Sixty seconds, and a chain you can lose in one shot.
Three shelves of glass, an eight-round magazine, and a combo that climbs to five times. Your score at the buzzer sets the payout, up to 4 times your stake.
Stake per run
What pays what
On the rack
- Plain+10one hit
- Gold+25one hit
- Armoured+40two hits
What a score pays
- 0.5x625 pts12
- 1x1,250 pts · break even25
- 1.5x1,875 pts37
- 2x2,500 pts50
- 3x3,750 pts75
- 4x5,000 pts100
A smooth curve, not steps — every point moves the payout.
One bomb ends the run
Red bottles are sudden death. Touch one and the run stops there — you keep every coin earned, but the rest of the clock is gone. You are never forced to shoot one: if only bombs are left, the rack clears itself.
Bombs guard the best bottles
Every bomb is planted beside a gold or armoured bottle and moves with it, so the top targets are the risky ones. A centred shot is always safe — miss wide on the bomb side and it is over. A miss also costs 14 points and your combo, so clear a rack without missing once for a 120-point bonus.
Your range
- Stake
- Classic
- Per run
- 25
- Run length
- 60s
- Magazine
- 6 rounds
- Top payout
- 100
This is a game of skill, so practice genuinely changes what you get back. The stake is charged when the run starts.