Clear lines
Clear a set number of rows and columns. Double clears count twice, so plan crossings.
Every board has a goal.
Adventure is the journey at the heart of Among the Realms: 60 block puzzle levels across Solmere, Amberfall and Fjordheim. Every level gives you a goal and a limited number of moves, every tenth level is a boss, and each realm adds its own twist to the rules. Two more realms, Hanamori and Azure Mare, are on the way.

Read the brief, then plan.
Before each level a brief shows your goal, your move budget, the star targets and any special rules. Every piece you place uses one move. Finish the goal before the moves run out and the level is complete; reach the higher score targets on the way for two or three stars.
Lines clear exactly as in every other mode: fill a row or a column and it disappears, whatever its colors. Clearing several at once or on back-to-back turns scores more, and single-color lines add a Color Bonus.

A level can ask for one goal or combine several, like the level 59 brief above.
Clear a set number of rows and columns. Double clears count twice, so plan crossings.
Hit a target score. Combos, streaks and Color Bonuses get you there in fewer moves.
Remove a set number of blocks from the board by clearing the lines they sit in.
Gems sit inside blocks on the board; clear the line they are in to collect them.
Frozen blocks crack when their line clears. You will meet them most in Fjordheim, the frozen realm.
Chained blocks are locked in place until a line clear breaks the chain.
Each realm is 20 levels and brings a mechanic that changes how you read the board. Learn more on the realm pages.
Sand Drift: sunlit dunes where what you leave unfinished gets buried. The gentlest start to the journey.
Vine Creep: the maple forest grows in from the edges, so keep the borders under control.
Frost Wave: frozen blocks and chains on a cold board. The longest, hardest stretch, ending in the finale.
Many levels add one twist, always listed in the brief before you start.
You lose one move every five turns, so a slow plan costs moves.
Cleared cells may crack into stone, which blocks that cell.
Every fourth piece is a single color, which makes Color Bonuses easier to set up.
Some columns start sealed and open up later.
The outer ring turns to stone after each clear.
Clear on back-to-back turns for a bonus row.
Four pieces to choose from instead of three, but fewer moves.
The Rotate booster is off for this level.
Six bosses. Six signature rules.
Levels 10, 20, 30, 40, 50 and 60 are hand-tuned boss levels. Each one has a tight move budget (14 to 16 moves) and a signature rule: Color Surge, Hourglass, Fragile Ground, Locked Lanes, Shrinking Board and, in the finale, Echo Clear.
Bosses pay more coins than normal levels. The boss guide has a strategy for each of them.
Your progress is drawn on the Crown Atlas, a map of the realms where each finished level shows its stars. Stars are also what you spend in the Treasury: board skins and relics with small passive effects. Stars are earned, never sold.
Between levels, a story journal follows the journey through each realm. The Crown Atlas already shows the next realm on the way.

60 levels across three realms: Solmere (1–20), Amberfall (21–40) and Fjordheim (41–60). Two more realms, Hanamori and Azure Mare, are on the way.
The level is failed and you lose one life. Lives refill over time, and you can retry the level as often as you like.
Yes. Finished levels stay open on the Crown Atlas, so you can replay any of them for a better score and more stars.
Yes. Bosses have tight move budgets and a signature rule each. See the boss guide for how to beat all six.
Completing Adventure levels earns tickets for King’s Challenge, the 60-second score sprint.
60 levels and six bosses, free on Android. Plays offline.