Numble multiple of 3) A zero is allowed at each end and duplicate digits are allowed (except for having more than one zero at either end). The following is valid; 0,2,3,6,7,0 but not 0,0,2,3,6,7 or 2,3,6,7,0,0. 1,1,3,6,7 is ok too. Each tile is worth its digit's value in points. A blank could be placed anywhere and, unlike in Scrabble, did not count as a particular digit, so the same blank tile could, for example, be between 3 and 4 in a horizontal sequence and between 8 and 9 in a vertical one. (This is used to get the extra points from
Tile-matching video game game mechanic, rather than a distinct genre of games. The mechanism of matching game pieces to make them disappear is a feature of many non-digital games, including Mahjong solitaire and Solitaire card games. Jesper Juul traces the history of tile-matching video games back to "Tetris" and "Chain Shot!", published in 1984 and 1985. While both focus on pattern matching, they differ in important design points such as time pressure, tile manipulation and match criteria. A second generation of influential matching games – "Puzznic", "Columns", "Dr. Mario" and "Plotting" – was published in 1989 and 1990. Games building on "Dr. Mario"'s