Boosters & power-ups

GemGame boosters & power-ups: helpful, never required

When a board gets stubborn, GemGame gives you four helpers. Each one bends the rules of the match-3 grid in a different way — but none of them is ever required to finish a level. Use them when they save a run, and save them when you do not need them.

The four helpers

Hammer

Removes a single gem of your choice. Perfect for popping one awkward blocker or finishing a collect goal that is one gem short.

Shuffle

Reshuffles the whole board. Reach for it when there are no good moves left, or when you want a fresh layout to build a special gem.

Extra Moves

Adds moves when you finish a level just short of the goal — turning a near-miss into a win without replaying.

On-demand Hint

Highlights a valid move when you are stuck. A gentle nudge that keeps the session relaxing rather than frustrating.

When to use vs save them

Boosters are earned through play or bought with coins, and they are designed as a safety net rather than a crutch. Save Extra Moves for levels where you finish one or two moves short. Hold a Hammer for a single blocking gem on a clear goal. Use Shuffle the moment the board dries up. Because every level is solvable without spending, you can treat boosters as a convenience, not a tax. For move-by-move strategy, see the tips page and the how-to-play guide.

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