THE OBJECTIVE
Aim and drop a ball through a field of neon pegs. Every peg it lights adds chips, purple pegs raise the multiplier, orange pegs explode, and the bucket it lands in multiplies the whole shot. Beat each level's quota with a handful of balls, pick a relic, and break the Warden every fifth level.
HOW TO SCORE
- Aim with ← → or A/D, or drag across the field; drop with Space, ↓ or the Drop button, or by releasing a drag or tapping. One ball is in play at a time.
- Every peg the ball lights adds chips (blue 10, gold 60). Purple pegs raise the multiplier, orange pegs explode and light everything around them, green pegs relight pegs you have already cleared. The shot pays chips × multiplier × the bucket it lands in (×1, ×2, ×5 in the middle, ×2, ×1).
- Each level gives five balls to reach its quota, shown at the top. Beat it to pick one of three relics (bigger ball, extra ball, super bounce, gold rush, double purple, split shot, wide jackpot, bomb squad, spare life, first strike); miss it and you lose a life and replay the level on a fresh board. Three lives to start, five at most.
- Lit pegs leave the board after each shot; when most are gone, a new field drops in with a bonus. Every fifth level the Warden sits in the middle of the field: every hit and every bomb nearby cracks it, and it must break before the level counts. Breaking it pays a jackpot and a life.
CONTROLS
Read the PEG FEVER strategy guide ↗
← → or A/D aim · Space or ↓ drop · 1 2 3 pick a relic
Drag to aim, release to drop, or tap where the ball should fall. Tap a card to pick a relic.
P / Escape pauses the game. Switching tabs pauses automatically. Rounds start, and resume, after a 3-2-1 countdown.
The daily starting seed resets at 00:00 UTC. Pausing stops the game; End & save on the pause screen banks an endless run. Ranked rounds must finish saving within 2 hours of starting.
← → or A/D aim · Space or ↓ drop · 1 2 3 pick a relic