Drop7 Research
← Learn

How Drop7 works

Drop7 is a one-player puzzle on a 7 by 7 grid. Each turn you are handed a numbered disc to drop in an available column. The disc falls, can explode based on rules described below, and can set off a chain reaction of explosions as falling discs rearrange themselves. Every five turns, the whole board is pushed up one row by a fresh row of gray "hidden discs". Creating explosions near the hidden discs cracks and reveals a number. Keep the board from overflowing for as long as you can, and score as much as you can on the way.

The rest of this page makes that short description more precise.

1. The board and the pieces

There are only three kinds of thing on the board, plus empty space:

numbered disc (1–7)
clears when its row-run or column-run is exactly its number
solid gray disc
hides a number; counts as occupied; needs two hits to open
cracked gray disc
has taken one hit; one more reveals the number underneath
empty cell
discs fall through it; a run stops at it

This is what the player sees when playing the game.

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.

2. A turn: pick a column

You do not place the disc in a cell; you 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 3(columns are numbered 0–6 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 is legal only while its top cell is empty. A full column cannot take a disc, and it matters for the rise too (section 7):

okokfullokokokok55555535Legal while the top cell is emptyColumn 2 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.

3. The one rule: a disc clears when its run equals its number

A numbered disc disappears when the unbroken line of occupied cells through it — counted along its row, or along its column — has a length exactly equal to its number. Count the run, compare it to the disc, done.

333123123run of 3 through a 33 = 3 → it clearsEvery disc in the board whoserow-run or column-run equals itsnumber clears in the same wave.
Three occupied cells in a row through this 3. The run is exactly 3, so it clears — and so do the other two 3s in the run, because their own runs are also 3.
3363step 1 of 5Before the moveTwo 3s sit side by side with an empty cell to theirright. The 6 in the corner is a bystander.drops until risepoints this move+03336step 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+03336step 3 of 5Wave 1: 3 discs match and clear (+21)Each of the three 3s now sits in a row-run of length3, so all three clear in the same wave: 3 discs × 7points.drops until risepoints this move+216step 4 of 5ClearedThey are removed together. The 6 is untouched: itsrow-run was 1 and its column-run was 1.drops until risepoints this move+216step 5 of 5Settled — ready for the next discThe board settles. Nothing was above the cleareddiscs, so nothing falls.drops until risepoints this move+21
336
1. Before the move
3336
2. The disc drops to the lowest empty cell
3336
3. Wave 1: 3 discs match and clear (+21)
6
4. Cleared
6
5. Settled — ready for the next disc
Result: score +21 · 1 wave (wave 1: 3 × 7)
A horizontal clear. The wave clears every matching disc at once — it is never one disc at a time.

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

3363step 1 of 5Before the moveTwo 3s are stacked in column 2.drops until risepoints this move+03336step 2 of 5The disc drops to the lowest empty cellA third 3 lands on top of them.drops until risepoints this move+03336step 3 of 5Wave 1: 3 discs match and clear (+21)Each 3 is now in a column-run of exactly 3. All threeclear.drops until risepoints this move+216step 4 of 5ClearedRemoved together: 3 × 7 = 21 points.drops until risepoints this move+216step 5 of 5Settled — ready for the next discSettled.drops until risepoints this move+21
336
1. Before the move
3336
2. The disc drops to the lowest empty cell
3336
3. Wave 1: 3 discs match and clear (+21)
6
4. Cleared
6
5. Settled — ready for the next disc
Result: score +21 · 1 wave (wave 1: 3 × 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:

222123123run 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.
2222step 1 of 3Before the moveThree 2s in a row. Each sits in a run of three, and 3≠ 2, so they are stable — the run was overbuilt andthe 2s are stuck.drops until risepoints this move+02222step 2 of 3The disc drops to the lowest empty cellA fourth 2 lands at the end of the run, making it fourcells long.drops until risepoints this move+02222step 3 of 3Settled — ready for the next disc4 ≠ 2. Nothing clears, nothing moves, and the turnsimply ends. The only ways to free these 2s now are toget one of them into a column-run of exactly 2, or toshorten the row from underneath.drops until risepoints this move+0
222
1. Before the move
2222
2. The disc drops to the lowest empty cell
2222
3. Settled — ready for the next disc
Result: score +0
Too long is as good as too short. Overbuilding a run is one of the classic ways to lock numbers onto the board.
33312341234run of 4 through a 34 ≠ 3 → it staysGray discs count toward the runlength even though they have nonumber to compare.
Three 3s and a gray disc form a run of four. The gray disc lengthens the run, so the 3s do not clear.
333step 1 of 3Before the moveTwo 3s rest against a solid gray disc.drops until risepoints this move+0333step 2 of 3The disc drops to the lowest empty cellA 3 lands on their left, and it looks like the three3s should go.drops until risepoints this move+0333step 3 of 3Settled — ready for the next discThey do not: the gray disc extends the run to four. 4≠ 3. The board is stuck until something shortens thatrun or opens the gray.drops until risepoints this move+0
33
1. Before the move
333
2. The disc drops to the lowest empty cell
333
3. Settled — ready for the next disc
Result: score +0
The same three 3s that cleared in section 3 — blocked by one gray disc counting as a fourth cell.

4. Gray discs: cracking and revealing

A solid gray disc hides a number from 1 to 7. It opens in two steps. Whenever a disc directly next to it (above, below, left, or right — never diagonally) clears, 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 becomes an ordinary numbered disc from then on.

Hits are counted per wave, on the board as it was just before the wave's discs were removed. A cracked disc therefore needs one more hit; a solid disc hit by two clearing neighbours in the same wave opens immediately.

333step 1 of 6Before the moveA solid gray disc rests on the middle 3.drops until risepoints this move+0333step 2 of 6The disc drops to the lowest empty cellThe dropped 3 completes a run of three.drops until risepoints this move+0333step 3 of 6Wave 1: 3 discs match and clear (+21)All three 3s clear. The gray disc is directly aboveone of them, so it takes exactly one hit.drops until risepoints this move+21step 4 of 6Cleared — and neighbouring gray discs take hitsOne hit on a solid disc cracks it. Its number is stillhidden.drops until risepoints this move+21step 5 of 6Gravity: everything above fallsWith nothing under it any more, the cracked disc fallsto the bottom row.drops until risepoints this move+21step 6 of 6Settled — ready for the next discSettled. The crack is permanent: the next hit willopen it.drops until risepoints this move+21
33
1. Before the move
333
2. The disc drops to the lowest empty cell
333
3. Wave 1: 3 discs match and clear (+21)
4. Cleared — and neighbouring gray discs take hits
5. Gravity: everything above falls
6. Settled — ready for the next disc
Result: score +21 · 1 wave (wave 1: 3 × 7)
One hit cracks. The disc is still an obstacle, still counts toward runs, and still hides its number.
333step 1 of 6Before the moveThe same position, but the gray disc is alreadycracked.drops until risepoints this move+0333step 2 of 6The disc drops to the lowest empty cellThe 3 drops in.drops until risepoints this move+0333step 3 of 6Wave 1: 3 discs match and clear (+21)The three 3s clear, and the cracked disc above themtakes its second hit.drops until risepoints this move+215step 4 of 6Cleared — and neighbouring gray discs take hitsThe second hit reveals the hidden number — here a 5 —which is now a normal disc.drops until risepoints this move+215step 5 of 6Gravity: everything above fallsIt falls into the gap left by the cleared 3s.drops until risepoints this move+215step 6 of 6Settled — ready for the next discSettled. The 5 sits alone: row-run 1, column-run 1,neither equals 5, so it stays.drops until risepoints this move+21
33
1. Before the move
333
2. The disc drops to the lowest empty cell
333
3. Wave 1: 3 discs match and clear (+21)
5
4. Cleared — and neighbouring gray discs take hits
5
5. Gravity: everything above falls
5
6. Settled — ready for the next disc
Result: score +21 · 1 wave (wave 1: 3 × 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. Place a 3 on each side of a solid gray disc and both numbered discs sit in a row-run of three — so they both clear, and the gray disc is hit from left and right at once:

33step 1 of 5Before the moveA 3 sits immediately left of a solid gray disc.drops until risepoints this move+033step 2 of 5The disc drops to the lowest empty cellA second 3 drops on the gray disc's right: the row isnow 3, gray, 3.drops until risepoints this move+033step 3 of 5Wave 1: 2 discs match and clear (+14)Each 3 is in a row-run of three occupied cells, soboth clear in the same wave. 2 × 7 = 14 points.drops until risepoints this move+144step 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 a 4.drops until risepoints this move+144step 5 of 5Settled — ready for the next discSettled. The 4 sits alone and stays.drops until risepoints this move+14
3
1. Before the move
33
2. The disc drops to the lowest empty cell
33
3. Wave 1: 2 discs match and clear (+14)
4
4. Cleared — and neighbouring gray discs take hits
4
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:

3323step 1 of 5Before the moveTwo gray discs on the floor support two 3s. A lone 2sits to their right in the bottom row, in a run ofthree.drops until risepoints this move+03332step 2 of 5The disc drops to the lowest empty cellA 3 lands on the 2. Its row now holds 3, 3, 3 — andthe 2 underneath it is now in a column-run of exactly2.drops until risepoints this move+03332step 3 of 5Wave 1: 4 discs match and clear (+28)Four discs clear in one wave: the three 3s and the 2.Each wave clears every matching disc simultaneously.drops until risepoints this move+284step 4 of 5Cleared — and neighbouring gray discs take hitsCount the hits on the pre-clear board. The right-handgray disc had a clearing 3 above it and the clearing 2beside it: two hits in one wave, so it opens straightto its number (a 4). The left-hand gray disc had onlythe 3 above it: one hit, so it cracks.drops until risepoints this move+284step 5 of 5Settled — ready for the next discNothing is left to fall. 4 × 7 = 28 points for thewave; the two revealed or cracked discs are now partof the board.drops until risepoints this move+28
332
1. Before the move
3332
2. The disc drops to the lowest empty cell
3332
3. Wave 1: 4 discs match and clear (+28)
4
4. Cleared — and neighbouring gray discs take hits
4
5. Settled — ready for the next disc
Result: score +28 · 1 wave (wave 1: 4 × 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 hides one number from 1 to 7, drawn uniformly. Nothing you do changes the odds — you only control when and whether it is exposed.

5. Gravity and chain reactions

When discs clear, everything above them falls straight down. If the fall creates a new match, those discs clear too — that is wave 2, and it can go on. Each wave is worth more than the last (section 6).

333step 1 of 8Before the moveTwo 3s on the floor, a solid gray disc and a crackedgray disc resting on them, and another gray discfurther right.drops until risepoints this move+0333step 2 of 8The disc drops to the lowest empty cellA 3 drops in on the left, completing a horizontal runof three.drops until risepoints this move+0333step 3 of 8Wave 1: 3 discs match and clear (+21)Wave 1: the three 3s clear. 3 × 7 = 21 points.drops until risepoints this move+211step 4 of 8Cleared — and neighbouring gray discs take hitsHits: the solid disc above column 2 had one clearingneighbour below it and cracks; the already-crackeddisc above column 3 takes its second hit and reveals a1. The far-right gray disc had no clearing neighbourand is untouched.drops until risepoints this move+211step 5 of 8Gravity: everything above fallsGravity: the cracked disc and the new 1 fall into thegap.drops until risepoints this move+211step 6 of 8Wave 2: 1 disc match and clear (+39)Wave 2: the 1 now stands alone in its column. A run of1 equals its number, so it clears — the chaincontinues.drops until risepoints this move+604step 7 of 8Cleared — and neighbouring gray discs take hitsThe cracked disc beside the 1 takes the hit it neededand reveals a 4. 1 disc × 39 points: wave 2 pays morethan five times what wave 1 paid per disc.drops until risepoints this move+604step 8 of 8Settled — ready for the next discNothing else matches, so the cascade ends. Total forthe move: 21 + 39 = 60, and the board has changedshape twice.drops until risepoints this move+60
33
1. Before the move
333
2. The disc drops to the lowest empty cell
333
3. Wave 1: 3 discs match and clear (+21)
1
4. Cleared — and neighbouring gray discs take hits
1
5. Gravity: everything above falls
1
6. Wave 2: 1 disc match and clear (+39)
4
7. Cleared — and neighbouring gray discs take hits
4
8. Settled — ready for the next disc
Result: score +60 · 2 waves (wave 1: 3 × 7, wave 2: 1 × 39)
A two-wave chain. Notice that the second wave was caused by a disc that did not exist before the move — the revealed 1 — which is why reveals are the engine of long chains.

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

6. 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
333step 1 of 5Before the moveOnly two 3s remain on the board.drops until risepoints this move+0333step 2 of 5The disc drops to the lowest empty cellA third 3 completes the run.drops until risepoints this move+0333step 3 of 5Wave 1: 3 discs match and clear (+21)All three clear: 21 points for the wave.drops until risepoints this move+21step 4 of 5ClearedRemoved — and the board is now completely empty.drops until risepoints this move+21step 5 of 5Board cleared (+70,000)An empty board after a move is worth 70,000 points ontop of the 21. 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+70,021
33
1. Before the move
333
2. The disc drops to the lowest empty cell
333
3. Wave 1: 3 discs match and clear (+21)
4. Cleared
5. Board cleared (+70,000)
Result: score +70,021 · 1 wave (wave 1: 3 × 7) · board-clear bonus included
Clearing the last discs. The 70,000 is awarded at the end of the move, after every wave has resolved.

7. 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 5. 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 own cascade has finished. If the new row creates matches, those clear as a continuation 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.

8. 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.
56565654step 1 of 3Before the moveColumn 3 is stacked to the very top with alternating5s and 6s, and the clock is on its last drop.drops until risepoints this move+056565645step 2 of 3The disc drops to the lowest empty cellThe 4 lands safely in column 0. Nothing matches.drops until risepoints this move+056565645step 3 of 3Game overBut the drop was the fifth of the cycle, and the boardmust now rise. Column 3 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
5656565
1. Before the move
56565645
2. The disc drops to the lowest empty cell
56565645
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 is no timer, no move limit in the rules themselves (the research benchmarks cap games at 2,000 moves and mark those as censored), and no way to lose points.

9. The whole rulebook in one table

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 discsA hit is an orthogonally adjacent disc clearing in the current wave, judged on the pre-clear board. Solid + 1 hit = cracked. Cracked + 1 hit = revealed. Solid + 2 hits in one wave = revealed. The revealed number is uniform on 1–7; this engine draws it at reveal time unless latent mode fixes it in advance (see section 4).
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; +17,000. A cascade caused by the new row continues 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 — sees only the board, the next disc, and the rise clock. Hidden gray values and future discs are unknown.

Why the strategy is hard

A move is never just its immediate clear. It changes which gray discs get hit, which numbers fall together, how tall each column is when the next rise comes, and which hidden numbers will surface later. Good play keeps numbers flowing — clearing and revealing steadily — so that the board never stacks up, while building the shapes that turn a single drop into a deep, high-scoring chain.