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Tenward guide: make 10 rules and survival tips

Tenward is a make-ten puzzle with a clock under it. Clear routes of tiles that add up to exactly ten while new rows rise from the bottom. Here are the rules, the scoring, the tools and how to last longer.

How to play the make 10 game

The board

Six columns by eight rows. A run starts with the bottom four rows filled with tiles numbered 1 to 9. Most tiles are 2 to 5; 8s and 9s are rare.

Make ten

Drag a route of two, three or four tiles that adds up to exactly 10. Each tile must touch the one before it, diagonals included, and no tile can be used twice. Lift your finger to clear.

Nothing refills

Tiles above a cleared cell drop down their column, but nothing new falls in from the top. Every clear is headroom you keep.

Cascades

If the tiles that drop form a new route to ten, it clears on its own. A single move can cascade up to three times.

A tap that would push your route past ten is simply ignored, so there's no penalty for trying.


The rising floor

A new row rises from the bottom every 12 seconds at the start. The interval shortens by one second for every 30 seconds you survive, down to one row every 2 seconds after five minutes. The run ends only when a rising row pushes a tile off the top of the board.

Longer routes and cascades bank relief, which slows the next row by up to half its interval. Relief resets each time a row rises, so spend it rather than save it. The clock turns to pressure with six seconds left and to critical at three. When you're ready, TAP TO RISE brings the next row up early. The clock pauses when the app goes to the background.


How scoring works

SourcePoints
Two-tile route10
Three-tile route14
Four-tile route20
Cascade wavesBase points × (wave number + 1)
Combo streak+0.25× per step, up to 4×
Surviving a row10 × the row number

A three- or four-tile route or any cascade raises your combo streak; a plain pair with no cascade resets it, and so do Shuffle and Clear. Row survival is the largest part of most scores, so staying alive matters more than any single clear.


Make 10 strategy tips

  • 01
    Know your tens.Pairs: 1+9, 2+8, 3+7, 4+6, 5+5. Triples built from the common tiles: 2+3+5, 2+4+4, 3+3+4, 1+4+5. Fours: 1+2+3+4, 2+2+3+3, 1+1+3+5. Because 2 to 5 are the most common tiles, three- and four-tile routes turn up often.
  • 02
    Prefer longer routes.A four-tile route clears twice the cells of a pair, scores more, banks relief and keeps your combo going. Take the pair only when the stack is close to the top.
  • 03
    Watch the tallest column.A run ends when any column overflows, not when the board is full. Clear from your highest column first, even for fewer points.
  • 04
    Rescue the big numbers.A 9 can only clear as a pair with a 1. An 8 needs a 2, or two 1s. Use the rare low tiles on the high ones before they strand in a column.
  • 05
    Set up cascades.Clearing low in a column drops everything above it. Look for a clear that brings two tiles together to make ten on their way down.

Tools: one charge each

Every run starts with one Undo, one Shuffle, one Hint and one Clear. You can't earn more, and using any of them marks the run as assisted.

Undo

Takes back your last move, but never past a row that has already risen.

Shuffle

Re-rolls the numbers on every tile without changing the shape of the stack, and always leaves at least one ten on the board.

Hint

Lights up one legal route.

Clear

Removes any one tile, and the column above it drops. Tapping an empty cell doesn't waste it.

Clear is best saved for a stranded 9 at the top of a tall column. Shuffle is strongest on a crowded board where no ten is in reach.


The Daily Run and Practice

The Daily Run is seeded by the UTC date, so everyone gets the same opening board and the same sequence of rising rows. A new one arrives at 00:00 UTC. Starting the Daily spends your one ranked attempt: it is claimed online before the board is dealt, so it can't be restarted on another device, and a ranked run left unfinished at the reset isn't ranked. The Daily leaderboard ranks by score. After that, choosing Daily starts Practice.

Only the ranked Daily Run counts toward your streak. Practice gives you a fresh random board any time, as often as you like, and is never ranked. Pro adds the Marathon board, which keeps your best run on today's seed, and a weekly Streak Saver that covers one missed day automatically.

The Ranks tab also runs a free weekly league: your ranked Daily scores for the week earn points, and Marathon runs never count. Every row you survive, in any run, also climbs a rank ladder that earns new tile themes.


Tenward Free vs Pro

Both modes are free, with no ads. Pro doesn't change the board, the tools or the rules.

FeatureFreePro
Ranked Daily Run1 a day1 a day
PracticeUnlimitedUnlimited
Achievements and solo challengesAllAll
Daily archiveToday + 3 daysToday + 730 days
Run history20 runs500 runs
Marathon boardNot includedIncluded
Friend codes and head-to-head challengesNot includedIncluded
Tile themesTidelight, plus rank themes you earnAdds Sunreef, Midnight, Emberglass
Streak SaverNot included1 a week
History sync across devicesNot includedIncluded, when signed in

Archive days replay as unranked practice. Tenward Pro comes with the one-time Full Game Unlock, or with the StackForge Play Pass, monthly or annual.


FAQ

What numbers add up to 10?

The pairs are 1+9, 2+8, 3+7, 4+6 and 5+5. In Tenward you can also use three or four touching tiles, such as 2+3+5 or 1+2+3+4.

Can routes go diagonally?

Yes. Each tile in a route must touch the previous one in any of eight directions, and you can't use a tile twice.

What ends a Tenward run?

A rising row pushing a tile off the top of the board. There's no other way to lose.

Can I get more Undos or Hints?

No. Every run starts with one Undo, Shuffle, Hint and Clear, and none of them is sold or earned.

When does the Daily Run reset?

At 00:00 UTC. Everyone plays the same board and rows, and the first run you start is the one that ranks.

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