A run-based block-stacking gauntlet. Stack modifiers, fight bosses, push the score further than the last attempt.

Normal

The base run. Bosses hit twice as hard, everything else stays vanilla.

  • 10% curse picks
  • Baseline difficulty
5.38% global completion rate
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Hardcore

Longer run. One in four picks is curse-only - no buff in sight.

  • Start L5
  • Boss HP x4
  • Lines x1.5
  • 25% curse picks
1.44% global completion rate
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Nightmare

Twice as long. Level-10 gravity. Half of every pick is curse-only.

  • Start L10
  • Boss HP x8
  • Lines x2
  • 50% curse picks
0.92% global completion rate
🔒

Endless

No finish line. Bosses scale per cycle, curse chance climbs as you stack lines.

  • 25% curse picks
  • +2% per 30 lines
  • Curse cap 90%
  • HP x2 per cycle
  • No clear condition
Briefing

How it works

  1. 01

    Drop into a fresh run

    You start in Marathon at level 1. No timer. The board behaves like the engine you already know - SRS rotation, 7-bag, 5-piece preview, hold.

  2. 02

    Pick a modifier every 10 lines

    The run pauses and offers three random cards. You take one. It stacks with everything else you picked. Some cards offer extras: Snowflake lets you take two from the same hand, Re-Roll Token hands you three rerolls for later picks, Doubled Down gives the next pick four cards instead of three.

  3. 03

    Modifiers stack. Forever.

    Picks are permanent. By line 100 you might have a dozen layered effects: gravity tweaks, score multipliers, garbage rain, a wider board, T-pieces only. Synergy is the whole game. Refund can drop one. Mutator rerolls all of them.

  4. 04

    Bosses gate progress

    At line 25, 50, 75, 100, 125 a boss spawns. Your board pauses, the boss appears with an HP bar and a garbage attack timer. You damage it by clearing lines - quads and T-spins hit hardest. Survive its garbage. Beat it. The next pick gives a bonus card.

  5. 05

    Apex kill posts to the leaderboard

    In Normal / Hardcore / Nightmare only an Apex clear earns a leaderboard entry - a top-out ends the run with no score posted. Sandbag and Resurrect can rescue you once each. In Endless the run loops past Apex and only the top-out itself ends it; that final score (and your cycle count) is what posts.

The pool

234 modifiers across four tiers

68 Buff

Pure upside. Score multipliers, gentler gravity, more lock-resets, extra hold options.

75 Curse

Pure downside, with one upside: stacked enough, they unlock the highest score ceilings.

57 Wildcard

Mechanic-changers. They rewrite a rule of the game. You will rebuild your strategy around them.

34 Meta

Rules-of-the-run cards. They change how picks themselves work, or restructure the whole loop.

The gauntlet

Five bosses stand between you and the leaderboard

  1. Line 25 Easy Bagger 16 HP +1 garbage / 10s, slow but steady
  2. Line 50 Medium Maw 28 HP +1 garbage / 7s, hungry for stacks
  3. Line 75 Hard Bruiser 44 HP +2 garbage / 6s, hits in pairs
  4. Line 100 Elite Phantom 60 HP +3 garbage / 5s, strikes from above
  5. Line 125 Final Apex 100 HP +3 garbage / 4.5s, relentless

Damage scales with the clear: Single 1, Double 2, Triple 4, Quad 8. T-spins and minis add +4 on top.