How matching tiles move
In 2048, matching values resolve in pairs from the leading edge of the direction you move toward.
A tile created in one move cannot match again during that same move.

The following examples move tiles to the right. 0 represents an empty cell.
[2, 2, 2, 2]→[0, 0, 4, 4][2, 2, 4, 4]→[0, 0, 4, 8][0, 4, 4, 4]→[0, 0, 4, 8]
In the first example, four 2 tiles become two separate 4 tiles. Even though the two 4 tiles are now next to one another, they do not immediately make 8. You need another move before those new 4 tiles can match.
How scoring works
In SumGlide 2048, the value of every newly created tile is added to your score.
| Tile change | Score added |
|---|---|
2 + 2 → 4 |
4 points |
4 + 4 → 8 |
8 points |
32 + 32 → 64 |
64 points |
128 + 128 → 256 |
256 points |
Matching [2, 2, 4, 4] in one move adds 4 points and 8 points, for a total of 12.
Matching 1024 and 1024 to create 2048 adds 2048 points for that move. Reaching 2048 itself does not add a separate bonus.
A move that only shifts tiles does not add score, but it changes the board, so one new tile appears in an empty cell. A direction that changes nothing adds neither a tile nor score.
SumGlide 2048 displays time separately from score. It is a reference value for reaching 2048 and is not converted into points.
Matching tiles separated by gaps
Moving [2, 2, 2, 0] left resolves the two leftmost tiles first and becomes [4, 2, 0, 0]. Moving the same row right compresses it from the other side and becomes [0, 0, 2, 4].
Matching values do not need to start beside one another. In [2, 0, 2, 0], moving left closes the gap before the two 2 tiles match. In [2, 4, 2, 0], the 4 tile separates the 2 tiles, so they cannot match when you move left.
For guidance on using these rules to shape the board, read 2048 Beginner Strategy.