Pills

Drop two-tone capsules to line up and wipe out every germ in the bottle.

How to play Pills

Swipe to steer. Swipe up spins the capsule

Germs of three tones sit in the bottle. Each tone also carries a symbol (ring, plus or square) so you can tell them apart at a glance. Two-segment capsules fall from the neck: use Left/Right to move, Up (or Z/X) to rotate, and Down to drop faster. Line up four or more matching cells in a row or column (capsule halves and germs alike) and they clear. Wipe out every germ to beat the level; if the neck jams up, it's game over.

Think in rows, place with rotation

Pills is a falling-capsule puzzle in the Dr. Mario mould, and the one skill that separates a cleared bottle from a jammed one is planning your rotation before the capsule lands. Each capsule has two colored halves. Move it left and right, rotate with Up (or Z and X), and press Down to drop it faster. Because the two halves can point in any of four directions, you can lay a capsule flat to bridge two columns or stand it upright to build a single stack. The half-second while it's still high in the bottle is your planning window: decide the column, decide the orientation, then use the fast drop. Fast-dropping before you've decided is how stacks go wrong.

Clearing the germs

Germs come in three tones, and each also carries a symbol (a ring, a plus, or a square), so you can tell them apart at a glance instead of squinting at shades. You clear a germ by lining up four or more matching cells in a row or column, and capsule halves count toward that line exactly like germs do. The tidy approach is to stack matching colors directly above or beside a germ so one well-placed capsule triggers the clear. Higher levels pack in more germs, some buried under others, and buried ones can only be reached from above. Work each pile from the top down: capsules spent poking at a covered germ just raise the stack.

Guard the neck

The danger is the neck of the bottle. Every capsule enters there, so if junk piles up under the neck with no plan to remove it, the next capsule has nowhere to go and it's game over. Keep the center columns lower than the sides, and don't strand a single off-color half in the middle of a stack where it blocks future matches. When the center does start rising, stop building elsewhere and spend two or three capsules digging it back down, even if those placements feel wasted. A wasted capsule costs you a little. A jammed neck costs you the level.

A concrete rescue: say the center column has climbed within three rows of the neck, topped by a stray square half. Match it instead of building around it. Bring the next capsule in upright with a square half on the bottom, and the one after too, until the column of four clears and the whole pile drops a step. Two clears like that buy you the room to get back to the actual germs.

Worked clears and chains

Here's the bread-and-butter play. A ring germ sits at the bottom of an open column. Stand a capsule with two ring halves upright on top of it: that's three in a column, and any later capsule with even one ring half finishes the four. Mixed capsules, the ones with two different tones, want flat ground instead: lay one along the floor where each half sits over its own color project, or park it at the far edge where it can't poison a stack.

Chains are the same idea with gravity doing the second move. When a clear removes cells, whatever sat on top falls. Suppose you clear four rings standing in a column, and riding above that stack was a stray plus half. It drops. If two plus halves and a plus germ already wait in the row where it lands, the fall completes a second four and the board clears itself while you watch. You don't need to engineer these on purpose every time. Just make a habit of stacking spare halves above their own color, and chains start happening on their own.

Where the format comes from

This traces back to Dr. Mario, Nintendo's 1990 falling-capsule game for the NES and Game Boy, produced under Gunpei Yokoi, the designer behind the Game Boy itself. It arrived in the wave of falling-block puzzles that followed Tetris but bent the formula: instead of clearing endless lines, you get a bottle of fixed targets and you're judged on surgical placement. Its two songs, Fever and Chill, by Nintendo composer Hirokazu Tanaka, became nearly as famous as the game. Pills keeps the skeleton (three germ tones, two-half capsules, four in a line to clear) and adds the symbol markings, so the tones stay readable even in plain black and white.

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Pills: frequently asked questions

How do I clear the germs?

Make a straight line of four or more cells of the same tone, horizontally or vertically. Any germs caught in that line clear along with the capsule halves. Leftover halves then fall, which can trigger extra chain clears.

How do I tell the tones apart if everything is grey?

Each tone has both a distinct shade and a distinct symbol printed on it (a hollow ring, a plus/cross, or a small square), so you can always match by shape as well as brightness.

How do I win and how does difficulty rise?

Clear all the germs in the bottle to advance. Each new level seeds more germs, so the bottle gets busier and harder to untangle the deeper you go.

How do I clear a germ?

Line up four or more of the same tone in a row or column. Capsule halves count toward the line alongside germs, so you often complete a four-in-a-row using a mix of both.

What are the symbols on the germs for?

Each tone also carries a ring, a plus, or a square so you can distinguish the colors at a glance without relying on shade alone. It keeps the three types readable at speed.

How do I rotate a capsule?

Press Up, or Z and X, to spin it. Set the orientation before it lands so it either bridges two columns flat or stacks upright, depending on the match you're building.

Should I place capsules flat or upright?

Match the orientation to the job. Upright capsules stack one color deep on a germ, the cleanest way to build a column of four. Flat capsules bridge two neighboring projects or lay a mixed capsule along the floor so each half sits over its own color. Defaulting to flat everywhere spreads junk across rows you'll have to clean later.

What ends the game?

If the bottle neck jams because capsules pile up with nowhere to enter, you lose. Keeping the center columns lower than the edges leaves the neck clear for incoming capsules.

How do chain clears happen?

When a clear removes cells, the halves above them fall, and if they land in a new matching line they clear too. Stacking spare halves above their own color sets up bigger combos without much extra effort.

Is Pills free to play?

Yes. Pills is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.

Can I play Pills unblocked?

Yes. Pills runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.

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