# Why a new 2048 tile cannot merge twice in one move

A row of 2, 2, 4 can look as though it should turn straight into an 8. In Woodland 2048 it does not: a tile created by a merge cannot merge again during that same move. Reading the row in the direction of your swipe explains what happens next.

## Read from the edge you are moving toward

Consider a row with an empty space at the right. In these examples, 0 means empty. We show the slide and merges before the game adds its new random tile.

```
Before:     2  2  4  0
Move left:  4  4  0  0
Move right: 0  0  4  4
```

When you move left, the two 2s meet first. They become one 4 and add four points to your score. The original 4 moves alongside it, but the newly created 4 has already used its merge for this move. Moving right produces the same two values at the other edge. It also adds four points. The random tile then appears in one of the board's empty spaces, which may be outside this row.

## Direction matters when three equal tiles meet

The rule is easier to see when all three numbers match:

```
Before:     2  2  2  0
Move left:  4  2  0  0
Move right: 0  0  2  4
```

From the left, the leftmost pair merges. From the right, the rightmost pair merges. The remaining 2 stays separate. This matters when you are trying to feed a larger tile along an edge: the direction determines where the new value lands, even when the score gained is identical.

With four matching tiles, there are two separate merges. A left move turns 2, 2, 2, 2 into 4, 4, 0, 0 and adds eight points. Neither new 4 can merge again until a later move. You can combine them on a later left move if the rest of the board still permits it.

## Try predicting the next row

Before swiping, read one row aloud from the destination edge. Pair matching neighbours, skip over empty spaces and mark each newly formed tile as already merged. For 4, 4, 8, 0 moving left, predict the result before trying it: 8, 8, 0, 0, with eight points gained before the random tile appears.

Practise with the [game](../index.html#play), then compare this rule with the [corner strategy](2048-corner-strategy.html). A correct row prediction explains one part of the board; it does not guarantee that the whole move is safe. Inspect the other three rows and the available empty spaces before choosing.

Try this deliberately in [Practice](../play/practice-2048.html?target=64#play), or compare a changed number ladder in [3072](../play/3072.html#play). The same once-per-move rule applies to Reverse, even though equal numbers halve instead of doubling.
