Your Seal, Mr. President!
Stamp the important documents your secretary hands you. Test your precision in seal placement and hold time.

COLORFUL PUZZLE
Connect, combine, and clear.
MY RECORDS
| Board size | 3 colors | 4 colors | 5 colors |
|---|---|---|---|
| 8×10 | — | — | — |
| 10×16 | — | — | — |
| 18×18 | — | — | — |
Boards are saved automatically. Up to 50 previous unfinished attempts are kept alongside your current board.
Replays start the same layout from the beginning as practice. Challenges restart at stage 1.
Your latest 30 finished attempts are saved automatically. View a result or play the same layout again.
Replays start the same layout from the beginning as practice. Challenges restart at stage 1.
Compete using your personal best across all time.
Loading rankings…
Delete your online records for all periods? This cannot be undone. Your local play history will be kept.
SameGame is a puzzle about removing connected blocks of the same color and leaving as few as possible. Each move changes the arrangement for your next move. There is no time limit, so you can think at your own pace.
Blocks of the same color form a group when they touch vertically or horizontally. A group needs at least two blocks to be removable. It can bend into an L or branch out: every block connected through matching neighbors is removed together.
The red circles in this example touch only at their corners, so each is a separate block. The blue diamonds are separate too. None of these four blocks has a matching edge neighbor, so none can be removed.
A lone block cannot be removed yet. Removing other colors may move it next to a matching block later. Symbols help identify colors; changing the block design does not change the rules.
Blocks above a gap fall down until that column has no gaps. If an entire vertical column becomes empty, all columns to its right shift left to close it. No new blocks are added. Step through the example below to see each movement.
This is an example only. It does not change your active board, score or saved records.
A board ends when no connected group of two or more matching blocks remains. There is no pass or fail threshold for leftovers. In Challenge Mode, you advance regardless of the remaining count.
Keep scoring while removable groups remain. The leftover penalty is calculated once, when the board ends.
Removing every block is an all-clear. It is optional, but earns a 1,000-point bonus.
Yes. Before a board is offered, its complete clearing sequence is replayed and verified using the same removal rules as gameplay. Every board is guaranteed to have an all-clear solution. This does not mean every order works: your choices can leave blocks behind.
Subtract 2 from the number of blocks removed in one move, then multiply that number by itself. The formula is (blocks removed − 2)². Joining blocks into one large group can earn more than removing several small groups.
Two-block groups score 0, but can reduce leftovers or connect another color. Each all-clear adds 1,000 points, including each Challenge Mode stage. At the end, subtract max(0, remaining − 2)²: 1–2 leftovers cost nothing, 8 cost 36 points and 12 cost 100 points. Each board has a zero-point floor. Challenge Mode adds the settled scores from both stages.
On a computer, hover over a group to highlight it. While selecting, the HUD shows its block count and potential points. After removal, check the points earned and your total score.
You cannot undo a single move after removing blocks. Select & confirm is useful if you prefer to check before committing.
Change symbols, monochrome display, block appearance, and clear controls during play using the settings cog. The board automatically fits the available space. You can also play in fullscreen. Use Tab to enter the board, arrow keys to move between pieces, and Enter or Space to play.
Play two stages in order: 18×18 with 3 colors, then 18×18 with 5 colors. When no groups remain, review the result and advance. Leftovers never end the challenge early. Compete on the combined settled score from both boards.
| Stage | Board size | Colors |
|---|---|---|
| 1 | 18×18 | 3 colors |
| 2 | 18×18 | 5 colors |
Choose an 8×10, 10×16 or 18×18 board with 3, 4 or 5 colors. Sizes mean columns × rows. There is no pass threshold; scoring, leftover penalties and all-clear bonuses are shared with Challenge Mode. Choose a different board from the result to play a fresh arrangement. Relaxed Mode is not ranked.
Each move is saved on your device. Starting a new game keeps your previous board under Unfinished boards. Finished boards remain in history for viewing results or replaying as practice. If saving fails, retry before continuing.
Retrying the same board or replaying a saved board lets you practice its original arrangement. Practice results do not update personal bests, completion counts or online rankings. Your original record is kept.
New Challenge Mode games started with rankings enabled are eligible. Rankings compare the combined settled score of both stages. Equal scores share a rank. Pausing, saving and resuming preserve eligibility. Retry submission from the result if a network error occurs.
SameGame began with ChainShot!, created by Kuniaki “Morisuke” Moribe and published in the Japanese magazine Gekkan ASCII in 1985. This is where the idea of clearing connected groups of matching pieces took root.
In 1992, Eiji Fukumoto released a UNIX version called SAME GAME. The Japanese name “samegame” comes from reading those English letters as if they were Japanese romanization. Versions later appeared for PC-98, Windows, Mac, and other computers.
Some versions let players swap the artwork on the pieces; others added stages or time limits. That variety is part of the charm: a simple set of rules has inspired many different ways to play over the years.
Further reading:Oh!FM-7: CHAIN SHOT (Japanese)Wikipedia: SameGame (Japanese)
Board generation uses an implementation adapted from Same Game in Simon Tatham's Portable Puzzle Collection.
The in-game background music uses materials from MusMus.
Some in-game sound effects use materials from Sound Effect Lab.