SCORE
0
BEST 0
LV 1 GOAL 128
WAVE IN 6
0
NEXT
FEVER
×2
DANGER
5
COMBO ×2
🔥 FEVER ×2
⚠ BOARD FULL
LEVEL UP!
GAME OVERTAP TO SKIP
COINS 0
PHYSICS MERGE PUZZLE
DROP & MERGE
BALL
CHAIN REACTION
RULES
  • Drop numbers — equal numbers merge on contact.
  • 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 / ← →  ●  Drop click / release / Space
Push ground button or G  ●  Clear rock button or C
Clear small button or S  ●  Freeze rise button or F
Pause ⚙ button / P  ●  Sound M  ●  Restart R
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
BALANCE 0  ·  ONCE PER RUN
CONFIRM
RESTART RUN?
this run's score and level are lost
BOARD OVERFLOW
0
BEST 0
1
LEVEL
2
HIGHEST
0
BEST CHAIN
0
FEVERS
0
MERGES
+0EARNED  ·  0 IN THE BANK