Prizes 26
Prizes break one rule of the game. They are offered at each arc; you can own up to 3.
| Name | Code | Pack | Family | Description |
|---|---|---|---|---|
| P05 | Base | PROJECTILE | Every 8 s a confetti ball drops on your best special (shadow warns 1 s ahead) and starts a chain. Every 5th is golden. | |
| P08 | Base | NORMALS | Every 6 normal moles popped, a normal in your column or next to it (next 3 rows) turns into one of your specials. 3 in a row without escapes: the next is golden. | |
| P12 | NEON ARCADE | FIRE | Chains of 8+ launch a rocket per 8 links (max 5) that blows up 3x3 on a special. At 30+: GRAND FINALE, 12 rockets. | |
| P13 | HAUNTED FAIR | FAIR | Every ~18 rows a Mystery Box (?) appears ahead. Bonk it: blast, lightning, gold rain, Audience, XP or a wildcard special. Free if it escapes. | |
| P15 | HAUNTED FAIR | WAVE | Every ~50 s: siren, then 15 s of RUSH (rows +40% faster, more specials, score and XP x2). No escapes = a chest with 1 of 3 upgrades. | |
| P16 | HAUNTED FAIR | ELECTRIC | A spotlight sweeps the columns: lit moles often become your specials, pay double and pass the BONK to the lit holes around them. | |
| P20 | SCRAP YARD CARNIVAL | GOLD | Gold is contagious: a Golden mole you pop turns the 2 nearest plain moles ahead golden and cheers the crowd. Every 4 golds, a special turns golden. | |
| P21 | CLOCKWORK CIRCUS | WAVE | Once per run, at 0 Audience: back to 30, the board freezes, then a wave BONKs every mole on screen in one chain and Momentum jumps to WILD. | |
| P23 | Base | NORMALS | Plain moles pay x2.5 score and x2 XP and win back a little Audience. Every 25 fill the fan meter: a FAN WAVE BONKs up to 8 normals in two rows. | |
| P24 | SCRAP YARD CARNIVAL | FAIR | Audience can never pass 60%. Every mole pays double score and double XP. | |
| P25 | ROYAL GRAND FAIR | FAIR | Every ~18 s a shimmering Joker appears ahead and becomes every mole type in turn. When it resolves it fires the type it shows. Every 4th one is golden and fires 3. | |
| P26 | Base | EXPLOSIVE | 12% of plain moles wear a hat: red blasts, yellow zaps, blue pulls, green makes moles golden. | |
| P27 | NEON ARCADE | ELECTRIC | Every 30 s a storm rains over the WHOLE board for 4 s and soaks every mole. Wet moles conduct: electric hits jump to every wet mole within 2 holes. Fire goes out on wet moles. | |
| P28 | SCRAP YARD CARNIVAL | FIRE | Every ~15 rows one row comes out oily. Strike it, or let any fire reach it, and the whole slick goes up: every oily mole BOOMs. Bombs in oil blast one ring further. | |
| P29 | SCRAP YARD CARNIVAL | EXPLOSIVE | Every ~12 rows a black hole opens ahead. It drags the moles around it toward it, and the ones it swallows blow up in chain with their neighbours. | |
| P30 | ROYAL GRAND FAIR | FAIR | At every arc, sign a sponsor: one family of bonks pays x2 score and XP, all the others x0.75. | |
| P31 | HAUNTED FAIR | ECHO | Clear a whole row and a ghost copy of it appears 5 rows ahead: same pattern, pays half, free if it escapes. At most one per 6 rows. | |
| P32 | CLOCKWORK CIRCUS | FAIR | At every arc a wheel offers 3 house rules. Pick one: an upside and a downside until the next arc. | |
| P33 | CLOCKWORK CIRCUS | ECHO | Remembers your last chain of 8+ and replays its shape from your hammer every 20 s. | |
| P34 | NEON ARCADE | ECHO | A ghost hammer on the mirrored column: every 2nd strike it BONKs there too, with all your hammer modules. | |
| P35 | Base | NORMALS | Hit 10 holes in a row and your next strike fires every hammer module twice. | |
| P36 | NEON ARCADE | PROJECTILE | Every 14 s a pinball bounces around the board for 6 s, BONKing every mole it touches. | |
| P37 | Base | GOLD | Pick a column: one of your specials spawns there every 3rd row and every BONK there pays double. | |
| P38 | ROYAL GRAND FAIR | PROJECTILE | A sliding shelf of your specials above the board: every strike also drops the one above your column. | |
| P39 | Base | FAIR | On level-up screens, CUT a new piece: it is never offered again and a new card replaces it. 2 cuts per arc. | |
| P40 | Base | FAIR | The board becomes a LOOP: the left and right edges touch. The hammer and every blast, zap and sweep go past one side and come out on the other. The first strike after a loop also BONKs the column you left. |