Drop7 Research
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How Drop7 works

Drop7 is a solo puzzle on a 7 by 7 grid. Each turn gives you a numbered disc to drop in an available column. Gravity pulls it down. It explodes when its number matches the length of its row or column, and falling pieces can start a chain reaction. Explosions give you points, and the goal is to maximize your total score before the board overflows.

Every five turns, a new row of gray hidden discs pushes the board upward, and you get a large survival bonus. How hidden discs get cracked and revealed is explained below, or you can play the game first.

score0

rise
Watch a game, or hover the board and click a column to drop the next disc.

The board and the pieces

Each cell is either empty, numbered, a solid hidden disc, or a cracked disc.

numbered disc (1-7)
explodes when its row-run or column-run is exactly equal to its number
solid gray disc
hides a number, counts as occupied, needs two adjacent explosions to open
cracked gray disc
has taken one explosion, and one more adjacent explosion reveals the number underneath
empty cell
discs fall through it, a run stops at it

On every turn, the player sees the board, the next numbered disc, and the number of remaining drops until a new row of hidden discs appears. This is the information that goes into any "legal" autonomous playing strategy.

next63 drops to rise25354the boardevery visible disc, including which grays are crackedthe next discshown before you choose a columndrops until the risea new row of hidden gray discs pushes up the boardhidden gray valuesfixed when the row appeared, unknown until revealedfuture discsthe random sequence is not knowable
The visible board, the next disc, and the rise clock are public. What is under a gray disc is unknowable until it is opened, and nobody knows which discs are coming after the next one.

Pick a column each turn

Choose one of the seven columns, and gravity does the rest.

4655You choose a column, not a cellThe disc slides down until it rests onthe highest occupied cell of thatcolumn — here the 4 in the bottom row.You cannot place a disc anywhere else,and you cannot skip a turn.
645step 1 of 3Before the moveA 5 is the next disc. The player chooses column 4.Columns are numbered 1–7 from the left.drops until risepoints this move+0564step 2 of 3The disc drops to the lowest empty cellIt lands on top of the 6, which sits on the 4. Itscolumn now holds three discs: 5, 6, 4. None of themequals 3, so nothing happens.drops until risepoints this move+0564step 3 of 3Settled — ready for the next discThe turn is over. A new disc appears and the riseclock ticks down by one.drops until risepoints this move+0
64
1. Before the move
564
2. The disc drops to the lowest empty cell
564
3. Settled — ready for the next disc
Result: score +0
The simplest possible move: the disc lands and nothing matches.

A column can only accept a new disc if its top cell is empty.

okokfullokokokok52643534Legal while the top cell is emptyColumn 3 is stacked to the top, so itcannot accept a disc. If every column isfull, the game ends immediately. A fullcolumn also blocks the next rise: theboard cannot shift up into an occupiedtop row.

A disc explodes when its number matches its run

Count the unbroken occupied cells through the disc in its row and its column, including the disc itself. It explodes if either run length exactly equals its number.

563123123run of 3 through a 33 = 3 → it clearsEvery disc in the board whoserow-run or column-run equals itsnumber clears in the same wave.
The 3 sits beside a 5 and a 6, making a run of three occupied cells. The 3 clears because its own number matches that run; the 5 and 6 stay.

Each animation steps through a single turn, where a column is chosen to drop a particular incoming disc, and the result plays out. Below each animation, the steps of a multi-stage explosion are also laid out as a filmstrip.

5643step 1 of 5Before the moveA 5 and a 6 sit side by side. The 4 in the corner is abystander.drops until risepoints this move+05634step 2 of 5The disc drops to the lowest empty cellThe 3 lands next to them, making a horizontal run ofthree occupied cells.drops until risepoints this move+05634step 3 of 5Wave 1: 1 disc match and clear (+7)The run length matches the 3, so that disc clears for7 points. The neighboring 5 and 6 compare the same runwith their own numbers and stay.drops until risepoints this move+7564step 4 of 5ClearedThe 3 is removed. Every numbered disc is judgedindependently, even when several share the same run.drops until risepoints this move+7564step 5 of 5Settled — ready for the next discThe board settles. Nothing was above the cleared disc,so nothing falls.drops until risepoints this move+7
564
1. Before the move
5634
2. The disc drops to the lowest empty cell
5634
3. Wave 1: 1 disc match and clear (+7)
564
4. Cleared
564
5. Settled — ready for the next disc
Result: score +7 · 1 wave (wave 1: 1 × 7)
Only the disc whose own number matches the run length explodes.

The same rule reads downwards. A column-run counts the occupied cells stacked directly above and below the disc:

5643step 1 of 5Before the moveA 5 rests on a 6 in column 3.drops until risepoints this move+03564step 2 of 5The disc drops to the lowest empty cellThe 3 lands on top, making a vertical run of threeoccupied cells.drops until risepoints this move+03564step 3 of 5Wave 1: 1 disc match and clear (+7)The run length matches the 3, so that disc clears. The5 and 6 stay because neither number matches 3.drops until risepoints this move+7564step 4 of 5ClearedThe 3 is removed for 7 points.drops until risepoints this move+7564step 5 of 5Settled — ready for the next discSettled. The 5 and 6 remain stacked.drops until risepoints this move+7
564
1. Before the move
3564
2. The disc drops to the lowest empty cell
3564
3. Wave 1: 1 disc match and clear (+7)
564
4. Cleared
564
5. Settled — ready for the next disc
Result: score +7 · 1 wave (wave 1: 1 × 7)
A vertical clear. A disc only needs one of its two runs to match.

The match has to be exact. A run that is too long does nothing:

652123123run of 3 through a 23 ≠ 2 → it staysThe match must be exact. A runlonger than the number does nothing,and every other disc in the runcounts toward its length.
This 2 sits in a run of three. 3 is not 2, so it stays. A disc is never cleared for being in a run longer than its number.
6527step 1 of 3Before the moveA 6, 5, and 2 form a run of three. None matches thatrow-run or its column-run, so the board is stable.drops until risepoints this move+06527step 2 of 3The disc drops to the lowest empty cellA 7 lands at the end, making the row-run four cellslong.drops until risepoints this move+06527step 3 of 3Settled — ready for the next discThe 2 still does not clear: 4 ≠ 2. The 6, 5, and 7 arestable too, so nothing moves and the turn ends.drops until risepoints this move+0
652
1. Before the move
6527
2. The disc drops to the lowest empty cell
6527
3. Settled — ready for the next disc
Result: score +0
Too long is as good as too short. The surrounding values do not need to match one another; each disc compares its own number with its row-run and column-run.

Gray discs count toward the length of a run, even though they have no visible number to compare. A 3 beside a 5, a 6, and a gray disc is in a run of four, not three.

35612341234run of 4 through a 34 ≠ 3 → it staysGray discs count toward the runlength even though they have nonumber to compare.
The 3, 5, 6, and gray disc form a run of four. The gray disc lengthens the run, so the 3 does not clear.
563step 1 of 3Before the moveA 5 and a 6 rest against a solid gray disc.drops until risepoints this move+0356step 2 of 3The disc drops to the lowest empty cellA 3 lands on their left. Without the gray disc, itwould sit in a run of three.drops until risepoints this move+0356step 3 of 3Settled — ready for the next discIt stays: the gray disc extends the occupied run tofour, and 4 ≠ 3. The 5 and 6 are stable too.drops until risepoints this move+0
56
1. Before the move
356
2. The disc drops to the lowest empty cell
356
3. Settled — ready for the next disc
Result: score +0
A gray disc has no visible number, but it still counts as an occupied cell when every numbered disc measures its run.

Cracking and revealing gray discs

A solid gray disc hides a number from 1 to 7. It opens in two steps. Whenever a disc directly next to it explodes (above, below, left, or right, not diagonally), then the gray disc takes one hit:

  • the first hit turns a solid disc into a cracked disc ;
  • the second hit reveals the number underneath, which is an ordinary numbered disc from then on.

Hits are counted per wave of explosions, so a solid disc hit by two clearing neighbours in the same wave opens immediately.

56743step 1 of 5Before the moveA solid gray disc sits beside the open top of acolumn. The visible 5, 6, 7, and 4 are all stablesupports.drops until risepoints this move+035674step 2 of 5The disc drops to the lowest empty cellThe 3 lands beside the gray disc and above the 5 and7, making a column-run of three.drops until risepoints this move+035674step 3 of 5Wave 1: 1 disc match and clear (+7)Only the 3 clears. Because the gray disc is directlybeside it, the gray disc takes exactly one hit.drops until risepoints this move+75674step 4 of 5Cleared — and neighbouring gray discs take hitsOne hit on a solid disc cracks it. Its number is stillhidden.drops until risepoints this move+75674step 5 of 5Settled — ready for the next discSettled. The crack is permanent: the next hit willopen it.drops until risepoints this move+7
5674
1. Before the move
35674
2. The disc drops to the lowest empty cell
35674
3. Wave 1: 1 disc match and clear (+7)
5674
4. Cleared — and neighbouring gray discs take hits
5674
5. Settled — ready for the next disc
Result: score +7 · 1 wave (wave 1: 1 × 7)
One hit cracks. The disc is still an obstacle, still counts toward runs, and still hides its number.
56743step 1 of 5Before the moveThe same stable supports, but the neighboring graydisc is already cracked.drops until risepoints this move+035674step 2 of 5The disc drops to the lowest empty cellThe 3 drops in and makes a column-run of three.drops until risepoints this move+035674step 3 of 5Wave 1: 1 disc match and clear (+7)Only the 3 clears, giving the cracked disc beside itanother hit.drops until risepoints this move+755674step 4 of 5Cleared — and neighbouring gray discs take hitsThe hit reveals the hidden number. Here it is a 5,which is now a normal disc.drops until risepoints this move+755674step 5 of 5Settled — ready for the next discSettled. The revealed 5 has a row-run of 1 and acolumn-run of 3, so it stays.drops until risepoints this move+7
5674
1. Before the move
35674
2. The disc drops to the lowest empty cell
35674
3. Wave 1: 1 disc match and clear (+7)
55674
4. Cleared — and neighbouring gray discs take hits
55674
5. Settled — ready for the next disc
Result: score +7 · 1 wave (wave 1: 1 × 7)
Two hits open a gray disc. Revealing is how the board gets new numbers, and how it gets new problems.

Those two hits do not have to come on different turns. In this position, a 3 clears by its row-run while a 2 beside it clears by its column-run. With a solid gray disc between them, both explosions hit it at once:

36572step 1 of 5Before the moveA 3 sits immediately left of a solid gray disc. The 6,5, and 7 underneath are stable supports.drops until risepoints this move+032657step 2 of 5The disc drops to the lowest empty cellA 2 drops on the gray disc's right. The upper row isnow 3, gray, 2, and the 2 also has a column-run oftwo.drops until risepoints this move+032657step 3 of 5Wave 1: 2 discs match and clear (+14)The 3 clears because its row-run is 3; the 2 clearsbecause its column-run is 2. Together they score 14points.drops until risepoints this move+144657step 4 of 5Cleared — and neighbouring gray discs take hitsThe gray disc had a clearing neighbour on both sides.Two hits in one wave open it straight to its number.Here it is a 4.drops until risepoints this move+144657step 5 of 5Settled — ready for the next discSettled. The 4 stays on its supporting 5.drops until risepoints this move+14
3657
1. Before the move
32657
2. The disc drops to the lowest empty cell
32657
3. Wave 1: 2 discs match and clear (+14)
4657
4. Cleared — and neighbouring gray discs take hits
4657
5. Settled — ready for the next disc
Result: score +14 · 1 wave (wave 1: 2 × 7)
Two neighbours clearing in the same wave skip the cracked state. The gray disc never exists as a cracked disc on this board.

The same counting works when the two hits are not on opposite sides:

53627step 1 of 6Before the moveA solid gray disc has a 3 above it and a 2 beside it.The nearby 5 and 6 are stable.drops until risepoints this move+053762step 2 of 6The disc drops to the lowest empty cellA 7 lands on the 2, completing a three-cell rowthrough the 3 and a two-cell column through the 2.drops until risepoints this move+053762step 3 of 6Wave 1: 2 discs match and clear (+14)The 3 and 2 clear together. The 5 and 7 share the samerow but stay because their numbers do not match itslength.drops until risepoints this move+145764step 4 of 6Cleared — and neighbouring gray discs take hitsOn the pre-clear board, the gray disc had the clearing3 above it and the clearing 2 beside it. Those twoperpendicular hits reveal a 4 immediately.drops until risepoints this move+145647step 5 of 6Gravity: everything above fallsGravity drops the 7 into the cleared 2's space. Thewave scores 14 points, and every remaining number isstable.drops until risepoints this move+145647step 6 of 6Settled — ready for the next discdrops until risepoints this move+14
5362
1. Before the move
53762
2. The disc drops to the lowest empty cell
53762
3. Wave 1: 2 discs match and clear (+14)
5764
4. Cleared — and neighbouring gray discs take hits
5647
5. Gravity: everything above falls
5647
6. Settled — ready for the next disc
Result: score +14 · 1 wave (wave 1: 2 × 7)
Two hits in the same wave open a solid disc at once. Hits are judged on the board before the clear, so a disc that is about to be removed still counts as a neighbour.

A gray disc's number is always chosen uniformly at random from 1 to 7.

Gravity and chain reactions

When discs clear, everything above them falls straight down. If the changed board creates a new match, those discs clear too. That is wave 2, and the process can continue. Each successive wave is worth more than the last.

5677453step 1 of 7Before the moveA cracked gray disc and a solid gray disc sit abovestable 5, 6, 7, 4, and 5 supports.drops until risepoints this move+03567745step 2 of 7The disc drops to the lowest empty cellThe 3 drops beside the cracked disc. Its row-run andcolumn-run are both three.drops until risepoints this move+03567745step 3 of 7Wave 1: 1 disc match and clear (+7)Wave 1: only the 3 clears, scoring 7 points.drops until risepoints this move+72567745step 4 of 7Cleared — and neighbouring gray discs take hitsThe adjacent cracked disc takes its second hit andreveals a 2. The solid gray disc beside it was notnext to the clearing 3, so it is untouched.drops until risepoints this move+72567745step 5 of 7Wave 2: 1 disc match and clear (+39)Wave 2: the revealed 2 now has a row-run of two withthe solid gray disc, so it clears for 39 points.drops until risepoints this move+46567745step 6 of 7Cleared — and neighbouring gray discs take hitsThat explosion hits the solid gray disc and cracks it.drops until risepoints this move+46567745step 7 of 7Settled — ready for the next discNothing else matches, so the cascade ends. Total forthe move: 7 + 39 = 46.drops until risepoints this move+46
567745
1. Before the move
3567745
2. The disc drops to the lowest empty cell
3567745
3. Wave 1: 1 disc match and clear (+7)
2567745
4. Cleared — and neighbouring gray discs take hits
2567745
5. Wave 2: 1 disc match and clear (+39)
567745
6. Cleared — and neighbouring gray discs take hits
567745
7. Settled — ready for the next disc
Result: score +46 · 2 waves (wave 1: 1 × 7, wave 2: 1 × 39)
A two-wave chain. The second wave comes from a newly revealed 2 whose own run happens to match, which is why reveals can keep a cascade going.

Everything inside one move (however many waves) happens before the next disc is offered, and the player has no decisions to make during it.

Scoring

Each disc cleared in chain wave d is worth floor(7 × d^2.5) points. The curve is steep on purpose: a disc in wave 8 is worth 181 times a disc in wave 1.

Points per cleared disc, by chain wave — floor(7 × d^2.5)
04008001,200wave 1: 7 points per discwave 17wave 2: 39 points per discwave 239wave 3: 109 points per discwave 3109wave 4: 224 points per discwave 4224wave 5: 391 points per discwave 5391wave 6: 617 points per discwave 6617wave 7: 907 points per discwave 7907wave 8: 1,267 points per discwave 81,267
table view
chain wavepoints per disc
17
239
3109
4224
5391
6617
7907
81,267
Per-disc value by wave. Multiply by the number of discs in the wave; a wave of three discs at depth 3 is 3 × 109 = 327.

Two bonuses sit on top of the wave points:

EventBonusWhen
the board rises (every fifth drop)17,000awarded with every rise, on top of whatever the move scored
the board is completely empty after a move70,000awarded whenever a move ends with no discs on the board at all
1step 1 of 5Before the moveThe board is empty and the next disc is a 1.drops until risepoints this move+01step 2 of 5The disc drops to the lowest empty cellThe 1 lands by itself, so both its row-run andcolumn-run have length 1.drops until risepoints this move+01step 3 of 5Wave 1: 1 disc match and clear (+7)The 1 clears for 7 points.drops until risepoints this move+7step 4 of 5ClearedRemoved, and the board is completely empty again.drops until risepoints this move+7step 5 of 5Board cleared (+70,000)An empty board after a move is worth 70,000 points ontop of the 7. It is rare in real play, because therise keeps adding gray rows, but it is the singlelargest bonus in the game.drops until risepoints this move+70,007
1. Before the move
1
2. The disc drops to the lowest empty cell
1
3. Wave 1: 1 disc match and clear (+7)
4. Cleared
5. Board cleared (+70,000)
Result: score +70,007 · 1 wave (wave 1: 1 × 7) · board-clear bonus included
Clearing the whole board. The 70,000 is awarded at the end of the move, after every wave has resolved.

Every fifth drop, the board rises

A clock counts down from 5. Each drop ticks it once. When it reaches zero, the whole board shifts up one row and a new row of seven solid gray discs appears along the bottom. The clock resets to 5 and play continues.

drop 14 leftdrop 23 leftdrop 32 leftdrop 41 leftdrop 50 leftthen▲ rise+17,000The clock resets to 5 after every rise. A chain that is still running when the risehappens keeps counting its wave depth instead of starting again at wave 1.
45step 1 of 4Before the moveOnly one drop remains on the clock. A single 4 is onthe board.drops until risepoints this move+045step 2 of 4The disc drops to the lowest empty cellThe 5 lands in column 6. Nothing matches.drops until risepoints this move+045step 3 of 4Fifth drop: the board rises (+17,000)The drop was the fifth of the cycle: every disc movesup one row, a full row of gray discs slides inunderneath, and the rise bonus of 17,000 is awarded.The clock is back at 5.drops until risepoints this move+17,00045step 4 of 4Settled — ready for the next discThe new gray row is seven more hidden numbers, andseven more occupied cells that lengthen every verticalrun by one.drops until risepoints this move+17,000
4
1. Before the move
45
2. The disc drops to the lowest empty cell
45
3. Fifth drop: the board rises (+17,000)
45
4. Settled — ready for the next disc
Result: score +17,000 · the board rose and the rise clock reset to 5
The rise happens after the move's cascade has finished. If the new row creates matches, they clear as part of the same move. The wave counter does not restart.

Two details of the rise matter for strategy. It happens after the cascade of the move that triggered it, not before; and the seven new gray discs are seven more unknown numbers and seven more occupied cells, which lengthens every vertical run passing through them.

How a game ends

There are exactly two ways for a game to end, and both are about running out of room:

  1. The board cannot rise. When the clock reaches zero, every column must have an empty top cell for the board to shift up. If any column is stacked to the top, the rise is impossible and the game is over.
  2. No column can take a disc. If every column is full, there is no legal move, and the game is over.
52643524step 1 of 3Before the moveColumn 4 is stacked to the very top with stable mixedvalues, and the clock is on its last drop.drops until risepoints this move+052643542step 2 of 3The disc drops to the lowest empty cellThe 4 lands safely in column 1. Nothing matches.drops until risepoints this move+052643542step 3 of 3Game overBut the drop was the fifth of the cycle, and the boardmust now rise. Column 4 has no empty top cell to riseinto, so the rise fails and the game ends immediately.The score earned so far is kept.drops until risepoints this movegame over
5264352
1. Before the move
52643542
2. The disc drops to the lowest empty cell
52643542
3. Game over
Result: score +0 · the game is over
A blocked rise. A single full column ends the game even when six other columns have plenty of space, which is why height is the thing every strategy here watches most closely.

Nothing else ends a game: there are no timers, no move limits, and no way to lose points.

Vocabulary

RulePrecisely
Board7 columns × 7 rows.
A turnYou are shown the next disc; you choose a column whose top cell is empty; the disc falls to the lowest empty cell in that column.
ClearingA numbered disc clears when the contiguous run of occupied cells through it, along its row or its column, has length exactly equal to its number. Gray discs count as occupied.
WavesAll matching discs clear simultaneously; gravity then pulls everything above them down; if new matches exist, the next wave clears them; repeat until nothing matches.
Gray discsMight be a hidden gray disc or a cracked gray disc. An orthogonally adjacent disc clearing in the current wave, judged on the pre-clear board, gives the disc a hit. Solid + 1 hit = cracked. Cracked + 1 hit = revealed. Solid + 2 hits in one wave = revealed. The revealed number is uniform on 1-7, and this engine draws it at reveal time unless latent mode fixes it in advance.
Wave scorefloor(7 × d^2.5) points per disc cleared in wave d: 7, 39, 109, 224, 391, 617, 907, 1,267, …
RiseAfter every fifth drop (and after that move's cascade), the board moves up one row and a row of seven solid gray discs appears at the bottom. This gives a +17,000 survival bonus. A cascade caused by the new row might continue the move's wave count.
Board clearA move that ends with an empty board earns +70,000.
Game overThe board must rise but some column's top cell is occupied; or no column can accept a disc.
InformationThe player and any legal policy see only the board, the next disc, and the rise clock. Hidden gray values and future discs are unknown to the player and any legal policy.

Why the strategy is hard

A common pattern that human players naturally do in this game, that every computer policy so far has not been able to perform, involves the long-term strategic thinking to build up large chain reactions. If you review the computer games, you will see they tend to play very efficiently but currently lose because of avoidable mistakes.