Grid Width:
Grid Height:
Grid Size:
Grid Width:
Grid Height:
Grid Length:
Grid Depth:
To match the rest of the 2048 Power Compendium modes, 1s are the primary spawning tile.
Any merge adding up to a number equal to, double, triple, or quadruple a power of five is allowed.
Minimum Merge Length:
Maximum Merge Length:
Tile Lifespan Multiplier:
The only tiles of opposite signs that can merge are those with equal absolute value.
Two of the same power of 1.5 merge partially, with half of the colliding tile being absorbed into the resulting tile.
0.5 + 0.5 = 1 is allowed, 1 + 0.5 = 1.5 is not.
Only 2, 3, or 5 of the same tile can merge.
Random goals are disabled.
The first random goal will be at least:
The merge rules switch after each move.
Random goals are disabled.
The first random goal will be at least:
When two wildcard tiles merge, only the possibilities they both share remain.
Crazy combination tiles only spawn 4% of the time.
Highest Prime Power:
Maximum Merge Length:
+1s can merge with any tile.
Random goals are disabled.
The first random goal is between 2n - 1 and 2n, n =
Hard: rightwards is X + X, downwards is X + 2X, leftwards is X + 4X, upwards is 3X + 4X.
You have to make the triangular numbers in order.
Maximum Merge Length:
Spawning tiles, a.k.a. seeds, can be unlocked and eliminated.
The spawning tiles are the first n primes, n =
1s cannot spawn.
When deciding what new seed to unlock, seeds are checked largest to smallest.
Random goals are disabled.
The first random goal will be at least:
Random goals are disabled.
The first random goal will be at least:
Random goals are disabled.
The first random goal will be at least:
Random goals are disabled.
The first random goal will be at least:
The 2 + 1 = 3 merge is enabled, but the 2 + 2 = 4 and 6 + 2 + 1 = 9 merges are not.
Level 1: The merges are n + 2n, n + 3n, 2n + 3n, and 3n + 5n.
Random goals are disabled.
The first random goal is between 2n - 1 and 2n, n =
Random goals are disabled.
The first random goal will be at least:
Random goals are disabled.
The first random goal is between 2n - 1 and 2n, n =
Level 1: The merges are n + n + 3n, n + n + 5n, and n + n + 7n.
Multiplication tiles must be in the middle of the two tiles they are merging.
Only Fibonacci-style merges are allowed.
Random goals are disabled.
The first random goal is this many merges above 1:
Random goals are disabled.
The first random goal will be at least:
Turns Between Merge Changes:
The ratio between merging tiles must be an integer.
The merge number changes based on the amount of turns so far.
Two equal tiles can merge.
The starting seed is 1+i.
Spawning tiles, a.k.a. seeds, can be unlocked and eliminated.
Newly-unlocked seeds are always rotated into the first quadrant.
When deciding what new seed to unlock, seeds are checked largest to smallest.
(Seed * 1) Spawn Ratio:
(Seed * i) Spawn Ratio:
(Seed * -1) Spawn Ratio:
(Seed * -i) Spawn Ratio:
Change these, and their effects alter every game mode!
Animation Speed Multiplier:
Maximum Spaces Moved per Move:
Tiles Spawned After Each Move:
Tiles Spawned at the Start:
Visible Next Spawned Tiles:
Randomly-Placed Holes:
Randomly-Placed Block Tiles:
Randomly-Placed Slippery Tiles:
Moves Between Spawns:
A tile that was just merged cannot itself be part of another merge on the same move.
New tiles can spawn in any empty spaces on the grid.
Gamemodes have their normal spawning rules.
Merges can occur on any move.
The grid is rectangular.
You may only move in orthogonal directions.
You have to move on every turn.
Grid Width:
Grid Height:
Grid Size:
Vertical Movement Magnitude:
Horizontal Movement Magnitude:
Maximum Spaces per Move:
Button Text:
Button Width (%):
Button Height (%):
Font Size (%):
Vertical Position (%):
Horizontal Position (%):
Text Rotation (degrees):
Click on a button here to select or de-select it.
Garbage 0s: OFF
When this modifier is on, whenever tiles merge, 0s are left behind on the tiles emptied by the merge. You can merge any number of 0s into a single 0, which is the only merge that doesn't leave behind more 0s.
Negative Tiles: OFF
When this modifier is on, both positive tiles and negative tiles can spawn. Tiles only merge with other tiles of their own sign (in 2049's case, -1s fuel positive merges and 1s fuel negative merges), and you must get the winning tile in both positive and negative forms to win (in modes with multiple win conditions, you need to get twice as many winning tiles to win, but they don't necessarily have to have a mix of positive and negative), but if this modifier is set to Interacting, then when a tile and its own negative collide, they're both destroyed.
Positive Tiles Spawn Ratio:
Negative Tiles Spawn Ratio:
Tricolor Tiles: OFF
When this modifier is on, in modes where all merges occur between two tiles, tiles come in three colors. Two tiles can only merge if they are different colors, and the resulting tile will be the color that neither of its components were. In modes where all merges occur between three tiles, there are four colors. This modifier does not work on modes with merges of multiple lengths, Partial Absorb modes, or Bicolor modes.
Temporary Holes per Spawn:
Turns Between Hole Spawns:
Temporary Hole Lifespan:
All moves are manual.
Vertical Movement Magnitude:
Horizontal Movement Magnitude:
Maximum Spaces per Move:
Turns Between Each Move:
This move becomes active on Turn #:
This automatic move counts as part of the manual move that it triggers during.
This automatic move occurs after the manual move finishes, but before new tiles spawn.
Tiles can be merged during this move.
Chance of Occurring (%):
Next Tiles:
Game Over!
You win!
Confused or curious about any aspect of the 2048 Power Compendium? Read your answers here!
The 2048 Power Compendium is a collection of 75 different variations of the game 2048. You've probably already played, or at least heard of, 2048, but if you haven't, here's a summary:
2048 is a game that's played on a 4x4 grid of tiles. On each move, you choose one of the four orthogonal directions, and all the tiles slide in that direction until they hit another tile or the edge of the grid. The tiles are solid to each other, but if two tiles of the same number collide, they merge into a single tile with twice the number: two 1s merge into a 2, two 2s merge into a 4, two 4s merge into an 8, and so on. After each move, a new tile spawns. The game continues until the grid is full and no more merges can occur, at which point you're out of moves and the game is over. You win by reaching the 2048 (211) tile, but if you're good enough at the game, it's possible to get even higher tiles.
There are many 2048 variants out there on the internet - what makes the 2048 Power Compendium special is that it's a collection of a bunch of variants, and while a few of the variants originated elsewhere, most of them are unique to the 2048 Power Compendium. When you first open the 2048 Power Compendium, you're looking at the menu screen, which contains the first 25 modes. Click on one of the tiles on the grid there to go to a screen that explains what that mode is. On that screen, you can change the dimensions of the grid, then you can begin a game in that variant by clicking the "Start Game" button. Each mode has different merging rules - the later modes tend to be more complicated than the earlier ones, so it's recommended that (at least for the main modes) you start at the top-left and work your way across the different modes from left to right, top to bottom (like how you read words on a page).
Note that there are a few differences between the 2048 Power Compendium and other 2048 variants. Unlike most 2048 versions, the 2048 Power Compendium does not have an automatic game over check, but if you try to move in a direction and nothing happens, that direction goes black until the next successful move, and it's game over once all directions have failed. The 2048 Power Compendium supports arrow key controls, WASD controls, and clicking the direction buttons to move, but unlike other 2048 versions, swiping the screen is not supported. If you feel that the movement animation is too fast or too slow, then click "Go to Modifiers" on the menu and change the animation speed there (It's recommended that you don't alter any of the other modifiers other than Animation Speed Multiplier until you've played a few games and gotten used to the various modes). Progress isn't automatically saved, but you can save your progress yourself by clicking "Get save code" in the middle of a game and copying the code there, then clicking "Resume From Save Code" on the menu and pasting that save code there when you want to resume the game.
If you have any other questions, then read on. Otherwise, click "Return to menu" and enjoy the 2048 Power Compendium!
Each mode of the 2048 Power Compendium is a 2048 variant with different merge rules, and different tiles that arise from these merge rules. Most of the modes are based on powers of a certain number: 2048 uses powers of 2, 2187 uses powers of 3, 1024 uses powers of 4, and so on. A few modes use powers of a certain number offset somehow, such as 2047 (powers of 2, minus 1) and 2059 (powers of 3, minus powers of 2). 5040 and XXXX are special, as both of them combine previous modes or powers somehow. Unlike 2048, most modes have "intermediate" tiles: for example, in 2187, there's a tile for each power of three, but also for double each power of three, which means the possible tiles are 1, 2, 3, 6, 9, 18, 27, 54, 81, 162, 243, and so on. Each mode has a default grid size, but feel free to play on a differently-sized grid (by clicking the plus and minus buttons next to the grid width and height on the gamemode explanation screen) if you find the default grid size for that mode too hard or too easy.
Once you've played some of the regular modes and have a handle on the differences between each mode, you can click the "Switch Pages" button on the menu. This lets you switch between the three pages of modes, each of which has 25 modes, for a total of 75. The latter 50 modes are considered to not be "main modes" for different reasons: some of them aren't related to powers of numbers (Powers of numbers is the core theme of the 2048 Power Compendium, so almost all of the main modes are based on them), some of them are alternate versions of main modes, some of them use weird gimmicks, and a few of them are open-ended modes without a single defined progression. Also, a few of the modes have modifiers, some of which are changed by clicking plus/minus buttons, some of which are changed by clicking "Switch this Modifier" buttons, and some of which are changed by entering their new value into the provided textbox.
Not all of the 2048 Power Compendium modes will be equally fun - try out various modes and find your favorites!
If the 75 modes on their own aren't enough for you, then click "Go to Modifiers" on the menu to access a bunch of different modifiers you can change. These modifiers affect EVERY mode (for the most part), and they allow a pretty good degree of customization. The Modifiers selection screens are split up into six pages - to switch between them, click the blue and orange arrows. With the exception of the Animation Speed Multiplier modifier (which is just aesthetic, and you're encouraged to change this to whatever value you like the best), all of these modifiers alter the gameplay, so it's recommended you don't start changing the modifiers until you're comfortable with the variants themselves. Games resumed from save codes retain their old settings regardless of what the current modifiers are set to, except for Animation Speed Multiplier, which is always based on its current settings and is not saved by save codes.
The first page contains modifiers with numeric values - most of these are changed via the plus and minus buttons, while Animation Speed Multiplier is changed by typing a new value into its textbox (1 is default speed, higher numbers are faster, lower numbers are slower... except for 0, which means there's no animation and moves are instant). When it comes to the "Randomly-Placed" modifiers, "holes" are, well, holes in the grid (which effectively act as walls), "block tiles" are tiles that move with the others but can't merge with anything (even themselves), and "slippery tiles" are spaces on the grid that tiles will slide right over (as if the slippery tile isn't there).
The remaining pages have modifiers that are changed by clicking their respective "Switch this Modifier" buttons. The second page has modifiers that change some more basic elements of the gameplay, the third page has modifiers that alter the grid and movement directions, the fourth and fifth pages are where the most game-changing modifiers are found, and the sixth page lets you add moves that trigger automatically. If you decide to enable either of the fourth page modifiers, you should probably play on a larger grid than you otherwise would! Some modes have special interactions with a couple modifiers, with Negative Tiles in particular having the most special interactions.
Page 3, by default, only offers a few options for the shape of the grid: square, diamond, checkerboard, hexagonal, triangular (made of hexagons), and 3D/4D... but if you want to customize it further, you can click the "Activate Custom Grid" button. Doing so enables you to fully customize the grid by turning page 3 into two pages: one to customize the grid, one to customize the movement directions.
The grid customizer is the easier of the two custom grid screens to use: you can change the dimensions of the grid, you can switch the grid between square tiles and hexagonal tiles, and you can click on any tile to switch what it starts as: a regular empty tile, a hole in the grid, a box tile, or a slippery tile. You can't make any tile start as a number tile, though, since different modes have different tiles and the custom grid applies to every mode.
On the directions customization screen, you can alter the direction buttons freely. To alter a specific button, click on that button. Once a button is selected, you can fill in the textboxes to change its attributes. When it comes to movement magnitudes, -1 vertical is up, +1 vertical is down, -1 horizontal is left, +1 horizontal is right, +1 vertical and +1 horizontal is southeast, and so on. +2 vertical is downwards movement that skips every other tile, so tiles jump directly from their current space to the space two tiles below them (These directions are different on a hexagonal grid). The five modifiers with "(%)" next to them are measured in percentage of the arrows box, where 100% is the entire box. To change which keys on the keyboard correspond to each direction, click the "Remove Last Key" and "Add New Key" buttons; the former removes the last keyboard key in the list for that direction. The "Add New Key" button, when clicked, becomes "Listening...", indicating that you should press a key on the keyboard; if the key you clicked isn't already assigned to a direction, then it will be added to the currently selected direction. The "Remove This Direction" button does what it says it does. To un-select a direction, click the direction that's already selected; if there's no direction selected, then you can click the "Add This Direction" button to add a new direction.
2048 was created by Gabriele Cirulli, and the official version can be found here. However, those who are familiar with 2048 probably already know that the true origin of the concept comes from Threes!, which is a premium mobile game with a free web version here; the 2048 Power Compendium's 3072 is based on Threes!. As for the other modes and modifiers in the 2048 Power Compendium that originated elsewhere:
Color Scheme: Wildcard 2048
Number:
Number:
+
i
Prime Amount: