Normal
The base run. Bosses hit twice as hard, everything else stays vanilla.
- 10% curse picks
- Baseline difficulty
A run-based block-stacking gauntlet. Stack modifiers, fight bosses, push the score further than the last attempt.
The base run. Bosses hit twice as hard, everything else stays vanilla.
Longer run. One in four picks is curse-only - no buff in sight.
Twice as long. Level-10 gravity. Half of every pick is curse-only.
No finish line. Bosses scale per cycle, curse chance climbs as you stack lines.
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.
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.
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.
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.
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.
Pure upside. Score multipliers, gentler gravity, more lock-resets, extra hold options.
Pure downside, with one upside: stacked enough, they unlock the highest score ceilings.
Mechanic-changers. They rewrite a rule of the game. You will rebuild your strategy around them.
Rules-of-the-run cards. They change how picks themselves work, or restructure the whole loop.
Damage scales with the clear: Single 1, Double 2, Triple 4, Quad 8. T-spins and minis add +4 on top.