Maple's Counter

Maple's Counter

Pile it high. Clear at ten.

  • puzzle
  • casual
  • Keyboard & Mouse — Full
  • Touch — Full

Key features

  • Eight regulars who place orders, and coins for filling them
  • One star per level, spent on a café you build job by job
  • Cascades: one drop can chain merges across the whole counter
  • 200 procedurally built, solver-checked boards in shifts of five
  • Today's specials: three daily runs on one board, with a streak
  • Toppings, not colour alone — readable for colourblind players
  • No timer, no move limit, no lives, no ads

Place, merge, clear

Drag a stack of pancakes onto any empty cell of the hex counter. When the topping on top matches a neighbour, the run hops across to join it — always to the biggest pile it can join — and one drop can set off a chain of them. Build a pile of ten in one flavour and the order is up: it clears, and the goal bar fills.

The regulars

Maple's café has eight regulars, and from the sixth level they start placing orders. Nana Pim wants ten strawberry whenever you have a moment; Tobi wants blueberry, and he wants it now. Fill an order and the coins land in the till. Miss one and nothing is lost — the level still clears on the goal bar, and the coins are simply the part you played for.

Shifts, and closing time

The campaign runs in shifts of five levels: a quiet opening, three ordinary days, then the rush. Every fifth level ends at closing time, with the till counted and Maple with her feet up.

The café you build

Every level you clear is one star in the jar, and the café is what you spend it on. Maple has one job waiting at a time with a price on it — a tea towel for two stars early on, a chandelier for eight later — and when the jar covers it, the button glows and the choice is yours. Press Build and the room comes forward to watch it go up: bunting, a potted tree, a jukebox that plays three songs, a striped awning over the window. Sixteen jobs in all. Nothing goes up on its own, and nothing is ever behind a payment.

Two hundred boards, and today's specials

The campaign ramps from three flavours on seven cells to eight flavours on a counter of twenty-six, with locked cells that open as your score climbs. Every board is procedurally built and checked by a solver before it ships, so a level you are stuck on is a level that can be solved.

The specials chalkboard offers three runs on the same day's board:

  • The rush — no finish line. Keep serving until the counter fills
  • Sprint — reach the goal in as few placements as you can
  • Chef's special — today's board with the regulars and the jars on

Play them and keep a streak going.

Read at a glance

Every flavour is its own topping — strawberry, blueberry, butter, matcha, chocolate, caramel, mint and cherry — so the counter reads without relying on colour alone. That is the colourblind support and the art at the same time, rather than a pattern overlaid on top of it.

Nothing that expires

No timer, no move limit, no lives to wait for, no ads and nothing to buy. Put it down mid-board and it will be exactly where you left it.