General Gameplay and Achievements Guide
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Triple Town's a charming match-3 puzzle game originally developed for mobile platforms. The gameplay is fun and simple but I found that I was unable to find documentation on hidden game mechanics, and I had to piece together what little I can find from searching and from extensive playing to gain some understanding. This guide is generally here to put everything I found in one place for future reference. Also this way, if I ever forget how to play, I can always come back to this guide to remember. If you know what you're doing and are just here for the achievements, then just skip down to the Achievements section. If you came across this while looking for info on the mobile game, I'm sorry but unless the Steam PC version gets an update to catch up with the mobile version and I update the guide accordingly, this guide is probably not that relevant to you. The game is a "Match 3" genre game, meaning that gameplay is mostly about putting three identical items together to combine them into a bigger item, and repeating for higher tiers. Every "turn", you get assigned a random item to place. Most of the time it will be Grass, but higher tier items will occasionally show up so you will have to adjust your building plans accordingly. Matching Here is a screenshot from the in-game tutorial that demonstrates matching: As you can see, if you have three identical items grouped together, they will combine into an item of the next tier. You start with Grass at the lowest tier, and then you go all the way up to a Triple Castle at the highest tier. Every time you place an item, or you construct something by matching three of the same item/building, you will earn points. The general goal of the game is to earn as many points as you can before you run out of space on the game grid. The game ends when you are unable to build or place any more items. As you can also see from the screenshot, matching does not require the items to be in a straight line. The only requirement is that the group of items are connected to each other in either the horizontal or vertical directions. Items only placed diagonally from each other do not count as connected. An important thing to also note that the combined item will be formed at square you last clicked. So in the above screenshot, the Bush will form where the yellow arrow is pointing. This also takes us to our last point: combos. If you match three items, and the resulting new item at the location you clicked on can be matched with items of that tier, it will also match with that new tier of items, and so on, until it can't. Here is an example screenshot: The Bush you place will match with the other two Bushes and create a Tree. The resulting Tree will also match with the two Trees already there so the final result is the next tier of buildings, a Hut. If you are uncertain you will get a combo if you place an item, just merely hover over the square you want to place in. All items that will match or be part of the combo will wiggle towards the square you are hovering over. Matching is also not limited to only groups of three. If you can create a group of 4+ items at once, they will combine into super buildings . Other than the lowest tier item of Grass, every building has a super form. These super buildings are notable because constructing a super building gives you coins, and also a chance at Capital City items. There are no other tiers for matching more than 4 though, so unless you need to clear large groups of items/buildings at once, you should try to avoid creating matches of 5 or more. Giant Bears Giant Bears are items that you will be forced to place into your game. They take up one square each and will try to randomly move one square if possible in one of the four cardinal directions: up, down, left, or right. If you trap a Giant Bear, or group of Giant Bears into an area they cannot move, they will instantly die and each Giant Bear will turn into Tombstones. If there are three or more Tombstones grouped together, they will combine into a Church. Churches can be combined into Cathedrals, and Cathedrals can be combined into Treasure Chests, and finally Treasure Chests can be combined into Large Treasure Chests. Here is the full progression tree taken from the devs' official support documentation site: There is also a second type of enemy called Ninja Bears. They are similar to Giant Bears where they try to move every turn but they will instead teleport to a random empty square no matter what. They are a bigger pain in the butt than Giant Bears. There are only two ways kill a Ninja Bear. The first is to run out of empty space on the map. If there is genuinely no space left, all the Ninja Bears (and probably any leftover Giant Bears) will die on the spot. The other option is to get an Imperial Bot item and use it on a Ninja Bear to kill them immediately. A dead Ninja Bear will turn into a Tombstone like a dead Giant Bear and behave accordingly. One thing to note is that the bears will move immediately after you place them. So if you are trying to avoid having a bear block a specific square, place them into that square and they will immediately move out of it if they can. The other important thing to remember is that when you kill a group of Giant Bears, the Church you build will be placed at the last place you clicked. There is an exception to this rule where if you kill the bears by blocking them in with a regular item, the Church will not be built on or next to where you clicked. It might, but there's no guarantee and I have not been able figure out the rules. What I suspect is that the position of the most recently placed bear determines where the Church is built so wherever it ended up when you block it in, that is where it will be built. But I will have to run experiments to confirm. Keep track of your bears, and keep them in a controlled area instead of letting them run loose. Crystals As you saw in the building infographic, there are also items called Crystals. They have actually serve two functions. The first is the most important one, where they serve as wildcard items. What this means is that if you have two or more of an item or building, you can match them with a Crystal regardless of what tier they are. So you can match Grass, you can match Castles, you can match Cathedrals, etc. Anything that isn't a Triple Castle or a Large Treasure Chest, since you can't go higher than that. Crystals are very valuable and rare so they should be saved for only combining higher tier buildings together. The second function Crystals can be used for is to just place on the ground and turn into a worthless Rock. Yes, if you cannot match anything with a Crystal, you are forced to drop it as a Rock. This isn't the end of the world since you can either destroy it, or as you can see in the building infographic above, you can combine three Rocks to form a Mountain. Then you can destroy the Mountain to get a Treasure Chest, or you can match three Mountains together to create a Large Treasure Chest. I personally don't think that's a good use of Crystals but you play however you want. Storehouse The last important part of gameplay is the Storehouse. Sometimes, you will get an item or building you do not wish to place right now. So what you can do is put it in the Storehouse. It won't count as a placement and won't match with nearby squares, so it will be safe until you take it out again. You can put any item of building on your cursor into the Storehouse, which means this also includes bears. After the first time you put something into the Storehouse, it will never be empty again. Every time you click on the Storehouse, you will swap the Storehouse item with whatever you are holding at that moment. And you can keep swapping the same two items repeatedly as long as you want, though it means nothing gets done. In the worst case, if you do something like put a bear you don't want to deal with into the Storehouse, and then g
ИсточникGHub Platform · автор14.09.2026, 01:01:33
Triple Town's a charming match-3 puzzle game originally developed for mobile platforms. The gameplay is fun and simple but I found that I was unable to find documentation on hidden game mechanics, and I had to piece together what little I can find from searching and from extensiv…
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