Rules

In addition to our Terms of Use 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 of Use.

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
If you get within a foot of the hole, you can tap the “Gimme” button to automatically send the ball into the hole.
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

King’s Crossing

Description

A Chess board is filled with randomized Chess pieces - Rooks, Bishops, Knights & Queens. The goal of the game is to move the King to the Throne in as few moves as possible. The King can only move along the highlighted path. Clear the way for the King by moving other pieces off of the Path.

Pro Tips

  • Perform a “Double Move” by moving the King two spaces along the path. Use Double Moves to receive bonus points.
  • Hitting undo will temporarily remove any points from the previous move. Note: you will not lose any points for undoing a move for any piece besides the King.
  • Find the perfect balance between speed and strategy. Less moves = more Points. More time on the clock at the end of the game = more Points.
  • Move Bishops out of the corners if the King's Path crosses through them to avoid having to backtrack.

Scoring

King Moves

  • Single Move = 100 Points
  • Double Move = 100 + 50 Points

Undo Button After King Move

  • Single Move = -100
  • Double Move = -150

Path Progress

  • At the end of the round, earn 100 Points for every space the King progresses along the Path.

Double Move Bonus

  • Receive an additional 50 Points for completing a Double Move.

Moves Remaining Bonus

  • At the end of the round, receive an extra 50 Points for every move that wasn't used.

Time Remaining Bonus

  • At the end of the round, receive an extra 10 Points for every second left on the clock.

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:  

4 letters:  

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:

  1. If the Hold Area is open, you can use it to clear stones that are stacked on top of each other.
  2. Tap the END button if there are no more moves in order to end the game, submit your score and receive a time bonus.
  3. 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.
  4. 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!
  5. Don't always make every match as soon as you can, and instead try to save them to extend your streaks.
  6. 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.
  7. Try to make matches on the lower levels of the pyramid first to maximize the number of stones you uncover.
  8. It is usually better to make matches using stones on the pyramid before using stones from the Pile.
  9. Be conservative about putting stones in the Hold Area so you don’t get stuck.
  10. 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.
  • 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.