Your Proving Grounds progress is kept in a separate record and is not affected.
You have cleared all sixteen rungs, from the game everyone knows to the six-cube. The title screen is yours, finished.
Drag to spin the cube, pinch to zoom.
Tap a dot to choose your spot, shown as a glowing preview, then press Send move to lock it in and end your turn.
The Clear button at the top left removes a selection before you send it, and tapping the same dot again does the same.
Use the layer buttons along the right edge when an inner cell is hard to reach.
Line up a full row matching the board size, 3 through 6, in any straight line through the cube: flat, tall, or diagonal.
3³ is the quick game: easy to learn, over in a couple of minutes, and the first player has a real edge.
4³ is the classic and the best balance of depth and pace, a good default for most matches.
5³ plays as a long strategic game, often two or three times the length of a 4³ match.
6³ is a marathon that can run past 200 moves, best saved for online games where moves wait for each player, and it is where the computer opponent is at its weakest.
A fair warning before starting big: the larger the cube, the longer the game and the smaller the dots, so lean on the layer buttons.
Sizes beyond 6³ are not offered on purpose, since taps get too cramped and games stop being fun to finish.
Standard, Misère, and Wild each have their own entry, with every per-board difference, on the Rules page: tap Rules on the main menu.
Games run through a room server, so a room outlives the app: either player can close the game, come back, and carry on with the same code.
A joiner answers no questions: the creator's board and rules apply to both players.
Moves appear on both phones within about a second.
After a game, both players tap Play again and the other side starts.
Scores carry across rounds.
If the guest drops, they can rejoin with the same code.
A room outlives the app: either player can close the game, come back, and carry on with the same code.
Codes never use the letters I, L, or O.
"Room not found" means a typo in the code, or a room its creator cancelled.
If online play is unavailable, the room server could not be reached. Playing the computer and passing one device both still work.
First full line wins.
Cube boards (3³ to 6³): the line runs the full cube edge, 3 to 6 in a row, in any direction through the cube.
Flat 3×3: 3 in a row wins.
Flat 4×4 to 6×6: 4 in a row wins.
Flat 15×15 (Gomoku): 5 in a row wins.
Complete a line of your own glyph and you LOSE; your opponent takes the win.
A full board with no line is a draw.
Line lengths per board are the same as Standard.
Either player may place either glyph: after picking a cell, choose Place X or Place O next to Send move.
Completing any line wins for whoever placed the final piece.
Line lengths per board are the same as Standard.
Variant rooms and 15×15 rooms need this version of the game or newer on both phones.
The creator's board and rules travel with the room, so a joiner does not choose them.
Sends your message plus: game version, board, mode, rule variant, and screen size. Nothing else — no name, no email, no identifiers.
Thank you — feedback sent.