Surviving the Audience
Escapes get expensive
The cost of an escape grows with each arc and with Heat, and special moles cost more than normals. Stand where the most moles of the strike row are, not where the biggest special is, when the row is crowded.
Late risers pop into empty holes just before the strike from arc 2; their marks show three rows ahead. Shells (helmet, stone) can make a hit pay nothing.
Win it back
Chains heal: a good chain can undo several escapes. Keep Momentum high, take pieces that clear the strike row (Wide Head, explosive moles) and prizes that protect it.
At x2 or x3 speed the game slows back to x1 after three costly escapes within six rows. A relaxed Audience option exists in accessibility.
All fair rules
| Fair | Rule | Status |
|---|---|---|
| PURE BONK: No extra rules. Just the hammer, the moles and the crowd. | In the game | |
| FOG AND LANTERNS: Fog hides the far rows. Every special you pop lights a lantern: its column stays clear for 5 rows. | In the game | |
| STEP BY STEP: The machine only moves when you do. An hourglass drains the Audience while you think. | In the game | |
| THE HAMMER THAT BUILDS ITSELF: Every special you pop bolts a scrap piece onto the hammer: it strikes wider. Escapes knock pieces off. | In the game | |
| TWO HAMMERS: Two hammers on one board. Both strike at once and share one chain. | In the game | |
| DOUBLE MACHINE: Two machines side by side. Your hammer jumps between them. | In the game |
Frequently asked questions
- What happens at 0 Audience?
- The show is over (SHOW OVER), unless a piece like Second Act saves you once.