Beginner walkthrough · Objective puzzle

Fortune Gem: the objective board

A brass-and-glass board of coloured gems, a fixed number of moves, and a job to finish before they run out. The gentlest game on this site, and the one that most rewards thinking a move ahead.

Type
Level-based gem puzzle with per-level objectives
Session
Two to four minutes per level; levels stand alone
Controls
Drag a gem onto a neighbour to swap; tap a special gem to trigger it; no timer
Learning curve
Very gentle for twenty levels, then genuinely puzzle-like
Played one-handed
Yes

Before you start

Fortune Gem is built around a clockmaker's workshop theme: the board sits inside a brass frame, gems are cut glass, and completing a level winds a small mechanism at the side. Mechanically it is a familiar swap-and-match puzzle, with one difference that matters more than it sounds — you are not chasing a score. Each level gives you a specific job and a fixed number of moves to do it in.

Those jobs vary: clear twenty blue gems, break every cracked tile in the corners, bring three brass cogs down to the bottom row. The objective is printed above the board before you start, and reading it properly is the difference between a comfortable finish and running out of moves with two tiles left.

Because there is no clock, nothing at all happens while you think. You can put the phone down mid-level and come back tomorrow to exactly the same board. This makes it the most interruptible game on this site.

Your first levels, beat by beat

Level 1

The unhurried introduction

A small board, five gem colours, and a generous move count for a simple "clear fifteen red gems" objective. It is almost impossible to fail. Use it to notice the two things the game never explains: matched gems fall downward to fill gaps, and anything that lines up during that fall clears too, without spending a move.

Level 3

Cracked tiles and the meaning of "underneath"

Now the objective is about the board itself rather than the gems: cracked brass tiles under certain squares must be broken, and they break when a match happens on top of them. This is the first level where matching in the wrong place wastes a move even though gems cleared. Read the board, not the gems.

Level 6

The first special gem

Match four in a line and the clear leaves a charged gem behind. Tap it, or swap it, and it discharges along a row or column. Match five and you get the workshop's centrepiece: a small brass lantern that removes every gem of whichever colour you swap it with. Beginners use these the moment they appear. Almost every level from here is easier if you hold them for two or three moves.

Level 12

Cogs, and the physics of falling

Heavy brass cogs appear at the top of the board and must be brought to the bottom. You cannot move a cog directly; you clear the gems underneath it and let it fall. This is the game's first true puzzle and it reverses your instincts — you now want matches low on the board in a specific column, not the biggest match available anywhere.

Level 20

The first level you actually fail

Somewhere around here the move count stops being generous. You will finish a level one or two moves short, which is the design working as intended. The fix is almost never faster play; it is spending your first two moves setting up a chain rather than taking the easy match in front of you.

Level 25

Combining specials

Swap two charged gems together and they combine — two line-clearers become a cross, a lantern plus a line-clearer converts every gem of a colour into line-clearers at once. Once you know this exists, most difficult levels become an exercise in manufacturing two specials near each other. This is the skill ceiling of the game, and it is a satisfying one.

What to expect in your first hour

  • The first twenty levels are a tutorial. They are meant to be easy. The game properly begins somewhere in the twenties.
  • Failing a level costs nothing but the level. You retry the same board, usually with the same layout, so a failure is genuinely useful information.
  • Levels are self-contained. There is no run to lose and no streak to protect. Two minutes is a complete session.
  • Objectives get combined, not just harder. Later levels ask for cracked tiles and cogs at once, which is where planning replaces pattern-spotting.
  • Boosters exist and are optional. They accumulate from finishing levels with moves to spare. Saving them for a genuinely stuck level is much wiser than spending them on level twelve.

Six habits worth building early

  1. Read the objective twice. Half of all failed levels are failed because the player spent fifteen moves clearing the wrong colour.
  2. Match at the bottom. Low matches drop the whole column and often clear something for free. High matches only pull in fresh gems from off-board.
  3. Hold your specials. A charged gem is worth far more once the board has crowded up around it, and two held together are worth more still.
  4. Work in the objective's neighbourhood. If the job is in the top-left corner, matches in the bottom-right are almost always wasted moves.
  5. Take the pause. There is no timer. Thirty seconds of looking costs nothing and regularly saves three moves.
  6. Restart early rather than limping on. If you are eight moves in and no closer to the objective, a fresh start on the same board is quicker than salvaging it.

Fortune Gem is a game about columns. Everything falls, so every match you make changes the board below it as much as the board where you made it. Once you start reading a column top to bottom instead of scanning the board left to right, the difficult levels stop being difficult.

Is it for you?

Fortune Gem suits people who want a puzzle with a clear finish line. Each level is a small, complete task with an obvious answer to "did I do it?", and the absence of a timer makes it genuinely relaxing rather than merely slow. It is the best game on this site for playing in short interrupted bursts — on a sofa, in a waiting room, five minutes before bed.

It will not suit you if you want tension or speed. Nothing on this board will ever surprise you, and the early levels ask so little that some people quit before the game starts being interesting. If you want the same board style with a clock and a score to chase, Super Ace is the faster sibling; if you want to be genuinely tested, Aviation is the one that will do it.

About this page. The Game Lantern is an informational site about casual mobile games. Fortune Gem is described here as free-to-play entertainment: it is played purely for fun, there is no financial element of any kind, nothing of monetary value can be paid in or taken out, and no prizes are involved. Gems, boosters and level progress exist only inside the game. We have no commercial or contractual relationship with any publisher or developer whose game is named on this page.