How to play Toywright: machines, colour mixing and strategy
Everything you need to play Toywright, plus tips to get a better score.
How to play
- Make every order of the day with one belt, using as few machines as you can.
- Pieces roll in on the left, pass every slot of the belt in order and come out on the right. Every piece of the day rides the same belt, one after another.
- Drag a machine from the tray onto a slot (or tap the machine, then the slot). Drag it to another slot to move it; tap it on the belt to send it back.
- Paint robot: paints the whole piece in its colour and covers any stamp. On mixing days, a primary over another primary mixes: blue + yellow = green, red + yellow = orange, red + blue = purple. Any other paint just covers.
- Stamp robot: prints a black star or black dots on top of the colour. A piece shows one stamp at most: a new one replaces the old.
- Turner: turns the piece a quarter turn clockwise. You only see it on arrows and Ls; cubes and cylinders look the same.
- Sander: back to bare wood, stamp removed (the orientation stays).
- Colour sensor: a machine with a sensor only works on pieces of that colour when they reach it. Any other piece passes untouched.
- Press Start (Space) to run the belt: each order gets ✅ or ❌. Starting is free; try as often as you like.
- Par is the fewest machines that make every order. Par = ⭐⭐⭐, one more = ⭐⭐, more = ⭐. At par the day ends by itself; above par, Finish hands it in.
- The shared result shows your stars, machines and par, and one 📦✅ per order: never which machines or their order.
- Monday: paint and stamp. Tuesday: a stamped piece and a turn. Wednesday: half turns. Thursday: colours mix and the sander. Friday: two pieces. Saturday: colour sensors. Sunday: three pieces, everything.
Strategy: think backwards
Start with the hardest order. Look at the toy it wants and ask what the last machine on the belt must be: a stamp always goes after the last paint, because paint covers it.
Think about what covers what. Paint hides stamps; the sander removes everything; a second primary mixes instead of covering. Turning never touches colour or stamp, so a turner can go almost anywhere.
Use sensors to treat each piece differently. A blue-only turner turns the blue piece and leaves the red one alone; since the sensor reads the colour a piece has when it arrives, put it before or after a paint on purpose.
On mixing days one paint can give two pieces two different colours: yellow over blue makes green, yellow over red makes orange. That is often the missing machine.