Rules
In addition to our Terms and Conditions and Privacy Policy, contests on FanDuel Faceoff are governed by the following set of rules:
Eligibility
You must be 18 years of age (21 years of age or older in Massachusetts and 19 years of age or older in Alabama) or over as well as a resident of the USA or Canada AND physically located in the USA to make a deposit or play in any FanDuel Faceoff contest with an entry fee or prize. If you are physically located in Arizona, Arkansas, Connecticut, Hawaii, Idaho, Iowa, Louisiana, Maryland, Michigan, Missouri, Montana, Nevada, New Jersey, Pennsylvania, South Carolina, South Dakota, Tennessee, Washington, or West Virginia, you cannot deposit or play for real money. For further information regarding eligibility, please consult our official Terms and Conditions.
Multiple Accounts
Each player on FanDuel is allowed one account to be used across all FanDuel products (including Fantasy, Sportsbook, Casino, Racing, and Faceoff) and "multi-accounting" is expressly prohibited. If FanDuel determines that you have opened, maintained, used or controlled more than one account, any or all of your accounts may be terminated or suspended and any prizes you've won may be revoked or withheld.
Suspended Accounts
There are a variety of behaviors that are detrimental to FanDuel and other players on the Service. Engaging in those behaviors may result in suspension of some or all functions associated with your account. Suspended players are expected to respect the disciplinary actions imposed on their accounts and all communication regarding restoration of your account should take place via the support@fanduel.com email account.
User Names
FanDuel may require users to change their usernames or avatars in cases where the name is offensive or promotes a commercial venture. The requirement to change will be determined at FanDuel’s sole discretion, and if requests are ignored, FanDuel may unilaterally change a player’s username or avatar.
Gameplay
Players will play 1 round of the specified game for each contest the player enters. The player in the contest, whether it be a Head-to-Head, Multiplayer, or Tournament format, who earns the highest score will earn the top prize. Game scoring for each game on FanDuel Faceoff can be found above.
Players will play each game asynchronously (i.e., you will play your round of a game at a different time than your opponent). This means you may complete a game and be matched immediately against an opponent who has already played the game and earned a score, or you may complete a game and await an opponent to be matched against.
Skill-Matching
Skill-matching is used for all Head-to-Head and Multiplayer contests on FanDuel Faceoff. Skill-matching is the process of matching real players together in a contest who possess a similar level of skill for that specific game title.
Matching players against other players of similar skill level ensures the best player experience and helps to level the playing field for newer or less skilled players by protecting them from competing against highly skilled players. Skill-matching gives all customers a more fair opportunity to compete and win. For more information related skill-matching on FanDuel Faceoff, please visit our Skill Matching FAQ.
Contest Closure
FanDuel Faceoff contests will close and settle if and when the predetermined number of entrants have been reached. In some cases, contests may take longer than expected to fill. If a contest does not fill in a predetermined amount of time after the first player enters and achieves a score, the contest will close without filling (please see below).
Unfilled Contests
All open contests that are completed on FanDuel Faceoff have a predetermined prize pool and number of entrants. Contests labeled as Multiplayer or Tournaments will always run and settle regardless if the contest closes without filling. Head-to-Head contests, however, require two participants; if an opponent is not found before the designated closure time, the contest will not run and your entry fee will be refunded. FanDuel reserves the right to cancel contests in its sole discretion.
Contest Re-entry
Players will not be allowed to re-enter the same contest in Head-to-Head and Multiplayer formats. In larger Tournament formats, however, players may be allowed to re-enter some contests for the chance to earn a better score and improve his or her standing. While these limits may vary, you will generally not be allowed to submit multiple entries exceeding 3% of the total entries for the contest or more than 150 total entries.
While players may re-enter some Tournaments multiple times, each participant is only eligible to receive 1 cash prize based on the highest score achieved.
Canceling Entries
All entry fees are taken upon entering a contest. Players will not be able to cancel entry into a FanDuel Faceoff contest after entering the contest via the Lobby. Players may not pause or exit gameplay once gameplay has begun without negatively impacting their score. Pausing or exiting gameplay may lead to a score of 0.
Scripts & Bots
Use of unauthorized scripts, bots, clock-skewing software, or memory scanners is prohibited on FanDuel Faceoff. Players who are suspected of improper conduct may be disqualified from a contest and subject to account suspension or termination.
Withdrawals
You can withdraw your money at any time, subject to anti-fraud checks on playing patterns and deposits prior to processing. For all withdrawals we require a valid mailing address, birthday and social security number in order to file the appropriate tax forms at year end. To withdraw, simply click the Withdraw link on your account dropdown or in your My Account section. Enter the amount you wish to withdraw, along with payee information. PayPal requests will be processed within 48 hours, while check withdrawals take 7-10 days to process. We conduct anti-fraud checks on playing patterns and deposits prior to processing a withdrawal.
In cases where you have received a bonus or other benefits as a result of your deposit and have not yet played through the deposit (entering contests whose total entry fees equal the value of the deposit), FanDuel reserves the right to refuse the withdrawal and/or close your account.
Deposits
You may deposit into your account using Visa, Mastercard, Discover, PayPal (American Express can be used via PayPal), or directly via a bank account. If you are having any problems depositing money, please contact FanDuel support. There may be limits on the amount you may deposit in certain circumstances. Deposits made on FanDuel Faceoff can be used to enter FanDuel Faceoff contests as well as FanDuel Fantasy contests. Eligible users who make their first deposit on their Faceoff Account will receive a 100% match up to $10 in bonus cash available for use only on FanDuel Faceoff. Click here for full terms for the First Time Deposit offer.
Contest Cancellation
FanDuel reserves the right to cancel contests at our discretion, without any restrictions. This would typically be done only in cases where we believe that, due to problems on the Service, there would be a widespread impact on the integrity of contest results.
Service Access
While we try to ensure that FanDuel Faceoff is functioning smoothly at all times, like any online service we may periodically experience periods of outage or slow performance. These can sometimes result in an inability to access the Service, problems entering contests, or issues with gameplay. If you are unable to access the Service, please report the problem by contacting us here.
For more information on how FanDuel Faceoff works, please visit the Frequently Asked Questions page on our Support page.
Games: Rules & Scoring
NBA Swish Showdown
Overview
Think you can shoot like an all-star? Make as many baskets as you can in this fast-paced game inspired by the NBA All-Star Weekend Three-Point Contest. Shoot from all over the court and earn powerups to maximize your score. Beat the clock and clear all the racks to outscore your opponent!
Shooting
Tap and hold to begin your shot. A ticker will appear on the meter and move upwards. When the ticker reaches one of the colored zones on the meter, release to shoot.
The orange and yellow zones indicate a shot aimed at the hoop. If you release the ball while the ticker is in the small yellow zone, you’ll score a swish. Making a swish scores points and also adds to your powerup meter.
Releasing the ball in the orange zone will cause the ball to hit the rim as it goes in. You’ll receive the same amount of points as a swish but won’t fill the powerup meter.
The blue zone designates a bank shot, which carries the same point value as rim and swish shots. Sometimes a bank bonus will activate. When this happens, you’ll see a glowing and a "+X" score within the blue zone. Landing these shots will give you extra points. Longer distance shots will have higher bank bonuses.
Want to maximize your time bonus? Try using this advanced technique. Right after you throw the ball, swipe from the ball rack toward your shooter. This will rapidly queue up your next shot, helping you make more shots in less time.
Shot Positions
Every game, you’ll move around the court and try to make shots from different positions. The positions range from layups (two point shots) to half-court shots (three point shots). Two point shots are worth 20 points, and three point shots are worth 30 points.
At each position, you’ll get a rack with five balls. Each rack will have a mix of normal balls and moneyballs, which are worth double points. The further the shot, the more points you will earn.
Ball Types
Normal: Standard ball of the game. Worth either 20 or 30 points.
Powerball: Once per game you get one chance to make a powerball. Once you start your shot, the target on the meter will disappear. Remember the location of the target and release at the right time to make the shot. Making the powerball will instantly fill the powerup meter. If a powerup is currently active, it will fully refill the meter. Powerballs also give you 120 points
Moneyball: Worth double the amount of a normal shot.
Streaks
Streaks start after making two shots in row and end after a miss. You earn 10 points for a streak of two, 20 points for a streak of three, 30 points for a streak of four, 40 points
Powerups
Fill the powerup meter by scoring swishes or making the powerball. Sinking swishes while a powerup is active will lengthen the powerup’s duration.
DOUBLE SCORE
Points are doubled for 8 seconds.
EXTRA RACK
Adds an additional rack of balls at the end of the game.
INFINITE ROCK
For 6 seconds, you pick up the next ball instantly, the shot meter ticker moves faster, and balls will be added to the rack until the powerup expires.
BANK'S OPEN
Bank bonus is active and the target is enlarged for 8 seconds.
Scoring
TWO POINTERS
20 points
THREE POINTERS
30 points
BANK BONUS
Varies based on shot position
STREAK BONUS
10, 20, 30, 40, 50 points
TIME BONUS
20 points per
shot remaining
PERFECT RACK
100 points per rack
POWERBALL
120 points
MONEYBALL
Double points
Jordan Spieth’s Fairway Frenzy
How to play
Overview
The goal of the game is to hit your ball into the hole in as few strokes as possible. The fewer the strokes, the higher your score. Maximize your drive distance, avoid bad terrains, and land on the green near the flag to score more points.
Survey the Course
Before taking your shot, take a moment to survey the course. To pan the camera around the map, tap on the screen outside of the white ring around the aim target, and drag across the screen to move in different directions. Use two fingers to pinch the screen to zoom the camera in and out.
Aim your Shot
Once you’ve surveyed the course, drag, pinch, and rotate to move the camera where you want to send the ball. To aim the ball, drag the circular target to your desired aim point. Note that the dotted line shows the path of the shot, which does NOT account for wind.
Check the Wind
Make sure to account for wind in each of your shots.
The flag shaped arrow around the aim target indicates the wind speed and the direction it’s going. The colored rings around the target indicate where the ball will land based on where the flag arrow is pointing. Numbered circles accounting for different wind speeds appear on the rings in the direction the arrow is pointing
Set your Spin
Once you’ve placed your aim target, it’s time to set your spin. Use the slider while in aim mode to give your ball the desired amount of spin. Note that landing in bad terrain, such as rough and sand, will limit your ability to use backspin.
Dragging the slider up will give the ball topspin. The ball will go and roll farther and have a shorter arc in the air. The wind won’t affect your ball as much.
Dragging the slider down will give the ball more backspin. The ball’s arc in the air will be higher and won’t roll as much. The wind will also affect your ball much more.
Swing the Club
Now that you’ve aimed your ball and set your backspin, it’s time to swing. Enter swing mode by tapping the green Swing button at the bottom right of the screen. You’ll be taken to a view of your golfer, who will be teed up and ready to swing.
Tap and drag the circle in the center of the screen to set up your swing. Pull the circle back to hit with more power. Pull the circle back less to hit with less power.
When you pull back on the ball, a meter will appear on the screen. Releasing the ball when the swing needle is in the center of the meter will yield you a perfect shot. Hitting a perfect shot will cause the ball to go its maximum distance relative to the aim target. The farther you pull the ball back, the faster the swing needle will move – so only use the amount of power you need. You can pull the ball back 110% power, but it’ll make the needle swing much faster.
Shape your Shot
Releasing the swing in the center of the aim meter while pulling to the left will perform a draw shot. The ball will curve to the left in the air and roll to the left once it hits the ground.
Releasing the swing in the center of the aim meter while pulling to the right will perform a fade shot. The ball will curve to the right in the air and roll to the right once it hits the ground.
Putting
When the ball lands on the green or fringe, you’ll go into putting mode. A grey circle will appear in the middle of the screen. When you drag the circle back, a green arrow and circle will appear. The arrow shows the direction the ball will go, and the circle shows the distance the ball will travel on flat ground.
The elevation of the terrain is shown in colored lines on the terrain. Stationary lines show flat terrain. Moving pips show that the terrain is sloped downhill in that direction.
- Green lines indicate a slight slope
- Yellow lines indicate a more pronounced slope
- Red lines indicate a steep slope
Keep in mind – putts still count as strokes!
Game End
You can end the game early by going into the settings and tapping the End Game button. Your current score will be awarded without a completion bonus.
The game ends in two ways:
- Too many strokes: Taking too many shots before making it into the hole will result in the game ending. The game will end after you pass Triple Bogey.
- Timeout: Although there’s no in-game timer counting down, the game will end after a certain period. The timer begins when you click the start button. For one hole, the game will end after five minutes. For three holes, the game will end after ten minutes.
Scoring
Your score is determined by the number of strokes it takes you to finish the course. The fewer strokes, the higher the score.
Stroke scoring
- Hole-in-one (Par 5): 40,000 points
- Hole-in-one (Par 4): 30,000 points
- Hole-in-one (Par 3): 20,000 points
- Albatross (3 under par): 16,000 points
- Eagle (2 under par): 14,000 points
- Birdie (1 under par): 12,000 points
- Par (on par): 10,000 points
- Bogey (1 over par): 8,000 points
- Double Bogey (2 over par): 6,000 points
- Triple Bogey+ (3+ over par): 4,000 points
Tie breaker scoring
If you and your opponent(s) complete a course in the same number of strokes, the winner of the contest will be determined by:
- Drive distance: The farther the ball travels off the tee, the more points are awarded. Drive distance score = 1 point per yard + 200 points for landing on fairway or green in regulation.
- Green in Regulation Bonus: Earn additional bonus points for reaching the green in regulation. Reaching the green in 2 or 3 strokes under par earns you even more points.
-
Landing Near the Flag: The closer you land to the flag, the more bonus points you will receive.
If two players get the same number of strokes while one was on the green and the other chipped in, the player chipping in does NOT get on the green points. Someone who gets par will not win with tie breaker points against an opponent who gets birdie (1 under par).
Grand Slam Superstar
Description
It’s time for a Home Run derby, and you’re in the batters box. Strategically hit the baseball into different Hit Panels to load the bases and rack up the points. Base Hits and Home Runs will earn you runs, but hitting Grand Slams is the key to running up the score against your opponent. Avoid hitting the “OUT” and “-1” Hit Panels. The game ends when the timer reaches 0.00 or if you get Out 5 times. Keep an eye out for Powerups, they may come in handy
Pro Tips
- Aim for Grand Slam streaks! It’s a challenging strategy but will help you score a bunch of Points.
- There is a Perfect Game bonus achievable by hitting only Grand Slams and making no mistakes. The Perfect Game bonus will add an extra 50 Points to your Score.
- Power Ups occasionally appear above the Hit Panels. Collect and use for extra boosts.
- Already collected 3 Power Ups? Grab a fourth for an extra +5 points.
- Store up to 3 power-ups at once. Choose the perfect time to activate them to maximize your score.
- You might see a bird fly across your screen. If you hit it you’ll earn yourself an extra +5 seconds.
General Scoring
Hit Panels
- 1B = 1 Point
- 2B = 2 Points
- 3B = 3 Points
- HR = 4 Points
- -1 = -1 Point
- X = Out
Run Batted In
- 1st Runner = 1 Point
- 2nd Runner = 2 Points
- 3rd Runner = 3 Points
- 4th Runner = 4 Points
Grand Slam
- 16 Points for a Grand Slam
Streaks Scoring
Home Run Streaks
- 2nd Home Run in a row = 1 Point
- 3rd Home Run in a row = 2 Points
- 4th Home Run in a row = 3 Points
- 5th Home Run in a row = 4 Points
- 6th Home Run in a row = 5 Points
- Each additional Home Run after 6th Home Run = 5 Points
Grand Slam Streaks
- 2nd Grand Slams in a row = 4 Points
- 3rd Grand Slams in a row = 5 Points
- 4th Grand Slams in a row = 6 Points
- 5th Grand Slams in a row = 7 Points
- Each additional Grand Slam after 5th Grand Slam = 7 Points
Perfect Game
Perfect Game bonus = 50 Points A player can only net a ‘Perfect Game’ bonus by hitting only Grand Slams and not making a single mistake. To achieve this, a player must stay on the cadence of 3 straight singles followed by a Home Run until time runs out. Any interruption of this pattern will result in the loss of a Perfect Game bonus. The player also must hit a minimum of seven Grand Slams during the game.
Wheel of Fortune
Description
Just like TV. Spin the wheel, find consonants, and solve the word puzzle. Solve the main round's puzzle then compete in the bonus round to earn extra Points. Even if you know the answer to the puzzle, keep spinning the wheel and guessing letters if there are consonants remaining. Don’t worry about hitting the Bankrupt wedge, the wheel will never land on it.
Pro Tips
- The most common consonants in the English language are T, N, S, H, R, D, L, C
- The most common vowels in the English language are E, A, O, I, U
- Know your conjunctions. The most common three-letter conjunctions are "THE" and "AND"
- Even if you know the puzzle, keep spinning the wheel if there are consonants remaining to maximize your score.
- The wheel never lands on Bankrupt
Scoring
Overall Scoring
- Total Money Earned = Total Score
Wheel Scoring
- When guessing a consonant, you'll land on a wedge with a monetary value after spinning the wheel.
- Earn Points by correctly guessing letters within the puzzle.
- EXAMPLE
- Land on $700 wedge.
- Guess the letter "T"
- 3x "T" in the solution
- $700 x 3 = 2,100 Points
Vowels
- Vowel cost = -$250
Speed Bonus
- Players’ start with $5,000 in speed bonus cash and lose -$25 for each second that passes.
- Whatever cash amount the player has at the end of the Main Round is added to their score.
Bonus Round
- Players will receive +$1,000 for correctly guessing the Bonus Round solution
Block Trail
Description
Place familiar block pieces on the grid to clear as many lines as possible. 3 blocks will appear in the queue. Tap and hold on a block to drag into the grid, release to drop it into place. Fill an entire row or column to clear lines and earn Points.
Clearing multiple lines at once will reward you a Combo bonus. Clearing lines in back to back turns will reward you a Streak bonus. You have 3 minutes to play, but the game will end early if there isn't enough space to drop a block into the grid.
Pro Tips
- Position pieces strategically to clear multiple lines with a single drop.
- Try to go on a line clearing streak. The longer the streak, the higher the bonus!
- Going for streaks instead of combos may net you more points.
- Using the Undo button will remove any points gained from the previous move.
- Avoid board clutter at the beginning of the game by placing pieces on one side or corner of the board.
- Make sure you always have space for a 3x3 or 1x5 block so you don’t run out of moves!
- Find the balance between fast placements and smart, strategic placements.
Scoring
- Placing Block = 25 points per square
- Clearing Lines = 150 Points
Combo Bonus
- 2 Lines cleared with one Block = 500 Points
- 3 Lines cleared with one Block = 1,000 Points
- 4 Lines cleared with one Block = 2,000 Points
- 5 Lines cleared with one Block = 3,500 Points
- 6 Lines cleared with one Block = 5,000 Points
- 6+ Lines cleared with one Block = 6,000 Points
Streak Bonus
- 2 Lines cleared in a row = 350 Points
- 3 Lines cleared in a row = 650 Points
- 4 Lines cleared in a row = 900 Points
- 5 Lines cleared in a row = 1,250 Points
- 6+ Lines cleared in a row = 2,250 Points
Scrabble Cubes
Description
SCRABBLE Cubes is a skill-based version of Hasbro’s SCRABBLE, where the player must combine different letter tiles to spell out words and gain points.
Game Objective
The objective of SCRABBLE Cubes is for the player to achieve the highest score possible within the 4-minute time limit of a single game. By selecting different faces of tiles, the player selects letters that make up words that are 3 letters or more, with the maximum amount depending on the mode.
Just like traditional SCRABBLE, each letter is worth a certain number of points. They are added together when you make a word. You can also get bonus points depending on the length of your word. Certain tiles on the Layout allow for the player to double/triple the point value of certain letters or the entirety of the word itself, leading to the player to decide which letters should be used for which words.
Game Terminology
- Letter Tile:
- A letter tile refers to one of the sides of a cube on the game layout that has a letter presented alongside their point value and if they are a double/triple letter/word bonus.
- Tray:
- The tray is the area of the board above the playing space where every letter selected is placed to create words to submit.
- Word List:
- The word list is the list at the top of the screen where every valid and invalid word made is put alongside their respected point values.
Game Controls
- Submit:
- The submit button allows you to submit the word that you put together in the tile to the word list.
- Undo
- The undo button allows you to undo the last action that you did, such as removing the last letter from the tray back to the cube.
- Delete
- The delete button allows you to remove all letters from the tray, clearing it.
- Settings
- The settings button in the top portion of the game allows you to access the audio settings and the End Game Early option.
Game Rules
To connect the letters, each letter must touch the face of the previous letter at either an edge or a corner. Your words can wrap around the side of the pile. No individual cube face can be used more than once in each word.
- Words must contain at least three letters and may not be more than eight letters long.
- Only words in the official SCRABBLE Tournament Word List are permitted. The same restrictions used in SCRABBLE and other word games apply - no foreign language words, no proper nouns, no abbreviations, no slang, etc. You may only submit a particular word once per game, but you are free to submit plurals and other variants of the word.
- All words are validated in real-time by the game's dictionary. Any invalid words will be rejected, and no points will be awarded. You don’t lose points for submitting an invalid word, but the clock is ticking! And don’t forget, cubes are lost if they are part of an invalid word.
- The game begins with 27 cubes, and each cube may be used up to three times during the game. A cube is considered used once one, two or three of its letters are used to make a word. After the second time a cube is used, the outside edges of the cube will turn red. When a red-lettered cube is then used again, it is removed from the board, revealing other cubes behind it. Any cubes directly above a removed cube will fall downward to fill in the board.
- You can double-tap a cube on the board to remove it from play instead of using it.
- The game has a time limit (usually four minutes) displayed at the top of the game screen. The clock always displays the time remaining. When the clock reaches 0:00, the game ends. There is no time bonus in SCRABBLE Cubes, so you can use every second to boost your score.
- Swiping left or right to turn the cube in the game allows for the player to be able to examine multiple sides of the cube and be able to spell out more words.
Scoring
Letter Scoring:
|
A: 1 |
I: 1 |
Q: 10 |
Y: 4 |
|
B: 3 |
J: 8 |
R: 1 |
Z: 10 |
|
C: 3 |
K: 5 |
S: 1 |
|
|
D: 2 |
L: 1 |
T: 1 |
|
|
E: 1 |
M: 3 |
U: 1 |
|
|
F: 4 |
N: 1 |
V: 4 |
|
|
G: 2 |
O: 1 |
W: 4 |
|
|
H: 4 |
P: 3 |
X: 8 |
Length Bonus:
|
3 letters: 0 |
4 letters: 5 |
5 letters: 10 |
6 letters: 25 |
7 letters: 50 |
8 letters: 100 |
Tips
- If a word is a length of 1 and the letter cube is double tapped, it will remove that letter cube from the main cube.
- In order to make a word, all letters must be connected to each other on the cube, either side-by-side or diagonally from each other.
- Any valid words that are made will appear on the word menu along with their point value.
- Scores using Double/Triple tiles are added once you submit the word.
- You can select letters on one side and then rotate the cube to select more as long as they are connected in some manner.
Puzzle Pyramid
Description:
The game starts with a full pyramid of stones. Match stones by dragging them with your finger or tapping the stones you want to match.
If there are no stones that can be matched, tap the Pile to obtain a hand of three stones from the Pile.
Utilize the Hold Area by dragging a stone, either from the top of the stones in your hand or the Pyramid, to the Hold Area. The stone will be locked there until you want to match it with another stone.
Streak Bonus: With every back-to-back match, you’ll earn more points for each match. The first match is 50 points, followed by 100 points, 150 points, etc. up to a max of 250 points per match. Drawing new stones from the Pile will end your streak.
Some boards are not solvable. Tap the END button if there are no more moves to make. Your score will be submitted, and you’ll receive a time bonus. The time bonus is based on how much time is left and how many stones are remaining in the pyramid.
(Time Bonus = 6 points * Seconds Remaining * % of pyramid cleared)
Objective:
Complete a full pyramid while building up streaks with each match, finishing as quickly as possible to earn bonus points for time remaining and any stones remaining in the Pile.
Pro Tips:
- If the Hold Area is open, you can use it to clear stones that are stacked on top of each other.
- Tap the END button if there are no more moves in order to end the game, submit your score and receive a time bonus.
- You can use the undo button after drawing Stones to get a peek ahead in the Pile. Use this in combination with the Hold Area to create a match you weren’t previously able to make.
- Go through the Pile at the beginning of the game to plan your streaks. You don’t need to start at the top of the Pile!
- Don't always make every match as soon as you can, and instead try to save them to extend your streaks.
- If you use the top stone in your hand (either match or move to the Hold Area), the bottom stone in your hand will be at the top of your hand the next time you’ve gone through the Pile.
- Try to make matches on the lower levels of the pyramid first to maximize the number of stones you uncover.
- It is usually better to make matches using stones on the pyramid before using stones from the Pile.
- Be conservative about putting stones in the Hold Area so you don’t get stuck.
- Sometimes you may have to end a streak to ensure that you can clear the pyramid.
Field Goal Faceoff
Description:
Score as many field goals as you can before the clock runs out! You’ll need to judge the wind, aim carefully, and kick with precise timing to win. Use streaks and power ups to maximize your score.
The ball moves 5 yards farther from the goal posts after every successful attempt and moves 5 yards closer after every miss. After successful kicks, the ball also moves left or right to match where the ball passed between the uprights.
Wind can have a dramatic effect on your kick. It usually changes gradually between kicks, but it can change abruptly.
Terminology:
- Aim Meter - Use the Aim Meter to aim your kick.
- Timing Needle - The Timing Needle will start to move when you begin your kick. Release the ball when the Timing Needle is perfectly centered for a “clean kick” that has increased power and earns 50 bonus points.
- Kick Power Meter - The Kick Power Meter displays the overall power of your current kick.
- Powerup Tray - Powerups collected are displayed in the Powerup Tray. Tap button for powerup to activate.
Controls:
Slide your finger down to pull back the football. This brings up the Kick Power Meter. The further back the football is pulled, the more power you will kick with and the farther the ball will go. Using more power will make the Timing Needle move faster, making aiming more difficult.
The Timing Needle moves left to right. Try to hit as close to the center of the Aim Meter as possible in order to kick straight.
When you pull back to select the power of your kick, you can drag either left or right to “aim” or rotate the entire Aim Meter in one direction or another. This is useful when you have kicks that are offset from the center of the field or you’re trying to compensate for the wind direction.
Game Mechanics:
- Wind – Compensate for wind direction by rotating the Aim Meter and releasing it in the opposite direction. Headwind will reduce the power of the kick, so make sure that you add more power to your kicks when there is a headwind.
-
Field Position –
- Completing a field goal: After a field goal, the position for the next kick will be 5 yards farther from the goal post.
- Missing a field goal: After a miss, the position for the next kick will be 5 yards closer to the goal post.
- Offset Field Position: After a field goal, the next kick position will potentially be offset left or right based on whether the previous kick was made in the middle, left, or right side of the uprights.
- Collecting Powerups – Occasionally, powerups will appear inside the uprights. You'll need to hit the powerup in order to collect it.
- Using Powerups – Some powerups are automatically activated, and other powerups you can choose when to use. Once collected, the powerup will be in the Powerup Tray. Click the powerup button in the Powerup Tray to activate your powerup. NOTE: you may use a powerup at any time, before or after you kick.
- Game Time – The game will end if the Game Time is used up.
- Kicks Remaining – You have a limited number of balls to kick in order to make field goals. Once you run out of balls, the game will end.
- Strikes – You’ll get a strike whenever you miss a kick. If you reach the Strike Limit, the game will end.
Scoring System:
- Field Position – Points awarded for a field goal are based on the distance of the kick multiplied by 10. For example, a 30 yard kick is worth 300 points.
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Streaks – Streaks are awarded when you make more than one field goal in a row, and reset if you miss a kick. Bonus points awarded:
- 2nd shot in a row – 50 bonus points
- 3rd shot in a row – 100 bonus points
- 4th shot in a row – 150 bonus points
- 5th or more shots in a row – 200 bonus points
- Clean Kick – 50 bonus points are awarded if you release the ball when the Timing Needle is in the center of the Aim Meter.
- Center Kick – 50 points are awarded if the ball passes through the center of the uprights.
Powerup and Bonus List:
- Snail - Slows down the Timing Needle.
- 2X – Doubles all points scored. May be triggered after a kick has started.
- Golden Ball - Makes it in through the goal posts regardless of aim. May be triggered after a kick has started.
- Wide Posts - Increases the width of the uprights. May be triggered after a kick has started.
- No Wind - Eliminates wind. May be triggered after a kick has started.
- Clock - Additional time added to the game clock.
- Additional Kicks – Additional balls added to the shot pool.
- Clear Strikes – Removes any strikes for missed kicks.
- Bonus Points – Gain 500 bonus points.
Tips:
- The more power you use for your kick, the faster the Timing Needle moves.
- Drag back towards the ball to avoid kicking the ball. This may be useful when deciding to use a powerup after already starting to aim.
- Releasing the ball when the Timing Needle is in the exact center of the Aim Meter will award you bonus points if you make the goal.
- Counteract the wind by aiming in the opposite direction.
- Use more power for your kick to compensate for any headwind.
- You can trigger a powerup before or after you kick.
- Gain bonus points if the ball passes through the very center of the goal posts.
- Back-to-back successful kicks will start a streak.
- Be careful not to under-kick on the longer shots – use more power the farther down the field you are kicking
- If you’re about to miss the goal posts, use the Golden Ball powerup to make the ball fly towards the center of the uprights.
Buena Match - FD Rules and Tips
Overview
Buena Match is an image matching game where you must find tiles on the board(s) as they’re called out. Tap on the matching tile(s) to mark it. If unavailable, press the skip button to move on. Match all of the tiles on your board(s) to score a blackout!
How to Play
Buena Match is an image matching game where the player must find images on their 4x4 board(s). You will attempt to create lines of four matching animated character images horizontally, vertically, or diagonally to make a Buena! Creating multi-Buenas, using powerups, and skipping through cards that aren’t on the board quickly will maximize points. Creating streaks will also increase the score. Filling the entire board with Buenas will indicate a blackout for a massive point bonus!
In-Game Sequence
- Tile is called
- Mark matching tile(s) if on board(s)
- Hit skip button when ready to move onto next tile
Gameplay Elements Key
(From Left to Right)
Streak Counter: Current streak
Tile Pile: Total amount of tiles left in the pile
Score: Total player score
Game Timer: Current in-game time remaining
Settings Button: Pulls up the settings window
Tile Timer = The circle clock at the top left of the focused tile in the track is a countdown timer that indicates when the next tile will be pulled.
Tile Track = Where the called tile and the past four tiles display on screen. Any tiles on screen in this track can still be marked on the board(s).
Powerup Tray = Powerups earned over time and ready to be activated will be kept track in the Powerup Tray. Up to three powerups can be held there at a time. If all three slots are filled, powerup progress will stop until at least one slot is free.
Skip Button = Skips the current called tile and pulls the next one.
Streak Chance = Shows the chance to start a streak after the first Buena is made.
Streak Button/Streak Counter = After the second continuous Buena, the skip button changes into a streak button. Keep track of the total amount of streaks right above the button, as well as in the top left corner of the screen.
Board Cycle = Tapping the board cycle button in the bottom right corner of the screen moves a player to the next board if playing in multi-board modes.
Scoring
Correctly marking matching images, obtaining Buenas, achieving streaks, and earning blackouts will maximize the score. Get a perfect game by receiving no penalties and blacking out all boards.
Missed/Late Tiles
If a called tile is missed, a miss penalty is applied. If the tile is in the track at the top of the screen, it will award 100 points.
Wild Tiles
Select any available rainbow tile that falls into each called wild tile's category.
The maximum is one per board.
There is no penalty for skipping wild tiles, which can be used as a strategy for possible streak extensions.
Streaks
Streaks can create huge point bonuses! Each continuous Buena will add to the streak. As long as the next called tile creates another Buena, the streak will continue to multiply. The streak ends when the next called tile is unable to make a Buena.
Multi-Board Modes
On 2-board or 3-board modes, remember to either swipe between the boards or press the cycle button in the bottom right of the screen.
Powerups / Bonuses
Points are received for correct matches and skips fill powerups.
- Freeze: Stop clock and timers briefly. Tile marking and skip button times will be maximized during this time
- Pick 1: Immediately select any tile on the board.
- Quick 3: Display 3 new tiles at once. Mark one or several matching tiles on the board at once. Be careful not to hit any non-matching tiles for a point penalty.
Save multiple powerups to create the best setup for a streak!
Pro Tips
- Remember to press the skip button even after properly matching.
- Powerups can be utilized to maximize scoring opportunities.
- Quick 3 powerups can have 1-3 matching tile possibilities, so make sure you’ve marked them all!
- For wild tiles, look for the rainbow hint on the tile. You can skip if you don’t have any matches.
- Wild tiles allow the player to tap on any tile that matches the wild’s category. If available, one matching tile can be selected on each board.
- Saving powerups during a streak can assist in keeping it going if the next called tile doesn’t create a Buena.
- Buenas and streaks maximize points, so make sure not to overlook any matching tile that’s called.
- Since skipping wild tiles doesn't create a penalty, saving them in the track for a few turns can help extend streaks. Make sure to use it before it leaves the track, as tiles that are no longer in the track cannot be correctly marked.
- Strategically mark wild tiles and use pick 1 powerup to set up bigger streaks. When in doubt, mark corner spots!
- Speed is key. There’s a time bonus for blacking out all boards. That’s 100 points for each second left over, so go for completion!
Solitaire Sprint
Overview
Race against the clock in this timed version of classic Klondike Solitaire.
How to Play
Can you stack the cards in order and beat the clock? Like classic solitaire, your goal is to turn a shuffled deck into four descending piles. Uncover hidden cards and make strategic moves to clear the table before time runs out. Act quickly — the faster you unscramble the deck, the bigger the time bonus you can earn!
Table Setup
You’ll begin with a standard deck of 52 playing cards. The deck is shuffled and dealt in seven columns, with the first column having one card, the second having two, the third having three, and so on. The top card in each column is face-up, and the rest are face-down. These seven piles are called the “tableau.”
On the top right, you’ll find the draw pile. This holds the rest of the 52 cards. Finally, the top left of the table is where you’ll build your four ace piles — one for each suit.
Build ace piles
As you uncover ace cards, you can place them in one of the four ace piles. Once an ace pile starts, you can continue to add cards of the same suit in ascending order. For example, if you placed the ace of hearts in an ace pile, you can then add the 2 of hearts, then the 3 of hearts, and so on, until you reach the king of hearts. Building these ace piles is the key to a high score, as it's how you ultimately organize all 52 cards and complete the puzzle.
Move cards
In order to fill all ace piles, you’ll also need to sort the cards in the tableau and the draw pile. You can move a card onto another card on the tableau if it's one rank higher and has a different color. For example, you can only put a red 5 on a black 6. Once you start stacking cards, you can also move them in groups. For example, you can stack a black 7 on a red 8, and move that stack onto a black 9.
When you move a card in the tableau, you might uncover a downward-facing card. When a card is uncovered, it will turn to face up. Then, you’ll be able to use the uncovered card to keep sorting the deck.
Use the draw pile
If you can't make any more moves in the tableau, you can tap the draw pile to be dealt one or three new cards (depending on your game mode). If you can use a card from the draw pile, drag it to the tableau or ace piles. You can keep turning over cards from the draw pile until you find a card you can use. But beware — after you reset the pile twice, resetting the draw pile again will cost you twenty points.
If you’re playing a mode where you’re dealt three cards, you can only use face-up card at the top of the pile. Once you use the face-up card, you’ll be able to use the card that was underneath.
Create empty tableau slots
You may need to clear out some of the tableau slots as you play. This allows you to uncover face-down cards and gives you more space to move cards around. You can only place kings or groups of cards that start with kings in empty tableau slots.
Game end
The game ends when all 52 cards have been revealed and moved to the ace piles or until there are no moves remaining.
Scoring
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Revealing a card: 10 points
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Playing a card from the Deck: 10 Points
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Ace pile buildup: Moving the ace to the ace is worth 50 points and every card after that is worth 5 less until it hits 5 points.
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Reset the draw pile: -20 points (after your two free resets are used)
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Time bonus: Completing a game will award you bonus points based on the time remaining.
Pro Tips
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Flip the top cards of the draw pile first.
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Start with longer stacks.
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Distribute cards in the card columns evenly.
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Don’t leave open columns if you don’t have any Kings.
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Always move aces and twos to the ace piles.
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Think about which kings to use in empty card columns.
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If you get stuck in an unwinnable position, tap End Game and receive a bonus for remaining time.
Freecell Solitaire
Overview
Race against the clock in this timed version of classic Freecell Solitaire.
Table Setup
As the game starts, the player is presented with eight full stacks of cards that were dealt out from a deck alongside the empty foundation slots and the empty Freecells. From this, the player can start to move cards to other stacks, the Freecells, or the foundation by dragging the card across the screen with their finger. The eight full stack of cards on the main game board are referred to as the tableau.
On the top right, you’ll find the draw pile. This holds the rest of the 52 cards. Finally, the top left of the table is where you’ll build your four ace piles — one for each suit.
Move cards
Once the game is loaded and ready, the player can begin the game by moving the bottom most card of each tableau. When moving cards the top most card that the player moves has to be a different color than the card it is moving to and must be the next number in the sequence going down to two. As more of the Freecells are filled, the less stacked cards the player can move.
Build ace piles
As the player uncovers ace cards while moving their cards around, they can place the card in their respected ace pile at the top of the board. After the ace cards are placed in their piles, the player can continue to add cards of the same suit in ascending order to those piles by either dragging them onto the pile or pressing the auto-fill button once the next card in the sequence is the top most card of any stack. Undoing a move to the ace pile will move the card back to the stack it came from, but will remove the points the player gained when they moved the card to the pile.
Using Freecells
Freecells are four empty spaces next to the Ace Pile that the players can use by dragging a card from the stack up to a Freecell, locking that card there until they want to move it back to the stacks or move it to the ace pile. However, the more cards that are added to the Freecells, the less cards that can move from stack to stack, so the player will have to think about how they use the Freecells to their advantage.
Empty tableau slots
Empty tableau slots are any of the 8 columns that are completely empty. In a game of Freecell, any card along with the stack it is in can be moved to that column. The amount of cards you can move to an empty tableau depends on how many cards you are able to move.
Game end
The game ends when either the timer runs out, the final card has been moved to the ace piles, or if the player has run out of moves that they can make. If the player runs out of moves, they can go to the settings screen and press the end the game early button to submit their current score. At the results screen, the player can see the breakdown of their score alongside their daily and lifetime high score. A time bonus is awarded to the player in the results screen for the remaining time that is left in their match when they finish the foundations.
Scoring
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Cards moved to Foundation
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Ace = 200
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2 = 100
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3-K = 50
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Cards Revealed = 50
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Time bonus: The time bonus is determined by the amount of time that remains in the game along with the score from each second and open counts of cards.
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Reset the draw pile: -20 points (after your two free resets are used)
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Time bonus: Completing a game will award you bonus points based on the time remaining.
Pro Tips
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If you get stuck, the game will highlight cards that you can play.
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Free up Aces first to start your foundation.
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Use the 30 seconds of free time to strategize before making your first move.
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Some games are unsolvable. Tap settings and “End game” to earn a time bonus.
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Use the foundation button when tappable to save time.
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Drag cards to the Freecells to reveal more cards or to clear up space on the board.
Pro Popper
Overview
Pro Popper is a bubble popping game where you must shoot bubbles of matching colors to clear clusters. The goal is to clear the board before the board shifts down. Users can prevent the board from shifting down by removing groups of bubbles. Eliminate large clusters and use powerups to maximize your score!
How To Play
Shoot clusters of 2 or more bubbles of the same color to clear them. Avoid the board shifting down by removing the required amount of clusters each round as shown by the number in the center of the hopper. Clearing a color from the hopper and board will remove it from the game. Maximize points by using powerups and clearing big clusters. Make sure to clear the board completely before time runs out!
Game end Conditions
1. Clearing Board: Clearing all bubbles from the board will end the game.
2. Time Out: When the timer reaches 0 the game will end.
3. Overflow: If the bubbles go past the Death Zone the game will end.
4. Ending Early: The game can be ended early from the pause screen.
Gameplay Elements
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Timer: Displays time remaining. Players are given 3 minutes to play and starts after the first shot is fired.
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Score: Shows the amount of points scored in the game.
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Pause Button: Menu with a 10 minute pause timer where players can change settings, view HTP menus or end early.
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Hopper: This is where bubbles appear for the player to shoot. After the hopper empties, it reloads to a random amount with random colors. Individual slots can be tapped to queue it to the nozzle.
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Colors Remaining: Shows the colors remaining in the game. After clearing a color from the board and hopper, the color will be grayed out and checkmarked.
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Cluster counter: Displayed in the center of the hopper. Shows the amount of cluster sets needed to be popped to avoid the board from shifting down.
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Drop Line: Shows where the board will drop to if the cluster count number isn’t reached.
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Death Zone: The area where if bubbles land in it or the board drops into it the game will end.
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Powerup Slots: A tray where powerups are held once collected. From here powerups can be tapped to appear in the hopper, or can be dragged to specific hopper slots. Collecting powerups with all slots filled will convert the powerup to a 100 point bonus.
Powerup Types
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Bomb: Explodes and pops bubbles in a small radius
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Multiple bombs can be combined to increase the explosion radius
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If a bomb pops other powerups on the board, those will be collected
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Wild: Changes color to any bubble it touches
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Lighting: Pops a total of 5 bubbles in a vertical line upon impact.
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Multiple lightning’s can be combined to increase the number of bubbles popped.
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If the lightning pops powerup bubbles on the board, those bubbles will be collected.
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Multiplayer: Gives bubbles or projectiles a times two score multiplier.
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Multiple x2 powerups can be combined for a larger score multiplier. (X2, X3, X4, etc.)
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Can place x2’s on the board to multiply points added to cluster popped if connected (X2, X4, X6, etc.)
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Grease: Makes bubbles or projectiles slick.
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This allows them to slide into tight crevices. Cannot be combined with itself for extra effect
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Wall Behaviors
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Side walls: Bubbles or powerup projectiles will bounce off the side walls depending on the angle they hit.
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Back wall: Bubbles stick to the back wall where they land. Some powerups have different effects when they land on the back wall
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Wild: Remains a wild if it lands on the back wall without touchingany other bubbles.
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Grease: A bubble or projectile with grease applied will slidehorizontally in the direction it lands until it hits a bubble or a side wall.
Game Modes
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Sudden Death: The cluster counter is gone and instead the board will shift down after every shot. Powerups spawn more frequently and there are 3 colors at the start. Score the highest before the time runs out or clear the board to win.
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Blitz: The cluster counter is gone and instead the board will shift down every 5 seconds. After 15 seconds, the board will shift down a second faster until it shifts down every second. Multiplier powerup is disabled and there are 4 colors at the start. Score the highest before the time runs out or clear the board to win.
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Puzzle: You are given one hopper and 3 random powerups at the start to clear the board completely. The Multiplier powerup is disabled and the Grease powerup appears less frequently. Time is shortened to 1:30 and there is a time bonus awarded for remaining time (10 points per each second).
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Daily Puzzle: You are given one hopper, 45 seconds and one random powerup at the start to clear the board completely. The multiplier powerup is disabled and all powerups are disabled from spawning on the board. There are only 2 colors.
Scoring
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Popping bubbles: 10/20/30/etc points added for each additional bubble popped. (e.g. If you shoot an orange bubble on a cluster of 6 orange bubbles with 2 other bubbles (8 bubbles total), you will get + 10, 20, 30, 40, 50, 60, 70, 80, 90, which equals 450 points.)
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Multicolor clear bonus: Bonus for clearing multiple bubbles with a single shot:
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1 color - 10% score multiplier
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2 color - 20% score multiplier
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4+ colors - 50,000
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Color clear bonus: End game bonus for clearing colors at the end of the game:
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1 colors - 10% score multiplier
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2 colors - 20% score multiplier
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3 color - 30% score multiplier
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4 color - 50% score multiplier
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5 color - 75% score multiplier
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All colors - 100% score multiplier
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Collecting a powerup with full inventory - 100 points.
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Remaining powerups at end game - 100 points.
Pro Tips
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You can swipe and tap below the hopper for reverse aiming shots.
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When at 2 colors, avoid clearing clusters until board is near the bottom then clear massive clusters for big points.
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Save x2 powerups until there are big clusters to pop.
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Use powerups to prevent the board from shifting down.
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Use lightning then a grease powerup to get deep pops on the board.
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Stack bombs for huge explosions, but use them individually to get the cluster counter to 0.
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When there’s only one color in the hopper, replace it with a powerup to clear the color.
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Use the wall to bounce bubbles off for tricky angles.
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Look for ways to clear multiple colors at once to allow for a big score bonus.
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After clearing all but one color, try to allow the board to shift down one more time for a final big cluster clear.
Galaxy Match
Overview
Galaxy Match is a Match 3 game where you must quickly identify matching colored shapes to form connecting patterns and score points. The goal of the game is to make these matches and detonate upgraded Power Shapes near Gold Panels to clear levels. Power Shapes are created by filling up the Powerup Meter underneath the board, and Gold Panels are automatically distributed once each level begins Once full, double tap any shape to upgrade it to the next tier. Clearing all Gold Panels on the board moves you to the next level. In between completing each level, players can earn double the points in Hyperdrive. Completing all levels keeps the player in Infinite Hyperdrive, utilizing the maximum point multiplier till the end of the game.
How To Win
The game begins with an 8x8 grid filled with randomly placed shapes. Choose 2 adjacent shapes (horizontally or vertically) to switch places on the game board. If the shapes swap to create a row of 3 or more identical shapes (horizontally or vertically), a match is made, and you earn points! Matches cannot be made diagonally, and moves that do not result in the creation of a match are not allowed.
The remaining shapes fall down to fill in the empty spots, which can result in additional groups being formed and removed. New shapes always fall in from the top of the screen so that the playing area is filled with 64 shapes at all times. If you ever reach a position in which there are no possible moves, the playing area will be refilled with new shapes, and play will continue. There is no scoring penalty for this, but it does cost you some time.
Power Shapes are key to clearing the board as quickly as possible. Use the Upgrade Powerup when the meter is filled at the bottom of your screen to make Power Shapes quickly. This will take any shape and upgrade it to the next tier. If you make a row of 4 matching shapes, 1 will remain on the board as a Nova. Use the Nova in a match and watch it blow up all the shapes around it. You can also make a Comet by making a 2x2 square match. When a Comet is triggered, it automatically detects the longest detonation path to the end of the board, and blows up 6 adjacent shapes. Additionally, you can make a Quasar by making two conjoined matches of 3 (‘L’ or ‘T’ shaped). Using a Quasar destroys all of the shapes in its row and column. Finally, you can create a Black Hole by creating a row of 5 shapes. When you swap a Black Hole with another shape, all shapes of the same color will be removed.
Power Shapes can also be upgraded numerous times, and they can be combined! When a Power Shape destroys another Power Shape, the 2nd Power Shape will be detonated. You can also combine Power Shapes together by swapping them (regardless of color) to create destructive combinations!
Clearing all gold panels from the board will complete the current level. The goal of the game is to make these matches and detonate upgraded Power Shapes near the radius of Gold Panels to clear levels. Before moving to the next level, the grid will remove one color shape type from the board, and you’ll enter Hyperdrive. Hyperdrive is a timed duration of a 2x multiplier on top of your current level multiplier. Take advantage of making matches quickly and set off as many Power Shapes as possible for extra points. When Hyperdrive ends, you’ll be sent to the next level. Complete all levels to enter Infinite Hyperdrive till the end of the game. When time is up, the game ends.
Gameplay Elements
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GOLD PANEL COUNTER: Current gold panels remaining.
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HYPERDRIVE: In-between level complete state. Shows timed duration and increased point multiplier.
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SHAPE TRACKER: Current colored shapes active on the board (Silhouetted when removed from board).
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POWERUP METER (INACTIVE): Current fill progress.
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POWERUP METER (ACTIVE): Upgrade powerup ready.
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GAME TIMER: Current in-game time remaining.
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LEVEL: Current level
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POINT MULTIPLIER: Current total point multiplier
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SCORE: Total player score
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SETTINGS BUTTON:Pulls up the settings window
Goal of the Game
The goal of the game is to clear all Gold Panels on the board by making matches or detonating Power Shapes around them, and leveling up. Get to the final level as fast as possible to maximize the highest point multiplier.
Powerup Shapes
Each tier of Power Shapes creates more deadly detonations as well as unique ways to destroy tricky Gold Panels. Each tier gets increasingly more powerful than the next which will clear more Shapes on the board in their detonations.
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Tier 1: Nova
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Tier 2: Comet
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Tier 3: Quasar
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Tier 4: Black Hole
Gold Panels
Gold Panels spawn behind the shapes every level. Each level increases the amount of panels spawned. Match or detonate Power Shapes close to Gold Panels to remove them. Removing all Gold Panels on the board completes the level and sends you into Hyperdrive. When Hyperdrive ends, you’ll level up and a new set of Gold Panels will appear.
Match Patterns & Detonations
Match different patterns to make Power Shapes
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NOVA: Create a line of 4 pattern to make a Nova.
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COMET: A 2x2 pattern will createa Comet pointing in a random direction.
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NOVA DETONTATION: Remove 3x3 grid around the Nova. Try swapping two Novas together to create a 6x6 detonation. It’s the lowest Power Shape tier, so it’s easier to use the Upgrade Powerup to set up Power Shape swaps. This can get rid of a chunk of Gold Panels on the board quickly.
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COMET DETONTATION:Remove the line in front of the Comet’s path (shown by a directional arrow on the Comet) all the way down to the edge of the board.Try swapping two Comets together to remove the opposing lines of shapes on the edge of the board.
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QUASAR: Remove a full row and column around Quasar. They can be made 2 ways; a match of a 5 in a T or L shape. Try swapping a Quasar with a Comet to get tricky shapes further away on the same line or edge of the board.
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BLACK HOLE: Remove every colored shape that the Black Hole is swapped. Can be swapped with any shape. Match 5 in a line to make a Black Hole. Try saving an Upgrade Powerup to create a Power Shape next to a Black Hole! Swap them together to turn the other matching colors into that Power Shape. Tip: Creating a Black Hole and saving another Power Shape next to it to keep upgrading to make higher tiered Power Shapes like a Quasar or another Black Hole can clear higher levels quickly. A Black Hole x Black Hole Swap will clear the entire board! Use this to clear higher levels with bigger sets of Gold Panels.
Power Shape Swaps
Match Power Shapes to detonate them! Swap ANY Power Shapes with each other for even bigger impacts! Power Shapes can swap together regardless of color/special shape matching to create deadly combo detonations. Try using certain ones wisely when upgrading shapes to the tier that helps destroy tricky corner/edge Gold Panels or to clear the board faster to move to the next level. Sometimes saving detonating shapes early can help create a more devastating Power Shape swap on more difficult levels.
Try any of these combinations to see deadly results:
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Nova + Nova
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Nova + Comet
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Nova + Quasar
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Comet + Quasar
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Comet + Comet
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Quasar + Quasar
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Black Hole + Black Hole
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Black Hole + Power Shape
Upgrade Power Meter
The player fills the Powerup Meter by earning experience though making matches, chaining falling matches, and detonating Power Shapes. Once filled, the player can double tap any shape on the board to upgrade it to the next tier.
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Tier 1: Nova
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Tier 2: Comet
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Tier 3: Quasar
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Tier 4: Black Hole
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***Tip: Use the Upgrade Powerup to make Power Shapes adjacent to ones already created on the board. This will set up easy Power Shape Swap combinations.
Leveling & Hyperdrive
After clearing all Gold Panels, you’ll enter Hyperdrive. This doubles all points earned during this duration. Also, one color shape type is removed during this duration, making it easier to get matching color shapes next to each other for more matching potential. Create Power Shapes during Hyperdrive to set up powerful chain detonations after leveling up. As you level up, your multiplier will continue to climb. Completing the final level keeps Hyperdrive active till the end of the game for the maximum point multiplier!
Chaining & Live Swaps
Chaining is what happens when continuous matches are made in quick succession. After matching, falling shapes that auto match are chains. Chaining can ramp up the match scoring as it scales with every continuous match. Use Power Shapes and Live Swaps to keep new falling shapes fall in to automatically make matches that will ramp up the chain scoring combos. Live swaps: You can swap different shapes while others are moving to extend chaining by Live swapping, so don’t wait for the board to fully settle to keep making matches.
Scoring
Make matches as quick as possible to clear gold panels on the board and progress to higher levels. Power Shape swaps will increase Chances of continuous chaining “that drives up the score.Reaching higher levels will increase the multiplier of all points earned so clear levels quickly to have the most amount of time in higher multipliers. Clear the final level to reach the highest point multiplier in Infinite Hyperdrive till the end of the game!
MATCHES BASE SCORE:
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Base scoring of matches made.
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Making a match of 3 = 10 points per shape destroyed in the match
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Making a match of 4 = 20 points per shape destroyed in the match
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Making a match of 5 = 30 points per shape destroyed in the match
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POWERUPS BASE SCORE:
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Each Power Shape’s detonation base scoring.
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Nova / Comet / Quasar = 20 points per shape destroyed
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CHAIN DETONATIONS:
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After matching, falling shapes that auto match are chains.
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Every level increases this chain scoring.
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HYPERDRIVE:
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2x point multiplier.
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This multiplier stacks on top of the level multiplier for the duration it's active. Once Hyperdrive ends, the current level multiplier is the only one active.
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Pro Tips
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Use the Powerup Upgrade to create Special Shapes faster.
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Upgrade a Special Shape near Gold Panels and detonate them to remove panels quickly.
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Swap any two Special Shapes with each other and make unique combination explosions. Some combinations have more deadly areas of impact, - so swap higher tiered Special Shapes for quicker level clear.
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Double tap any Shape to upgrade to the next tier when the Powerup Meter is active. Upgrade a Shape near a Special one on the board for an - immediate Special Swap.
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Try saving an Upgrade Powerup to create a Special Shape next to a Black Hole! Swap them together to turn the other matching colors into that - Special Shape.
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Swap two Comets together to destroy two opposite facing columns or rows that have tricky gold panels on the edges of the board.
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Clear all of the Gold Panels to level up. Get to the final level as fast as possible to maximize the highest point multiplier. Completing all levels - keeps Hyperdrive active till time's up.
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Detonate a Power Shape in the radius of another to create a chain of explosions!
Boggle
Overview
Test your vocabulary in this classic word game! Find and connect as many words as possible hidden inside a small grid. The longer the word, the more points you’ll earn. You’ll have three rounds to find words and rack up a high score.
How to Play
If you ever played the classic board game Boggle, you’ll love our modern take on it. The goal of Boggle is to create as many words as you can using a 4x4 or 5x5 grid of random letters.
Each letter tile is worth a set number of points. Connect letters to spell out words and earn the sum of the letter points. The longer the word, the more points you earn.
Each Boggle game consists of three rounds. In the first round, simply challenge yourself to connect as many words as you can. In the second and third rounds, we’ll add double/triple letter and word tiles to the board. Try to use as many of these special tiles as possible to maximize your score!
Connect Words
In all three rounds, you’ll need to connect at least two letters to spell out words. Each letter of the word must be connected to the previous letter, either side-by-side or diagonally. No individual letter tile can be used more than once in each word.
You can only submit a particular word once per round, but you can submit plurals and other variations of the word.
There are two ways to select letter tiles:
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Dragging: Drag your finger from one letter tile to the next to form a word.
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Tapping: Tap one letter, then another until you have formed a word.
Submit Words
As you connect letters, the words you form will be checked against the Boggle dictionary. If your word is valid, we’ll display your potential score in the letter tray above the grid.
When you’re ready to submit a word, click the green checkmark on the letter tray. If you submit a valid word, you’ll receive points, and the submitted word will show in the word list at the top of your screen. You won’t lose points for typing non-valid words.
Each word must be at least two letters long. Proper nouns and abbreviations are not permitted.
A standard game lasts three minutes. When the clock reaches 0:00, the game ends.
Scoring
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Your score is determined by the length and value of the words you create.
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Base Word Scores: Each time you submit a valid word, you’ll receive the sum of the points of each letter in the word.
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Letter Score Chart:
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A: 1
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B: 3
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C: 3
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D: 2
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E: 1
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F: 4
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G:2
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H: 4
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I: 1
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J: 8
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K: 5
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L: 1
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M: 3
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N: 1
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O: 1
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P: 3
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Q: 10
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R: 1
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S: 1
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T: 1
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U: 1
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V: 4
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W: 4
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X: 8
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Y: 4
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Z: 10
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Bonus Tiles: In rounds two and three, you can use bonus tiles to increase the point values for individual letters or entire words.Bonus tiles include:
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Double letter (DL) - Doubles the value of the tile used in the word
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Triple letter (TL) - Triples the value of the tile used in the word
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Double word (DW) - Doubles the value of the word submitted
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Triple word (TW) - Triples the value of the word submitted
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All-Letters Bonuses: If you use all the letters in the grid during a round, you’ll receive an all-letters bonus worth 100 points. You can earn this bonus once for each of the three rounds. To help you keep track, a small pink dot will appear on a letter tile once you use it.
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Five+ Letter Words Bonuses: For each valid word with five or more letters, you’ll receive a bonus to their word score using this formula:
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(Number of letters used - 4) x 5 = bonus points
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For example, if you submit a six-letter word: (6 letters - 4) x 5 = 10 bonus points
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Upgrading Your Word Scores: You can only earn points for a word once per round. However, it’s possible to upgrade a score for a previously submitted word if you submit a higher-scoring configuration of that same word. For example, imagine that you earn five points for spelling the word “CAT”. Then, in the same round, you find another spelling of “CAT” that uses a double-word bonus tile and is worth ten points. If you submit this higher-scoring version of “CAT”, you’ll earn the difference in points. In this case, you’d earn five additional points for submitting “CAT” (the difference in point value between the first and second spelling of CAT).
Pro Tips
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Use every letter in the grid to earn 100 bonus points.
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Go for double/triple word and letter bonuses.
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Make words plural by adding an “S” to increase your word list.
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Earn bonus scores for five-letter or longer words.
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Want to save time? Tap the last letter of your word to automatically submit it.
Cue Masters
Overview
Become the next cue master! Pocket your balls to clear the table – but don’t run out of time or miss too many shots. Think ahead to set up your next shots and do your best to maintain a streak to score as many points as possible.
How to Play
The goal of the game is to pocket all your balls before you run out of time or lives. You’ll need to plan your shots, aim with accuracy and race against the clock to pocket your balls without running out of lives!
8-ball solo mode: In 8-ball solo mode, the first ball you pocket determines which set of balls you need to sink: stripes or solids. Use fine-tuning adjustments to position the cue and maximize your shot accuracy. Sink all your balls while avoiding the other set. Complete the game by pocketing the 8-ball after you have pocketed all your other balls and before the time expires. If you pocket the 8-ball before your other balls, the game will end early, and you'll receive a penalty. The game also will end early if you run out of lives.
Aiming:Drag your finger or tap to aim the cue around the table. Press the Fine Tune button to enter the Fine Tuning view with a 3D perspective. In fine tuning view, you can aim and zoom while locked on a ball, giving you more control over your shot.
Taking a shot: When you’re positioned and ready to shoot, pull back on the power meter to set the power for your shot. The farther back you pull on the meter, the harder you will hit the cue ball. Release to take your shot.
Spin:In the spin panel, you can choose where to hit on the cue ball’s surface. Adding spin changes the direction that the cue ball will roll after it hits another ball or the table rail. The cue stick angle will adjust automatically to account for cue ball deflection. Check out the in-game Pro Tips to learn how to use spin best.
Lives: You start with five lives. Committing fouls or missing your shot will deduct a life. If you lose all five lives, the game will end early.
Fouls are given for:
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Hitting the wrong category ball first (for example, if you’re solids and you hit a striped ball first, you will lose a life)
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Not hitting any other balls with the cue ball
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Pocketing the cue ball
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Not hitting the rail with any balls after a shot
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Hitting a ball off the table
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Sinking the 8-ball early
Other Game Modes
One life: The rules in this mode are the same as 8-ball solo, but with only one life to play. Any foul or miss will end the game early. See how close you can get to a perfect game!
Practice: Practice mode uses the same rules as 8-ball solo to help improve your techniques and setups before you play.
Scoring
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Correct ball pocketed: 200 points
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Streak Bonus: 50 points per ball in a row
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Quick Shot Bonus: Starts at 50 points at the beginning of each shot and depreciates over 40 seconds
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8-ball Pocketed Bonus: 1,000 points
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Lives Remaining Bonus: 100 points per life
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Foul: -200 points
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Sinking the cue ball on the same shot as the 8-ball: -500 points
Pro Tips
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Use fine tuning view to line up the perfect shot.
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Tap on the table to automatically aim the cue. Use this to maximize your Quick Shot Bonus.
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If multiple balls sink on the break, aim for the set with the most left on the table to maximize your possible score.
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Topspin keeps the cue ball moving forward after a shot.
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Apply a small amount of backspin to do a "stop shot." The cue ball will stop when it hits another ball straight on.
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Apply a large amount of backspin to do a "draw shot." The cue ball will roll backwards after making contact.
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Longer and softer shots require more spin.
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Adding right or left spin will make the cue ball roll in its respective direction after it hits a rail.
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Check out the Pro Tips videos in-game to learn more ways to use spin.
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Limit your fouls and keep as many lives as possible for a bonus.
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Plan where the cue ball will stop to line up your next shot and maximize Streak Bonus.
Gronk Spike Cornhole
Overview
Play a unique twist on cornhole with NFL legend Rob Gronkowski! Score as many points as you can by sinking your bags, knocking Gronk’s bags off the board, and scoring combos. Your opponent will do the same, and the player with the most points wins.
How to Play
The goal of the game is to throw bags at a cornhole board and maximize your score. Take turns throwing with Gronk, sink your bags, and knock Gronk’s bags off the board to earn more points than your opponent. Combos are the best way to max out your score, so set up your shots so you can score multiple ways with one throw.
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AIMING: Start off by gauging Gronk’s next throw (the yellow arc) to help plan where you want to place your throw (the blue arc). Drag the blue aim target where you want your bag to land.
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THROWING: Begin your throw by dragging down and holding the bag. Once you have your bag in the blue pull area, you can shape your throw.
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Sliders: Sliders carry more power, slide farther, and hit other bags farther. Use them to bully Gronk’s bags off the board. To set up a slider, drag down slightly so your bag is at the top of the pull area. Then, pull to the right or left to choose the direction of your slider.
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Drop bags: This type of throw lands on the board with little slide. They are good for setting up blockers and airmailing a bag directly into the hole. To throw a drop bag, drag your bag all the way to the bottom of the pull area. Then, pull left or right to choose the direction of your drop bag.
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Cut shot: Cut shots will cut at an angle when they land on the board. They are good for curving around blocker bags on the board. Drag the bag down diagonally left or right to set up a cut shot. Swipe up and diagonally when you throw to add spin and make your cuts more effective.
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TIMING YOUR THROWS: Once you’ve placed your aim target, it’s time to set your backspin. Use the slider on the right of the screen while in aim mode to give your ball the desired amount of spin. Before each stroke, the slider will default in the middle of the slider, giving your ball a standard spin. Note that landing in bad terrains, such as rough and dirt, will limit your ability to use backspin.
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ADDING SPIN: Throwing with spin enhances your cut bags, helps stabilize the bag in flight, and can help move other bags on the board. Swipe up diagonally when you throw to add spin.
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FLIP THE BAG: Bags have a sticky and smooth slide. Before you pull back to throw the bag, tap the bag to flip it. The sticky side slides less on the board, and the smooth side slides more. The smooth slide is also more effective at moving multiple bags that are clumped together.
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CHOOSE YOUR PITCH POSITION: The pitch position slider moves you side to side, changing your throw angle. This can help you throw at tricky angles. You can change the pitch position in the aim view or throw view.
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GAME END: You have 15 minutes to play and finish the game. The time remaining is visible in the pause menu. Any leftover time does not affect your score.
Scoring
Throw bags on the cornhole board or get them in the hole to score points. You can also knock Gronk’s bags off the board to earn points.
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SCORING BREAKDOWN
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Cornhole – Getting your bag in the hole = 300
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Woody – Landing bag on the board = 100
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Bully – You knock Gronk’s bag off the board = 100
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Fed – Gronk knocks your bag in the hole = 100
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Bump – You push Gronk’s bag a set distance = 20
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Double Bagger – Get two of your bags in the hole in one throw = 100
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Triple Bagger – Get three of your bags in the hole in one throw = 300
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Quad Bagger – Get four of your bags in the hole in one throw = 500
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Unwoody – Your bag is knocked off the board = -100
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Gronkhole – Gronk throws a bag in the hole = -300
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Feed – You knock Gronk’s bag in the hole = -300
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SCORING WITH COMBOS
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Boost your score by stacking combos. Combos are achieved by getting multiple scoring events in a single throw. For example, if you knock two of your bags into the hole with one throw, you’ll earn combo points.
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Every additional scoring event from a throw adds a 50% multiplier to the total score.
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Imagine that one of your throws causes a cornhole (300) and a bully (100), for 400 points. Doing two things at once adds a 50% multiplier for a final value of 600 points.
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Negative events (such as knocking your own bag off of the board) are not included in the multiplier.
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Use your own bags and Gronk’s bags to get larger combos.
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Pro Tips
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Place your bags near the hole and try to knock multiple bags in at once.
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Bully and bump Gronk's bags, and hole yours for a large combo score.
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Place blocker bags to keep Gronk from holing and knocking yours in.
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Use the smooth side of the bag and a slider throw to knock multiple bags on the board.
Deep Sea Search
Overview
How many hidden objects can you find under the sea? The clock is ticking, so look carefully and collect as many objects as you can. Find power-ups, gather gold coins, and avoid penalty objects to maximize your score.
How to Play
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COLLECT GOAL OBJECTS: Search the ocean floor for the goal objects shown at the bottom of your screen. Once you find a goal object, tap it to collect it. There’s a time limit, so look carefully and act quickly. Speed is the name of the game, but make sure to avoid tapping the wrong objects. That will deduct five seconds from your total time. To win, you’ll need to rack up a higher score than your opponent.
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MAXIMIZE POINTS WITH INTERACTIVE OBJECTS: Look out for other interactive objects that can help you maximize your score. Gold coins are an easy way to gain quick points. You can also tap treasure chests, barrels, and lobster traps to see what treasures they contain. You might luck out and uncover gold coins or goal objects! Sometimes interactive objects release their treasure contained in a large, blue bubble. Want an easy way to spot interactive objects? Look for objects that wiggle or release streams of small bubbles.
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PLAY WITH POWER-UPS: During your search, collect power-ups to boost your score, save time, and help you spot hard-to-find objects.
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XXX bottle: Your vision will get distorted, but all points earned will be tripled.
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Diving goggles: All potential goal objects on the current screen will glow. Remember to only tap the goal objects that match the objects currently shown at the bottom of the screen.
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Rusted clock: Time will stop so you can maximize your time bonus.
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Scoring
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Goal object = 200 points
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Gold coins = 50 points
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Time bonus = Percentage of time remaining x 500 points
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Multiples of the same goal object = 100 points for the second goal object, 50 points for the third, and 25 points for each additonal goal object found
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Perfect game bonus = 100 points. A perfect game is a game with no errors and all goal objects collected.
Game Modes
Standard Games: Standard games are broken into five rounds, with a five-minute time limit overall. Each round, you’ll be presented with a new set of goal objects to find. Once all the goal objects for that round are found, you’ll be transitioned to a new scene under the sea to begin the next round.
As you progress through the rounds, you’ll have more goal objects to find.
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Round one: Two goal objects
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Round two: Three goal objects
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Round three: Four goal objects
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Round four: Five goal objects
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Round five: Six goal objects
Meander Mode: In Meander mode, the goal is the same as Standard mode but the game isn’t broken into rounds. You’ll have a rotating list of goal objects to find, and you’ll continuously move around the ocean floor.
Pro Tips
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Zoom in and out by pinching the screen. Drag your finger to pan while zoomed in.
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In Standard mode, when transitioning, make sure to collect interactive objects, goal objects, and coins.
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Use the rusted clock to give yourself more time to scope the floor. Complete the game early to earn a time bonus.
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Scope out the ocean floor before activating the XXX bottle to maximize the x3 bonus.