Chain: one drop can trigger a cascade. Longer chain, bigger bonus.
Fever: 5 merges in a row → double score + special blocks.
💣 Bomb clears everything near it.
🧲 Magnet yanks matching numbers together.
Waves: junk balls rain in every few drops — and the waves grow.
🪨 Rock never merges — a chain shatters what is beside it, or spend a CLEAR ROCK charge.
The ground rises on every drop — a chain shoves it back down, or spend a PUSH GROUND charge.
❄ Freeze rise holds the ground still for 12 drops.
∴ Clear small sweeps every one of the smallest number away.
Charges start at 3 each and carry over between runs — spend them, and they stay spent. Top up with coins or an ad mid-run, or come back tomorrow for the daily.
Danger: at CRITICAL you get 5 seconds to make space.
Coins from every merge, combo and Fever — 1,000 buys a Revive.
Daily reward: coins and spare charges every day you come back — seven days, and day 7 pays the lot. Miss a day and the week starts again.
Move mouse / drag / ← → ● Dropclick / release / Space Push groundbutton or G ● Clear rockbutton or C Clear smallbutton or S ● Freeze risebutton or F Pause⚙ button / P ● SoundM ● RestartR
COLLECTION
BALL VAULT
0 OF 11 DISCOVERED
DAILY REWARDS
SEVEN DAY RUN
0 OF 7 CLAIMED
THIS WEEK · 0 EARNED
DAILY REWARD
0 OF 7 CLAIMED
POWER-UPS
0 CHARGES HELD
PAUSED
DROP & MERGE
nothing moved while you were away · P also resumes
SECOND CHANCE
REVIVE RUN?
clears the danger zone · shatters every rock drops the ground back to the bottom