Rush tips
How to pack a bigger haul.
Read the tray before the clock starts.
The preview shows today’s tray exactly as it will sit under the box: cheapest on the left, priciest on the right, a little gap between price bands. Tiny things pay 5, easy ones 10, medium 25, awkward 50, and the rare giants 100. Decide where you’ll start before you tap Start.
Big first, small last.
Go for the pricey awkward items while the box is empty, then fill the gaps with cheap small ones. A tiny item in a gap is a free 5 points; a tiny item in the middle of the box is a 50-pointer’s spot wasted.
Turn it.
Tap an item and drag the blue handle, or twist it with two fingers while you hold it. Near a wall or a neighbour, a flat edge pulls into line on its own, so you can be quick about it. On a computer, scroll the wheel, tap the arrow keys, or press R for a 45° turn.
Red counts for nothing.
An item that overlaps another or pokes out of the box turns red and scores zero, even if you seal with it there. Nudge it, turn it, or send it back with the red ×. Finish with nothing red and at least one item in the box and you get the clean pack bonus (+25).
Fill it tight.
Once the box is over 70% full, every extra percent pays 4 points. The fill-o-meter beside the box shows where you stand.
Seal it, but not too soon.
Seal it! unlocks once the box is 40% full; press and hold to end the round, and every second left on the clock pays 1 point. That’s a few dozen points at most, so one more medium item (25) beats sealing with twenty seconds to spare. Seal when nothing else fits, or when the last seconds would only cost you a red drop.
The Boss is where the day is won.
Round 2 pays ×1.5 and round 3 ×2, bonuses included. Round 3’s tray is mostly awkward 50-pointers, and it’s the only round a rare can show up in: a 50 in the Boss is worth 100, a rare 200. Round 1 is the warm-up at ×1. Pace yourself.
The clock never stops.
Lock the phone, switch apps, reload: the round’s clock keeps running. The one pause is the “?” button, which stops the clock while it’s open.
Some rounds come with a mod.
A stamp on the preview and a Mods button beside Seal it! tell you the rule: extra points per item, tiny items worth double, awkward items worth more, part of the box blocked off, no turning, less time, or no preview at all. Read it before you start; it changes what to grab first.
The mistakes everyone makes.
Starting with the tiny stuff. Dropping an item a hair outside the box and leaving it red. Forgetting that a turn might make it fit. Sealing early for a bonus smaller than one more item. Panicking in the last ten seconds and leaving a red item on top of a green one.
The tiers.
Your three rounds add up to the day: Barely packed under 500, Decently stuffed from 500, Overstuffed from 850, Master crammer from 1,200. The share text tells your friends which one you hit.