Voltorb Flip

Voltorb Flip is a game that you can play in Pokémon in order to gain coins, which you can exchange for things and pokémon. Even though it’s a game of chance, a well-thought-out plan can help you win more often and with less uncertainty. The more coins you collect, the better the game’s rewards will be.

How to Play Voltorb Flip

A blank 25-by-25-square grid is shown to you. Voltorbs and numbered playing cards are concealed in the grid. There are boxes to the right and below the grid that reveal the total number of Voltorbs and the sum of the numbered cards buried in each row and column, respectively.

You can win money by flipping a numbered card. If you have 0 coins, then flipping a numbered card gives you that many coins. After that, your coin total will be multiplied by the number on the card you flip.

Finding all of the cards in the grid that indicate 2 or 3 is your objective. Finding a 1 has no influence on your coin total because the cards just multiply your current total. The 1 card just keeps you in the game.

If you roll a voltorb, you will lose all of your current game’s coins but will keep any and all previously acquired coins. In addition, if the sum of the numbers on the cards you flipped is less than the current level number, you will be demoted to the lower level. If you are now on level 5 and you only flip two numbered cards before flipping a voltorb, you will be demoted to level 2.

First, turn over all the cards to see whether any of them have voltorbs.

A row or column with no voltorbs appears in the grid every so often. When you find a safe row or column, you should flip all the cards in it. If you do manage to flip a voltorb, you may still have flipped enough cards to avoid regressing to a lower level thanks to this strategy.

Dot the I’s

Remembering that you just need to find the twos and threes is a crucial part of any winning Voltorb Flip approach. Finding any of the ones is never necessary. This means that you can select Open Memo and mark squares with a voltorb and a 1 if you know, based on the current state of the grid, that those squares can only have either voltorbs or ones, but not any cards with higher values. Then you can confidently ignore those squares.

Check for the five-voltorb-plus-number combination in rows and columns. Since there can be no greater numbers in that space, it can be marked entirely with voltorbs and ones. If there are four voltorbs in a row, and the sum of that row’s digits is 1, then that entire row can be marked with voltorbs and 1s, since there can’t be any 2s or 3s there. Also, if there are already two voltorbs in a column and the sum is three, you know that there must be no twos or threes there and can fill in the column with ones instead.

In order to limit down the options, use reasoning.

The game becomes risky once you have flipped all the cards in rows or columns with 0 voltorbs and marked all the rows and columns that are definitely going to be a 1 or a voltorb, but you may be able to apply logic to safely flip or mark more squares. The spaces you haven’t yet circled are the ones that COULD contain a 2 or a 3. A 1 or voltorb may be hiding in one of those blank spaces, though.

Here’s how to apply reasoning to eliminate possibilities:

Take a mental note of how many there are in the sum of the row or column you are currently inspecting.

Think about what permutations of numbers you would need to add up to that sum in your thoughts.

Knowing that the sum of the unmarked squares can only be a two or a three gives you the green light to flip all of them.

Use the Memo function to label the unmarked cells with every potential number that could be hiding there if you suspect that some of them contain a 1.

Repeat the review of the rows and columns after you have marked them. If you mark a square with voltorb, two, and three, but then see that the sum is already too large, you can erase the three from the notes on that square by comparing it to the other squares you have marked.

Choose whether to risk something or take it easy.

If you have marked all of the 1s and you have flipped over any cards that you may safely flip using logic, then the game becomes entirely dependent on luck. You can, if you like, flip a card at random and cross your fingers that it’s not a voltorb. If you do this, aim to flip over a card in a row or column that has a low number of voltorbs in it, combined with a high number total for that row. However, you should consider leaving the game with your current currency balance. If you’ve already turned over enough cards that you either won’t be demoted at all or will just be demoted one level, I suggest going this route. In this way, you can still complete the level and collect some cash.

To boost your chances of remaining at the current level after flipping a voltorb, you may want to turn over any 1s that you are pretty confident about. It may be sufficient to assist you determine the location of more 2s and 3s, and it certainly decreases grid uncertainty.

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