The Extra Moves and the Joker

Thwit 2009
The Extra Moves and the Joker:
Swapping two adjacent Blocks is only possible, when the Player can built a Combination of
at least three Blocks of the same color. If not, the Blocks return to their old Positions.
The Extra Moves can override this Rule for one Move. Assumed, the Player has elaborated
one of those Moves, he can activate this Moves by pressing <CTRL> or the Right Mousebutton.
The Special-Move:
With the Special-Move the Player can swap 2 adjacent Blocks in the diagonally Directions.
It is not important, that one of the swapped Blocks can built a valid Combination, therefore
the Special-Move can also be used to swap 2 adjacent Blocks in any of the 8 Directions.
The Free-Move:
With the Free-Move the Player can swap 2 not adjacent Blocks on the whole Gamefield. It is
not important, that one of the swapped Blocks can built a valid Combination after that Move.
The Joker:
The Joker is versatile and gainfully. When the Player has elaborated his first Joker, he
will appear on the Gamefield. At First he is neutral and passive, but his Presence will
drop down the amount from the Time Account to 1. Also, a passive Joker is able to perform
an Action. The "Jokerflash".
The Jokerflash will be activated, when you get another Joker. Even after the third Joker,
which is your last Joker in this Game, the Jokerflash will be performed on the Gamefield.
All Blocks left and right of the Joker, over him and diagonally up will be destroyed with
the Jokerflash. Once the Joker has been activated, he cannot perform another Jokerflash.
His Life will end in 99 Seconds from now. The amount for the Time Account will be set to
1 for the second time. After the 99 Seconds the Joker will disappear from the Gamefield.
The active Joker can perform 2 Actions.
1) Changing Places:
Firstly, select the Joker, secondly select any desired Block on the whole Gamefield. Both
will change their Places now and the Joker can adopt any Block Color there to build one
or more valid Combinations. The selected Block can also built Combinations, if possible.
Slipping Blocks cannot build new valid Combinations with the Joker after that Move.
2) Self Destruction:
Firstly, select any desired Block, secondly select the Joker. This final Move will destroy
the Joker and all Blocks of the selected color. Save this Move for the very last Second.
Better think twice when you are using the Joker.