There is rather odd feature found during the Match-3 puzzle element, though, where the jewels collected must be cleared in groups of three or more of the same colour, as per the standard rules of such games. Once the solitaire section is done with, the game moves onto a Match-3 mode. The main purpose is to clear away the cards spread before you, each of which is not only emblazoned with the usual number/suit set-up of a standard deck, but also different jewels that get added to your collection every time something is removed from the main playing area. There may well be the inclusion of ”unique tri-peaks solitaire gameplay”, but the whole package lacks enough sparkle compared to other products on the market for DS and, subsequently, leaves players growing weary after only a short time. The problem with Jewel Quest Solitaire Trio, though, is that it takes two solid concepts, mixes them together, and somehow comes out with a highly watered-down end product. Jewel Quest Solitaire Trio takes players on a journey through the South American jungle and African deserts, with the aim of matching cards, swapping jewels and unearthing hidden secrets being the order of the day.
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