much of the board you've cleared.
  • If the board shrinks as you play (empty rows and columns fall away), shrinking it all the way down to a single cell also wins the game — you don't have to reach zero tiles.

Choose & place

  • Each turn you're offered 3 numbers (almost always primes, with the occasional 1) — pick one and drag it onto any board cell.
  • The other two are discarded and replaced along with the one you played.
  • Empty cell: it's placed as-is. Occupied cell: if the colors or values match, the two values add together — that's the only way to build bigger numbers. No match, no merge.
  • 1 is always a wildcard, and any other number has a small chance of being one too — a wildcard can always be placed on any tile, no matter its color or value. Look for the pulsating gold ring on a candidate.

Clearing a line

  • Placing a tile can only clear the row and column you just placed into, and only when that row/column is completely full, every value unique, and one of them must divide evenly into all the rest.
  • That number stays exactly where it is — every other tile in the line disappears.
  • Nothing else on the board is ever touched — no chain reactions. Only your own placement ever clears a line.
  • Clear both a row and a column at once for a Cross Trigger bonus.

Progression

  • The starting board can already include any prime the game uses, up to 13 — some boards open with a big prime already in play.
  • The numbers offered each turn start conservative — just 2s and 3s — and bigger primes (5, 7, 11, 13) unlock the more lines you clear.
Score 0
Best 0
0% cleared
Choose one
2
2
2

Not signed in

Custom Board DEV ONLY

Leave a cell blank for empty.

Candidates

Score 0
Daily Challenge

0