To clear Level 1357 in Royal Match without pre-game boosters or in-game tools, clear the central chokepoints first, use two-finger double swiping to preserve setups against cascades, and prioritize combining Light Balls with Rockets.

Execute Double Swiping to Protect Tile Setups

Double swiping allows you to execute two separate tile swaps simultaneously using two fingers. In normal play, making a single match triggers board gravity immediately, which can scramble adjacent pieces and ruin prepared combos. Making two matches in the exact same tick processes both moves before falling tiles disrupt the board.

To perform a double swipe on mobile:

  1. Identify two independent three-tile matches on the board before touching the screen.
  2. Place one finger on each starting tile at the same time.
  3. Flick both tiles into their destination squares in a single, coordinated motion.
  4. Let both matches resolve and wait for the cascade to settle before planning your next turn.

This mechanic is critical when you need to slide two special tiles together on one side of the board while clearing an isolated obstacle or triggering a secondary match elsewhere.

Open Central Bottlenecks Before Targeting Edges

Level 1357 begins with restricted board space caused by central barriers separating tile entry points from the lower board. Spending early moves chipping away at single-layer edge obstacles wastes your turn budget without generating cascade value.

Focus your opening moves on the center columns directly below the tile drop chutes:

  • Clear the middle path: Breaking center blockers immediately expands the vertical drop lanes, giving tiles room to fall into natural four-tile and five-tile formations.
  • Force vertical movement: If no direct central matches exist on your opening layout, use a double swipe to trigger a low match and an outer match together, forcing the center tiles downward to reset the column alignments.
  • Ignore outer corners early: Allow passive cascades from upper matches to chip away at peripheral obstacles while you focus turns on opening the board core.

Combine High-Impact Power-Ups

Beating the stage without pre-loaded boosters requires manufacturing combined power-ups on the board. Activating solitary Rockets or Propellers rarely clears enough material to justify the move spent making them.

CombinationTactical PurposeBest Situation
Light Ball + RocketFires multiple horizontal and vertical clearing beams across the boardMid-game, when targets sit along opposite edges
Light Ball + PropellerTransforms matched color tiles into homing missilesLate-game, to strike remaining isolated blockers
TNT + TNTProduces a large five-tile radius explosionEarly-to-mid game, to blast dense obstacle clusters
Rocket + PropellerDelivers a direct cross-clearing blast to an objectiveMid-game, to pierce reinforced obstacles

The Light Ball and Rocket pairing is your primary tool on this level. Because obstacles are scattered across irregular board edges, this combination sweeps full rows and columns simultaneously without requiring you to manually maneuver individual matches next to every target.

Shift to Targeted Homing in the Endgame

When your remaining move counter reaches single digits, stop spending turns attempting to build wide-area Light Ball combos. Pivot entirely to targeted objective clearing:

  • Prioritize Propellers: Propellers automatically seek out remaining win conditions, making them ideal for finishing off stubborn corner tiles.
  • Protect active combos: If a combo sits beneath an unstable column of tiles, double-swipe your combo immediately so a falling cascade does not detonate your explosives in the wrong direction.
  • Stop manual corner clears: Only take direct edge matches if they hit an active objective; otherwise, rely on Propellers and passive cascades to finish the final targets.
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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.