Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / SIGNAL YARD
Signal Yard
Tap a car to send it out its lane · a blocked car flashes a brief warning instead of moving · HOLD sidelines one car once per run
A seventy-five-second score attack: eighteen cars sit in a tight traffic yard, each needing a straight, unblocked run to one of two-to-four exit lanes. Tap a car to send it out — a blocked one just flashes a warning — and chain exits on green or yellow signals while spreading across lanes. A red signal or a same-lane exit snaps the chain back. One hold per run lets you sideline a single car to break a jam — spend it on a car whose lane is jammed right now and recall it once the lane clears to bank a bonus.
How to play
Rules
Every car has a straight lane to one of the yard's 2-4 open exits. Tap a car to send it out; if another car is still in its path, it flashes a brief warning instead of moving and your chain drops a step. Consecutive exits build the chain — but only while you read the signal. Exit on green or yellow and spread across lanes to keep it climbing; a red signal, or two exits out the same lane back-to-back, snaps it back.
Controls
Tap a car to attempt an exit. HOLD sidelines one car once per run; tap HOLD again (now RECALL) to bring it back. A new-yard icon restarts with a fresh seed anytime mid-run.
Tips
A car blocking many others is worth reading first — clearing it unlocks several exits at once. Save your one hold for a car whose lane signal is red or was just used (a fresh cooldown); sideline it, clear other lanes, then recall it once the lane reads "bonus ready" to bank an extra bonus on top of the chain.
Behind the game
Signal Yard is an order puzzle disguised as a busy miniature railway yard. Eighteen cars want to leave through two to four exit lanes, but a car only moves when its straight path is clear. Tap a blocked car and it politely flashes a warning instead of escaping; that failed attempt also knocks the chain down a step. The obvious first car is not always the useful one. Often the best move is the car that blocks several others, because clearing it changes the whole yard from a knot into a choice of exits.
Score comes from reading two rhythms at once. Green and yellow signals keep an exit chain climbing, while red signals break it back; using the same lane twice in a row also snaps the chain. Before tapping, scan for an unblocked car whose exit is both allowed and different from the lane just used. That simple pause turns the board from a reaction test into route planning. There is one HOLD per run, which sidelines a selected car. Use it on a car whose lane is currently red or cooling down, not merely on the closest obstruction. Clear other lanes while it waits, then RECALL it when the lane is free and marked bonus ready. The recall bonus is a reward for understanding a jam as a temporary shape, not for removing a problem forever.
The yard is generated from a seed with a completing order built into it, so every crowded arrangement has a way through. Fresh seeds alter which car is the key, which exit becomes the tempting repeat, and when a hold opens the best route. That makes restarts into new dispatch puzzles rather than repetitions. The theme fits the play: each tap sends a tiny train decisively down a straight line, and each well-timed departure makes more of the glowing yard breathe. Aim for a chain of exits, but keep the larger picture in view; the highest score comes from making the whole traffic pattern understandable before making it fast.
More games
Slide the crates, open the exit. Solve each board in fewer moves than par to chain a multiplier — and keep your one undo for a bonus.
Swap blossoms, grow a cascade, and make the Bloom cell burst.