Game Guide

MyRin Color Sort: The One Rule That Prevents Every Deadlock

Color Sort looks simple. Then you reach level 20 and the board freezes. Here's the planning logic that prevents deadlocks before they form.

Color Sort in MyRin looks trivially simple: move colored balls from mixed tubes into uniform tubes so each tube holds a single color. The mechanics take ten seconds to learn. The planning required to win at higher levels takes considerably longer to develop.

The failure mode is almost always the same: a player moves quickly in the early game, consolidates partial colors, and then arrives at a position where no legal move advances toward a solution. The board is locked. Not because they ran out of moves, the game allows unlimited moves, but because the arrangement makes progress impossible.

What a deadlock actually is

A deadlock in Color Sort occurs when the color you need to move is buried under a different color in every tube that could receive it. The blocking color itself is buried elsewhere, and that blocker is also buried, and so on in a cycle. No single move breaks the loop because every tube that could serve as a buffer is full.

Deadlocks don't announce themselves. They form gradually as partial moves close off future options. By the time the board is frozen, the mistake that caused it was usually made five or ten moves earlier.

The buffer tube rule

The single most effective rule in Color Sort: always keep at least one tube completely empty.

An empty tube is a universal buffer. Any ball from any tube can move there, which means you can always break a stack and access the color beneath it. Without at least one empty tube, you lose the ability to make temporary moves, and temporary moves are often what you need to untangle a buried color.

When you're down to zero empty tubes, assess whether any tube is close enough to completion that one or two moves will clear it. Prioritize creating that empty tube over any consolidation move. One empty tube is worth more than partially consolidated colors.

Work on one color at a time

The natural impulse is to move every ball that has an obvious landing spot. This creates partial consolidation across multiple colors, each tube is mostly one color, but nothing is complete. Partial consolidation is dangerous because it means you've disrupted the original arrangement without gaining a finished tube, and the disruption is now constraining your future moves.

A better approach: pick one color and move every ball of that color to the same tube before touching any other color. Once that tube is complete, lock it mentally (treat it as off-limits for buffer moves) and pick the next color.

This is harder in early levels than it sounds because the color you want to move is often not accessible. Which brings us to the next rule.

Check if your move buries something

Before placing any ball, ask: does this placement bury a ball I'll need soon?

If you place a red ball on top of a tube that already has a blue ball at the bottom, you've just made that blue ball harder to reach. If the only accessible blue space is that tube, you've created a dependency: red must be cleared before blue can be accessed, and clearing red requires accessing blue. That's a proto-deadlock.

The check takes about two seconds. Look at what's already in the destination tube. Ask whether any of those colors will need to move soon. If yes, find a different destination or use your empty buffer tube temporarily.

Reading a hard level before touching it

On difficult levels with many colors and few tubes, spend the first 10 to 15 seconds doing nothing but reading the board:

  1. Count how many empty tubes you have. If it's zero, identify which tube is closest to completion.
  2. Identify which colors appear at the top (accessible) of multiple tubes, these are your best candidates for first moves.
  3. Identify which colors are buried the deepest, these need to come out last, meaning the tubes above them must be cleared first.
  4. Find the color that is most concentrated in one tube, start there. Completing one tube early is almost always the right opening strategy.

What Color Sort trains cognitively

Color Sort is a planning puzzle, not a reaction puzzle. The cognitive demands are specifically:

  • Sequential planning: the ability to trace a chain of future moves before committing to the first one
  • Working memory for constraints: holding the current state of multiple tubes in mind while evaluating a move
  • Inhibitory control: resisting the obvious immediate move when a less obvious move better preserves future options

These three skills, planning ahead, holding constraints, resisting impulse, are the core of executive function. Color Sort develops them specifically in a visual, spatial domain, which transfers to any task requiring multi-step planning under constraints.

When you're stuck: the diagnostic question

If you're stuck and can't see a move, ask: how many empty tubes do I have? If the answer is zero, your priority is not to solve the puzzle, it's to create one empty tube. Find the tube that requires the fewest moves to empty and work toward that single goal. Everything else can wait.