William Hill deals every level from a fixed pile.
The belt is not endless. It holds enough material to meet the quota and, on most levels, one crate's worth of slack beyond it. On the last two there is no slack at all: the stock is exactly the quota, and every load has a crate it belongs in.
This is what makes a cleared board expensive. Clearing costs a try, which you can see coming, but it also throws away whatever sat in the part-filled crates, and the belt does not wind back to replace it. It resumes where it stopped. Ship four crates, jam, and you carry on further down the belt with the same quota still outstanding.
The rule underneath is one line long: a crate ships when the loads inside come to its capacity exactly, and a load that fits in no crate at all is a jam.
Late levels make the arithmetic of that sharper as well. Capacity grows from eight units to sixteen while the list of load sizes goes from twos through fives to fours, fives, sevens and nines, so the gaps left behind get harder to close just as the slack runs out.
Features:
- Each level is dealt a fixed amount of material
- Most levels hold one crate of slack, the last two hold none
- Clearing the board costs a try and the loads already inside
- The belt never rewinds after a clear
- Ten levels, three to five crates, capacity from eight to sixteen
- Best score per level, counting spare tries and seconds
- Offline, no forced ads, no purchases
William Hill: send it down the right chute.