Tip the Scales

Five odd loads, one brass balance, no clock. Make it come to rest level.

Length
Untimed
Quick run
2-minute version in The Daily
Works on
Mobile & desktop
Category
Physics
A level brass balance in an apothecary: an anvil by the pivot, a rubber duck at the far end, a melon and a bowling pin below.

Tip the Scales controls: Drag things onto the beam, then press WEIGH · mouse works too. Press Play, then the game takes the keyboard. Press Tab to leave it.

Today's Tip the Scales · one try a day

Drag things onto the beam, then press WEIGH · mouse works too

One go a day

How to play Tip the Scales

  1. Read the label: the puzzle's number, its title and one line of advice. Some puzzles start with brass weights or a crate already on the beam.

  2. Drag an object from the drawer up onto the beam. A dashed ghost shows where it will land and the notch it goes on lights up; let go to set it down.

  3. Balance the sides: weight times notch on the left must equal weight times notch on the right. Heavy things go near the pivot, light things far out.

  4. Press an object on the beam to pick it up again and slide it to another notch. Tap an object to turn it, for the brick and the bowling pin.

  5. Press WEIGH. You get one weighing per puzzle: if the beam comes to rest level with nothing fallen off it is BALANCED and scores 1,000; every degree off level costs 100, and anything that falls off scores nothing.

  6. The verdict is final and the next puzzle comes. There is no clock: take as long as you like over each one, and level all five for the full 5,000.

Controls

InputAction
Touch: press and dragTake an object from the drawer, or pick one up off the beam, and move it
Touch: lift your finger over the beamSet the object down at the lit notch
Touch: tap an objectTurn it a quarter turn (things that stand two ways)
Touch: WEIGH plateDrop the arrest and weigh the beam
Touch: tap during a verdictSkip ahead
Mouse: click and dragTake, move and set down objects (judged where you last held the button)
Mouse: click an object or WEIGHTurn the object, or weigh
Keys: Space or EnterWeigh
Keys: QE or ←→Turn the object in your hand

Tips

  1. Do the sum before you weigh: add up weight × notch on each side. A 3 lb brick at notch 4 is 12, exactly a 4 lb stack of books at notch 3.

  2. Put heavy things near the pivot and light things far out. The anvil weighs 12, so even notch 2 is 24; a 1 lb duck at notch 6 makes up the last few.

  3. Round things roll the moment the beam tips. With a watermelon or a bowling ball on the beam the sum has to be exact, or it rolls off and the puzzle is lost.

  4. Leave room between wide objects. Two big things one notch apart land on top of each other; set them two or three notches apart, or stack them on purpose.

  5. You only get one weighing, so check the sum on both sides before you press WEIGH. A near miss still pays: a beam 1° off level keeps 900 of its 1,000 points, but a melon that rolls off scores nothing.

  6. Things can sit on things. When the notch you need is under a crate, set the object on top of the crate: its weight still counts at that notch.

Modes

  • Today's fiveToday's five puzzles, no clock: take as long as you like
  • QuickFive fresh puzzles, no clock shown, within two minutes: for Swipe and the Daily

About Tip the Scales

Tip the Scales is a free balance scale game set in a Victorian chemist's shop. On the counter stands a brass beam balance with notches from 1 to 7 on either side of the pivot, and every puzzle hands you a drawer of odd things to weigh: an anvil, a rubber duck, a watermelon, a bowling pin, a stack of books, a feather pillow, a wheel of cheese. Each one has its weight on a brass label. Drag them onto the beam, press WEIGH, and the arrest drops: the beam wobbles, swings, and the pointer creeps across the dial. You get one weighing per puzzle: if the beam comes to rest level with nothing fallen off, the stamp says BALANCED and you score the full 1,000 points. It is a small physics balance puzzle with honest physics, and one of our favourite physics games.

The trick is the old rule of the lever: weight times distance must match on both sides. Two apples balance at the same notch on either side; a 5 lb weight four notches out needs 20 on the other side, so a 4 lb stack of books five notches out, or a 12 lb anvil near the pivot plus something light far away. A day is five puzzles that ramp gently. The first is a pair of the same weight anyone can balance at once. The next counters a pre-placed brass weight with one object. Then comes the anvil, too heavy to sit far out. Then a watermelon or a bowling ball, which rolls the moment the beam tips. The last has a fruit crate or a cheese board already on the beam, so the right notch is under something and things have to sit on other things. It is a quick torque puzzle and a proper little brain game.

The physics is real, so mistakes are honest. A load one pound-notch off tips the beam about a degree and stops; a melon on a beam that tips rolls away and takes the puzzle with it; a bowling pin set half on the edge of a crate topples. There is no second try: whatever the beam says when it comes to rest is final, and the next puzzle comes. So do the sum before you press WEIGH, and take your time over it: there is no clock. Nothing counts down while you think, and if you step away the game simply waits. Most days still take only a minute or two, which puts it among our quick games.

Scoring is about one thing: how level the beam rests. A level beam (within half a degree) scores 1,000 points. Off level, every degree costs 100, counted to the tenth: a beam resting 2.1° off scores 790, one on the stops at about 8° still scores around 200, and the stamp shows the sum, "2.1° off level → 1,000 − 210 = 790 points". If anything falls off, the puzzle scores nothing. Time never costs a puzzle any points: the only nod to speed is a pace tiebreak of up to 9 points for the day, less than a tenth of a degree on a single weighing, so it can only separate two days that were equally level. Top scores are re-simulated on our servers move for move, so the leaderboards are fair and it sits with our competitive games.

Everyone gets the same five puzzles each day, so after each verdict you see how today's chemists did with the same load, like "62% balanced it · most used the anvil", and the end card is the day's prescription label with your five weighings. The share button sends your day as "Tip the Scales · 4/5 level · day 12" with how level each weighing came to rest ("level · level · 2.1° · level · fell") and your points. There is also a Quick mode with fresh puzzles every time and leaderboards of its own: it is the version Swipe mode, the three-game Daily and gauntlets play, and like every game there it fits inside two minutes, so the shop shuts at about 1:45, with a warning ten seconds before. It shows no clock either.

It plays the same on every screen. On a phone, press an object in the drawer and drag it up: it rises above your finger, a dashed ghost shows where it will land and the notch lights up; let go to set it down, tap an object to turn it, and press the big brass WEIGH plate. With a mouse it is click and drag, with Space or Enter to weigh. Weight times distance is pure deduction, so it also sits with our logic puzzles, and you will find it among our casual games for adults, mobile games and PC games.

Details

Genre
Physics
Orientation
Portrait (9:16)
Works on
Mobile & desktopPhones, tablets and computers
Controls
Mouse or touch
Length
Today's five puzzles, no clock: take as long as you like (2-minute version in The Daily)
Modes
2
Released
Updated
Credits
  • Design and development: Gamefinity
Age rating
4+
Tip the Scales leaderboardTip the Scales timed leaderboard

Tip the Scales FAQ

  • How long does a game of Tip the Scales take?

    About a minute or two, but there is no time limit: today's five puzzles wait as long as you like, and if you step away the game pauses. The first two take a few seconds each, the last three a little longer.

  • How is the score calculated?

    By how level the beam comes to rest. Level (within half a degree) scores 1,000; every degree off level costs 100, counted to the tenth (2.1° off scores 790), down to about 200 for a beam tipped onto its stops; anything that falls off scores 0. Time never costs you points. The only extra is a pace tiebreak of 0 to 9 points on a day with all five weighed, smaller than a tenth of a degree, so a more level day always ranks higher.

  • Is there a time limit?

    No. Today's five has no clock: nothing counts down while you think, and a minute without a touch only pauses the game until you come back. The Quick mode, which Swipe mode, the three-game Daily and gauntlets play, shows no clock either, but every game there has to fit in two minutes, so its shop shuts at about 1:45 with a warning ten seconds before.

  • What counts as balanced?

    The beam has to come to rest within half a degree of level, the band marked LEVEL on the dial, with nothing fallen off. The pointer is geared, so it swings four times as far as the beam tips, and the stamp tells you exactly how far off level it came to rest.

  • Can I weigh a puzzle again?

    No. Each puzzle has one weighing, and its verdict is final: the next puzzle comes whatever the beam says. You can move things around as much as you like before you press WEIGH, so check the sum first.

  • Is it the same puzzle for everyone?

    Yes: everyone gets the same five puzzles each day in Today's five, and after each verdict you see how many of today's players balanced it and what they used. A puzzle does not come back for at least four months. Quick mode and the three-game Daily deal their own puzzles from the same pools, all equally hard.

  • Can I play Tip the Scales on my phone?

    Yes. It is made for touch: drag objects up from the drawer, tap to turn them and press the WEIGH plate. It works the same with a mouse on a computer, with Space or Enter to weigh. There is nothing to download.

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