Common Mistakes
If your runs keep collapsing around 512–1024, it’s usually one of these.
Breaking your corner
Letting your biggest tile drift away from its corner is the fastest way to lose control. Once the largest tile is in the wrong place, the board stops being predictable.
Using all four directions equally
Four-direction play creates a “shuffle” board. Most high-score runs rely on two primary directions and only use the other two as controlled escapes.
Wasting moves on a crowded board
When you’re close to full, a move that doesn’t merge or set up a merge is often a mistake. Late game is about space management.
Chasing merges that destroy structure
A merge is not always good. If getting a merge forces your biggest tiles out of order, it may cost you the run.