Dropbeat
0editing
Drums
Tap anywhere in a column
Rules
- Drop the next token. Tap a column, or press 1–4.
- Match symbols to clear pads. Pairs connect across or down. Diagonals need three. A line of three can hook one more off either end. Falling pieces chain.
- Hold a tile. Tap the Hold slot at the end of the queue to park the tile in hand, or to swap the parked one back in. Once a turn.
- Full columns take one match from above. A full column shows ↓1 on top: drop one more of its top tile’s kind there. If the bottom three pads are drums or Xs, the top tile locks as the next drum; otherwise the two clear as a pair.
- Every four changes locks a drum. Each clear after the first is a change; every clear bigger than a pair plays a moment over the beat for its kind. Locked drums keep playing.
- Drop your locked drums. Clear beneath them: 60 for one drum, 180 for two, 450 for three, and more for each after. Sixteen pads of drums and Xs close the machine.
- Play each token before the count runs out. Time up drops an X into your last column. Tap the screen to pause.
The symbols
- Mix
- One clear in five: one of the beat's effects over the whole mix for two bars, or the whole loop if longer.
- Add
- One clear in five: a fill.
- Subtract
- One clear in five: a drum already on the machine is muted for a bar.
- Break
- One clear in five: the beat's break.
- FX
- One clear in five: that drum into the delay, the room or a filter sweep for two bars, or the whole loop if longer.
- Fill
- A new tile, from 18.3: match 3 to play a fill.
- Wild
- Takes the kind of its best match. A clear of three or more with a Wild pays triple. On the last open pad it closes the machine.
- Lock
- Locks the pad it lands on, and every touching token of the kind it lands on.
- Swap
- Tap to blink, then tap another tile. Swap disappears; tiles above fall.
- Bomb
- Every token and X around it clears, diagonals too: 10, plus 5 a tile. Never a drum.
- Drill
- Goes straight down a column, full or not, and clears every token and X in it. Drums stay. Pays nothing.
- Money
- Plays exactly like a Wild and pays 100 when it lands.
- Locked
- A locked drum keeps playing as written.
| Match or bonus | Pays |
|---|---|
| Pair | +3 |
| L of three | +9 |
| Line of three | +15 |
| Diagonal of three | +24 |
| Super combo A diagonal with one off its side, or a line with one hooked off its end | +45 |
| Four A T, a square or a line | +120 |
| Five or more | +240 |
| Diagonal of four | +300 |
| Drop saved drums In one clear: one, two, three | +60, 180, 450 |
| Drop a token Each ordinary token that falls when you clear beneath it | +3 |
| Chain The second clear, the third, each after | +60, 120, 120 |
| Lock a drum Extra for each drum | +3 |
| A match from above Locks the parked token | +9 |
| Wild in three or more | Triples it |
| Money | +100 |
| Bomb Plus 5 for each tile it clears | +10 |
| Lock tile Plus 3 for each drum it locks | +100 |
| Full board Every pad a drum; an X counts a quarter | +900 |
| No match | 0 |
+24+60+3+60= 147
Later stages pay more: every amount is scaled by the stage, up to ×2.4 at the end. Every clear in a chain pays its own price, and each clear after the first adds the chain bonus. The rarer the shape, the more it pays.
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