In Jewel Quest III's main game, which contains quite a bit of content, the basic gameplay is tweaked in different ways as you travel to locales around a virtual globe. You're basically forced to match as many nearby icons as quickly as possible and hope the right replacements fall in, as there's a time limit for each grid. And because the icons that fill in the board aren't under your control, it can make finding a match for these icons unnecessarily challenging. To complete a stage, it's necessary to turn gold the entire board, something made more difficult on grids that aren't rectangular or square in shape as you have to deal with awkward alcoves harboring isolated icons. The Jewel Quest franchise features the added wrinkle of turning the grid tiles behind successfully matched icons gold. It's also possible to match more than three of a kind, meaning more replacement icons fall into the board, increasing your chances of a random chain. If you're perceptive enough it's possible to identify which matches can be made that will generate chain reactions with icons already on the board. It's like a slot machine, as sometimes the new icons that fall happen to match up with what's already on the board and cause chain reactions, while other times nothing happens. Since you have no control over which icons drop down, it's a gamble. Once matched, the icons disappear, and the void they leave behind is filled as new icons fall from above. The basic gameplay revolves around lining up three identical icons on a grid. ![]() With these kinds of games, you expect a certain degree of chance to be involved.
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