Mechanics 29
How BONK! works, one rule per page: the automatic BONK, chains, the Audience, Momentum, elements, unlocks and every mode.
| Name | Description |
|---|---|
| The hammer's hit. When a row reaches the strike line, the hammer BONKs the hole of its column by itself. | |
| Every BONK caused by one strike. Longer chains pay more and win the Audience back. | |
| Your life bar (0-100). Escapes cost Audience, chains win it back. At 0 the show is over. | |
| A mole that passes the strike line without being BONKed escapes: it costs Audience and Momentum. | |
| A meter with four tiers, CALM, HOT, WILD and FEVER, that multiplies the score. | |
| A golden mole pays much more; golden chains spread the gold. | |
| A mole you added to your build (up to 4). It fires its own effect when it is BONKed. | |
| Overlays on normal moles: a helmet needs two BONKs, a stone only breaks under your own hammer. | |
| Moles that pop up in empty holes just before the strike, marked three rows ahead. | |
| Element statuses on holes and moles: water conducts electricity, oil carries fire, water puts fire out. | |
| The Clock and the Clockwork Head do not slow time any more: they put a MARK on moles (TEAL or GOLD) that lasts 8 rows. | |
| Every piece pays under one of nine families: electric, explosive, fire, gold, normals, projectile, wave, echo or fair (the fair-rule prizes). | |
| Each fair opens the next pack of pieces in four milestones: pass arc 1, pass arc 2, reach the boss, win. | |
| A piece at Level 2 picks a final form: mutation A, mutation B, or a chemistry recipe. | |
| A curated recipe between two pieces you own. It adds a new behaviour, never a plain percentage. | |
| When both members of a chemistry recipe are mutated, the recipe gets its extra Resonance effect. | |
| Every fair but the Sunny Fairground has ONE strong rule that changes how you play the whole show. | |
| When the XP bar fills you pick 1 of 3 cards: a new piece or a level for one you own. | |
| A show has 3 arcs. The machine starts with 4 columns; arc 1 widens it to 5 and arc 2 to 6. Every arc opens a prize pick; then the boss. | |
| Every fair ends with a boss beaten through a mechanic on the board, with no health bar and no bullets. | |
| Difficulty levels 1 to 5 per fair, unlocked by winning the level below on that fair. | |
| One seeded run per day with a rule and bronze, silver and gold goals; on Sundays the Grand Fair adds a second rule. | |
| A shorter campaign run (about 10 minutes): arcs at rows 65, 145 and 230, boss at 315. | |
| A post-game mode with no boss: the rule rotates every 40 rows and the machine grows to 7 and 8 columns. | |
| The six bosses in a row, unlocked after winning every show. | |
| A giant celebrity mole that visits about a third of the runs (34 %); chain BONKs knock its stars off for a gift. | |
| A visual level 0-5 per piece, earned only by winning with it. | |
| x1, x2 or x3: the world runs 1, 1.6 or 2.2 times faster; your controls stay real time. | |
| The Daily screen has an ENTER SEED field: type a seed number or a share code to replay that exact run. |