In 2048 Deluxe, you don't just slide tiles. The "Gadgets bonus" panel to the left of the board brings together four powers that act directly on the grid, a Flux gauge, a Combo counter and missions that recharge your arsenal. This guide covers each element: what it does, how to get it and when to use it. The rules described here are those of the desktop version, on the 5 × 5 board. (The game's interface is in French: Bomb = Bombe, Mega Bomb = Méga Bombe, Mega Bar = Méga Barre, Second Chance = Seconde Chance.)

The principle: power-ups earned by playing
The four power-ups can't be bought: they are earned during the game. Each one is tied to a tile: the first time you create that tile by merging during a game, you receive one charge of the matching power-up. Missions can then give you more.
| Power-up | Effect | Unlocked by | Max stock |
|---|---|---|---|
| Bomb | Removes a chosen tile | First 32 tile | 2 |
| Mega Bomb | Removes up to 3 tiles around the targeted cell (3 × 3 area) | First 128 tile | 2 |
| Mega Bar | Clears an entire row | First 512 tile | 2 |
| Second Chance | Game lost: removes the smallest tile and lets you continue | First 1024 tile | — |
Important: explosions earn no points and don't spawn a new tile. A power-up is for regaining control of the board, not for inflating your score.
Bomb: the surgical strike
Effect. The Bomb removes an occupied tile of your choice. It merges nothing, earns no points and doesn't trigger a new tile. Targeting an empty cell doesn't use it up: no risk of wasting it by mistake.
How to get it. Create your first 32 tile of the game by merging. Only one Bomb is granted this way per game; missions can add more, up to two charges in stock.
How to use it. Select the Bomb in the panel, then drop it on or click the tile you want to remove.
When to use it? On the isolated tile that breaks your build: a 2 or 4 stuck between two big tiles, or the small tile that slipped into your biggest tile's corner. Don't waste it early in the game, while the grid still has room.
Mega Bomb: clearing an area
Effect. Around the targeted tile, within the 3 × 3 area, the Mega Bomb removes up to three tiles, those closest to the target. The targeted cell must be occupied. Like the Bomb, it earns no points and spawns no new tile.
How to get it. First 128 tile created by merging in the game. Only one per game this way; missions can recharge the stock, up to two charges.
When to use it? When a corner of the board has filled up with mismatched small tiles that have no chance of merging. Aim for the centre of the mess, far from your main chain, so you don't hit your big tiles.
Mega Bar: clearing a row
Effect. The Mega Bar removes every tile in the selected row. The row must contain at least one tile. No points, no new tile.
How to get it. First 512 tile created by merging in the game. Only one per game this way; missions can recharge the stock, up to two charges.
When to use it? It's the most powerful power-up for freeing space, but also the most dangerous: used on the wrong row, it wipes out precious tiles. Keep it for a row full of small values, and never for the base row that holds your biggest tile.
Second Chance: the last card
Effect. When the game is over (grid full, no merge possible), Second Chance removes the smallest tile on the board and lets you continue. The bonus is used up afterwards.
How to get it. First 1024 tile created by merging in the game. Only one per game, and it is not a mission reward.
How to make the most of it? The freed cell isn't enough on its own: if you keep playing the same way, the grid locks up again immediately. Take time to study the board and look for the move that sets off a chain of merges before you play.
Flux: the streak gauge
Flux is a gauge shown below the power-ups, specific to the 5 × 5 board. It measures your merging rhythm:
- each turn with at least one merge adds 18 points of Flux;
- each additional merge in the same turn adds 8 points;
- from the third consecutive turn with a merge, the turn earns 10 extra points;
- a turn without a merge resets the Combo and removes 12 points;
- the gauge is capped at 100.
The reward. When the gauge reaches 100, a special X2 tile may appear at the next tile spawn. This reward is only granted once per game; the gauge is then spent.
Combo: counting merge turns
The Combo counts consecutive turns that produce at least one merge. It goes up by one per turn with a merge, regardless of how many merges happen in that turn, and drops to zero on the first turn without one.
From three turns in a row, the Combo increases the Flux gain. It also boosts the sound effects. However, it does not directly multiply the score: its value is in filling the Flux faster.
The special X2 tile
The X2 tile merges with a neighbouring numbered tile and doubles its value. For example, X2 + 8 gives 16 and earns 16 points. Only one X2 tile can be on the board at a time. It can appear in three ways:
- as the reward for a full Flux gauge (once per game);
- as a comeback bonus, once per game, when there are at most five empty cells left and no merge is available;
- at random, with a 6% chance, after at least ten moves since the last X2 tile.
How to play it? Bring it next to your biggest isolated tile, the one without a twin: the X2 gives it the next value up without having to build a second identical tile. That's often what unlocks a snake chain.
Missions and recharges
Each game offers three missions in sequence:
- chain 3 consecutive merges;
- make 12 merges;
- create a 128 tile.
Each completed mission earns 120 XP and automatically adds one power-up charge. Rewards normally follow the order Bomb, Mega Bomb, Mega Bar. If the planned power-up already has two charges, the game moves on to the first other power-up that isn't full. If all three stocks are full, the mission still counts, with no extra charge.
There are also three score milestones per game: 500 points (+50 XP), 1,500 points (+100 XP) and 3,000 points (+150 XP). Each milestone pays out only once per game. XP raises your permanent level, explained in our levels and badges guide.
Strategy: the ideal order of use
- Early game: don't touch anything. Focus on the missions (3 merges in a row, then 12 merges) and on the corner strategy.
- Mid-game: keep a Bomb in reserve for the first small tile that slips into your corner. Aim for turns with merges to fill the Flux.
- Crowded grid: Mega Bomb on a cluster of small tiles, or Mega Bar on a worthless row. Never on the base row.
- Game lost: Second Chance, then think before every move.
The game's core strategy (corner, snake, full row) is detailed in How to win at 2048. Your turn: launch 2048 Deluxe.
Sources
- Rules taken from the 2048 Deluxe Godot project (desktop version), ULTIM8 Games