To beat Level 1403 in Royal Match without spending boosters or inventory tools, clear obstacles by matching tiles in the lowest available rows and use double swiping across horizontally separated columns before falling cascades disrupt your setups.

How Double Swiping Works

Double swiping takes advantage of multi-touch input to register two distinct matches across the board at the same time. In normal play, making a single match triggers a clearance animation, followed by falling tiles and potential cascades that lock user input until the board settles. Double swiping inputs two independent swaps simultaneously before the game engine locks the screen.

Double swiping does not grant free moves. Each registered swipe deducts one move from your remaining turn counter. The primary value of the technique is board control: it lets you secure a planned match or activate a fragile power-up combination before an unintended cascade on the other side of the board drops the tiles out of alignment.

Rules for Executing Double Swipes

To execute double swipes reliably without wasting moves, follow these input rules:

  • Check column independence: Both matches must occupy separate columns separated by stable tiles. Never attempt two matches in the same vertical column at once; the lower match will clear first, causing the upper tiles to drop and canceling the upper input.
  • Synchronize inputs: Place both thumbs on the screen and perform both swipe motions simultaneously so the game engine registers both swaps before the initial clear animation takes over.
  • Protect vulnerable power-ups: If clearing a lower obstacle is necessary but risks dropping an aligned Light Ball or Rocket setup on the opposite flank, trigger the power-up match concurrently with the lower clear.

Level 1403 Board Strategy and Power-Ups

Entering Level 1403 without pre-round boosters means working with a constrained grid where early moves must expand space. Focus initial moves on the lowest rows:

  • Match tiles in direct contact with obstacles in the lower third of the board to open the grid.
  • Avoid early matches in the top two rows, which shift tiles without damaging lower barriers.
  • Allow vertical tile drops from bottom clears to generate passive cascades and supply new tiles.
  • Hold four-tile groupings until an adjacent swap can shape them into a Rocket or TNT.

Pairing power-ups is the primary method for clearing the board within the turn limit:

Power-Up CombinationGrid ImpactPriority
Light Ball + Light BallClears the board and removes one layer from obstaclesHigh (Primary win condition)
Light Ball + Rocket or TNTConverts matching colors into explosives across the gridHigh
TNT + RocketClears a three-row by three-column cross sectionMedium-High
Propeller + TNT or RocketFlies explosives directly to targeted obstaclesSituational

When power-ups sit separated by a single column, make swaps in surrounding columns rather than below them to slide them together without breaking horizontal alignment.

Conserving Inventory Tools and Coins

Beating Level 1403 through mechanical execution protects your stock of Royal Hammers, Arrows, Cannons, and Jester Hats for harder milestone levels. Standard levels do not justify spending 900 coins on five extra moves or consuming scarce inventory items. Because lives regenerate over time and can be replenished through team requests at no coin cost, restarting an unfavorable board layout is more economical than expending premium resources.

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Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.