To beat Royal Match levels 14000 and 14001, focus your early moves on clearing the lowest central obstacles to open tile flow, pair boosters together instead of detonating them individually, and rely on Propellers to hit isolated targets across segmented layouts. Conserving moves is critical in this late-game milestone tier, where multi-layered obstacles quickly exhaust your turn budget if you chip away at upper edges.
Level 14000 Three-Phase Strategy
Level 14000 restricts board space with dense barrier clusters that block tile dispensers. Success requires tackling the board in three distinct phases:
- Open Central Choke Points (Moves 1–8): Direct your matches toward the lowest accessible central obstacles. Creating vertical Rockets in the center columns is the fastest way to pierce multiple vertical layers, allowing gravity to drop fresh tiles and trigger automatic cascades. Avoid wasting early turns on side obstacles that do not restore tile flow.
- Assemble Multi-Booster Pairings (Mid-Game): Once tiles flow freely through the middle of the board, shift from simple matches to booster creation. Single Rockets or Propellers lack the raw damage needed to break dense obstacles within the move limit. Look to merge Bombs with Rockets or combine Light Balls with directional line clearers to wipe out entire quadrants.
- Execute Targeted Cleanup (Late Game): With 8 to 10 moves remaining, stop setting up wide-board combinations. Evaluate your remaining objective counters and target them directly. Use Propellers to hit awkward corner targets automatically, or line up single Rockets to eliminate isolated obstacles without wasting moves on complex setups.
| Stage Phase | Primary Objective | Optimal Match Action | Common Failure Trap |
|---|---|---|---|
| Opening (Moves 1–8) | Restore central tile flow | Vertical Rockets and low-board matches | Chipping away at top-corner obstacles |
| Mid-Game (Moves 9–18) | Clear multi-hit barriers | Bomb + Rocket or Light Ball combos | Detonating single power-ups prematurely |
| Late Cleanup (Final Moves) | Eliminate isolated targets | Propeller combos or direct line blasts | Forcing complex setups with few moves left |
Level 14001 Segmented Board Adjustments
Level 14001 shifts from a heavily blocked center to a partitioned layout featuring separate chambers or flanking wings.
- Work the Main Chamber: Matches made in disconnected side pockets do not drop tiles into the central board. Focus your moves in the primary chamber where space allows you to build power-ups and generate downward cascades.
- Deploy Propellers Across Gaps: Because side pockets are isolated from standard tile gravity, use Propellers generated in the open sections to strike remote objectives. Propellers automatically target active requirements across empty board gaps, saving you from making inefficient matches in narrow side lanes.
Booster Combination Priority
Combining two boosters delivers substantially more clearing power than activating items separately. Prioritize these pairings when planning your turns:
| Booster Pairing | Board Impact | Tactical Priority | Best Application Window |
|---|---|---|---|
| Light Ball + Light Ball | Clears one full layer across the entire board | Highest | Mid-game when the board contains widespread barriers |
| Light Ball + Rocket | Converts all tiles matching that color into Rockets | Very High | When widespread horizontal and vertical coverage is needed |
| Bomb + Rocket | Clears a 3-row by 3-column cross section | High | Breaking heavily fortified central clusters |
| Propeller + Bomb | Sends a flying Bomb directly to an objective | Moderate | Reaching fortified objectives trapped in corner pockets |
If a cascade threatens to detonate an uncombined Light Ball prematurely, activate it immediately on the board's most common obstacle color to reclaim board space rather than losing it to an accidental trigger.
Managing Win Streaks and Extra Moves
Entering these levels with an active win streak—such as a Super Light Ball—provides pre-spawned boosters that eliminate the opening bottleneck immediately. If a starting Light Ball sits adjacent to a Rocket or Bomb on turn one, merge them immediately to unlock the lower grid without spending moves.
If you run out of moves, spend the 900 coins for five extra turns only when one or two hits will guarantee a clear. If multiple multi-layered obstacles remain, save your coins, take the loss, and restart the level with fresh board placement.
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Player Comments
97 players commented on this guide.
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.
This helped me understand strategy much better.
Can you add more details about strategy in a future update?