Fun School 2: For the Under-6s
DOSEducational
How it plays
The player views the entire board from above. A turn consists of selecting one ball and moving it to an empty square, provided a clear path exists between the two positions.
After a move, new balls are added to the board. Completing a line of the required length removes those balls and awards points; multiple lines or favorable arrangements can make a single move especially valuable. The game continues until no legal move remains or the board is full, with the score serving as the main progression measure.
Plan your run
Plan routes before moving a ball, because a destination that is technically open may block a more useful path on the next turn.
Before you begin
Use the previewed incoming balls to prepare positions before they appear.
A line that clears space can be more valuable than a move that merely adds one matching ball.
Keep several escape routes open so important balls remain movable.
Color Lines is a turn-based puzzle game developed by Gamos for DOS and widely associated with the early-1990s PC puzzle scene. On a nine-by-nine board, the player places colored balls and tries to form lines of matching colors before the board fills up. Lines may be horizontal, vertical, or diagonal, making each move a balance between immediate scoring and preserving useful space. The game is played through short, repeatable sessions rather than a story campaign. Its simple rules make it easy to learn, while the random arrival of new balls creates steadily increasing pressure. Color Lines became especially well known in Eastern Europe and inspired numerous later interpretations of the same core design. Its lasting appeal comes from readable presentation, quick turns, and the tension between planning several moves ahead and reacting to an unfavorable draw.
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