Tap anywhere in a column
Rules
- Drop the leftmost token. Tap anywhere in a column or press 1–4.
- Match symbols to clear pads. Pairs connect across or down. Diagonal lines need three. Any line of three, straight or diagonal, may hook one more token diagonally off either end. Falling pieces can start a chain. Bigger combos play bigger fills.
- Keep a column open. Full columns block incoming tokens. The final drop resolves every match before the board is judged.
- One top clear per column. The ↓1 marker appears when a modifier or a swap tile reaches the top. Match its symbol from above once; a swap tile at the top takes any token and pays double. The marker disappears when used and never recharges. A wrong token gives a short buzzer and stays in the queue. Normal drops into empty space still work. A full board stays playable only if this token can use an unspent top clear or a landed swap is available. With no moves left, the current token flashes red three times, then unlocked pads clear and the goal is checked. The countdown keeps running; a full-board timeout ends the run.
- A rare swap tile falls like any other tile. Look for the white recycling symbol. Tap it after landing to make it blink, then tap any other tile. That tile moves to the swap tile’s old position; the swap tile disappears from its destination and the tiles above fall down. Modifiers and saved drums are valid; an X blocker is removed outright. A clear of three or more that runs through a swap tile or a Wild pays triple. Tap the swap tile again or press Escape to cancel. The beat and countdown keep running; a timeout ends the selection.
- Save a drum every four changes. Each cleared token after the first changes the current drum. Locks favor your tapped column unless another cleared pad is lower. Saved drums keep playing.
- Drop your saved drums. Clear their supports for +500 each.
The current token flashes twice on the final beat. Time up drops a permanent X into your last column.
Four stages, seven levels each: score first, then score and drum pads together, then remix the favorites from partial boards with preloaded loops, then the first stage's grooves again with X blockers seeded on the board. Wilds arrive at level 1.5, one-use top clears at 2.4 and recycle tiles at 2.5. Each rare tile has a 1-in-30 draw chance once unlocked. Stages 1–2 start empty. Stage 3 starts with 2–4 loop pads, which count toward its goal. Stage 4 starts with 1–3 Xs; a Wild that lands touching an X clears it and a swap removes one.
The symbols
- Double
- Add in-between pulses.
- Expression
- Strong anchors, softer supporting hits.
- Add
- Add supporting hits.
- Subtract
- Strip back or soften the groove.
- Special
- Match two to change the current drum: open hats, double kicks or a brighter snare.
- Wild
- A rare white diamond, dealt 1 in 30 times. Matches any ordinary symbol, choosing the largest clear. Alone, it waits for a token beside it. Landing on an X blocker clears it and every X joined to it. A clear of three or more with a Wild in it pays triple. Two Wilds cannot pair; a Wild can use an available top clear.
- Swap
- Tap to blink, then tap another tile. Swap disappears; tiles above fall.
| Match or bonus | Points |
|---|---|
| Initial pair | +25 |
| Extra pair in a chain | +100 |
| Snake or group Three or more of a kind | +100 per token |
| Lock a drum Extra for each drum | +25 |
| Drop a saved drum Extra, once per drum per move | +500 |
| Drop a token Each ordinary token that falls when you clear beneath it | +50 |
| No match | 0 |
| Chain reaction The move's points, times the number of clears | ×2, ×3… |
+300+500+100= 900 ×2
Every match in a chain scores, then the chain multiplies the move: two clears double its points, three triple them. A snake counts each cleared token once. Newly locked drums earn the lock bonus; their fall bonus starts on later moves.