Read the landing before the jump.
Three positions define a legal move: a starting sweet, a neighbour and an empty destination.
Choose a starting sweet
Select an occupied square. It becomes the piece you intend to move. The destination is not the neighbouring square but the empty square two positions away.
Check the middle square
Exactly one occupied space must lie between the start and finish. The three positions must be in a horizontal or vertical line. Diagonal jumps and jumps into occupied destinations are not legal.
Read the changed plate
The starting sweet lands in the empty space and the middle sweet is removed. Look for which new landing spaces this creates before selecting the next move.
Revisit or reset
Undo jump restores an earlier plate. Reset the plate begins again. When no jumps remain, the game reports the sweets left; this is feedback rather than a prize threshold, and the attempt resets on reload.
Jump one sweet into one empty space.
Worked example · not your current boardTry Lollipop Hop
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