How to play Sevenventure
Sevenventure is a puzzle of selecting available balls that sum to exactly seven. Both players receive the same board and reserve sequence, so planning clears and preserving a combo matter more than the luck of a different layout.
Start a game
- Select bottom balls from the five columns and the two centre reserve balls.
- A selection totalling exactly seven clears automatically.
- Continue clearing without drawing to build a combo multiplier.
- Use Break and Draw only when needed; five draws are available.
- Finish with a higher score than the opponent.
Available balls and the reserve
Columns contain values from 1 to 6. Only each column’s lowest exposed ball and the two centre reserve balls are available. The outer reserve balls show what will move inward later; they are not currently selectable.
Break and Draw replaces the centre reserve through the reserve queue and resets the combo. You have five uses. Play ends when the board is cleared, or when no seven remains and no draws are left. Reserve-only clears are allowed but do not score or increase the combo; they do not break an existing combo either.
Scoring
- 10 points for each ball removed from a column.
- A 10-point bonus for a scoring set of at least three balls.
- Consecutive scoring clears increase the multiplier through ×1.2, ×1.4 and onward up to ×2.
- 30 points for completing a column.
- 100 for a clean board, plus 20 for each unused draw.
Example: order affects the score
Ignoring column-completion bonuses, a two-ball scoring set gives 20 and then raises the combo. A three-column-ball set played next has a base of 40 including its three-ball bonus; at ×1.2 it gives 48. That order totals 68.
Reversing them gives 40 first and then 24 for the two-ball set, totalling 64. The same balls can therefore produce different points. Keep enough follow-up moves available to make that planning useful.
Duels and the finish
Human duels use the same board and reserve order. Once one player finishes, the other has fifteen seconds to add to their score. The larger final score wins, rather than simply the first finish.
Look for combinations of three or more values as well as obvious pairs. A seven can be made as 1+1+2+3, for example. A draw both resets the combo and removes a possible clean-board bonus, so check available combinations before using one.
Strategy and useful habits
- Consider which values a clear will expose beneath the current balls.
- Preserve a follow-up seven before chasing a large combo score.
- Save draws when legal clears remain.
- Remember that reserve-only clears can change access without adding points.
Common mistakes
- Selecting outer reserve balls before they move inward.
- Using Break and Draw merely for convenience.
- Assuming finishing first automatically wins.
- Counting reserve-only clears as scored column balls.
Questions and answers
Can I clear only reserve balls?
Yes, but that does not score or increase the combo; it also does not break an existing combo.
How many draws are available?
Five per game.
Do both players get the same layout?
Yes, including the reserve sequence in a duel.





























