Provably fair

Fifteen seconds, nine holes

Whack-A-Mole

Creatures pop out of nine holes for fifteen seconds. Pick your speed, whack the moles, leave the bombs alone, and take the money before the buzzer.

At a glance

How a round works

  1. Pick a speed

    Steady, brisk or frantic — the faster the board, the more it pays per point.

  2. Whack away

    Moles pay a point, golden moles five — and the last four seconds pay double.

  3. Take the bounty

    Cash out whenever you like, or let the buzzer do it for you.

What is in it

Full rules and detail5 steps

A betting take on the fairground cabinet. Nine holes in a grassy mound, one hammer, and a fifteen-second frenzy: creatures come up on a tempo that keeps quickening, each one up for a window that keeps shrinking. A standard mole is worth a point and a golden mole in a crown and sunglasses is worth five. A bomb with a lit fuse halves everything you have collected, and a grinning skull ends the round on the spot — but only if you swing at them, so this is a game about what you DON'T hit as much as what you do. The last four seconds are the GOLDEN RUSH, where every point counts double, the sky turns gold and the music goes to double time. THREE SPEEDS, PRICED APART: steady puts up 16 creatures with long windows and can be priced up to 91%, brisk 22 up to 94%, frantic 27 up to 97% — and the bands do not overlap, so a faster board always pays more for the same share of it cleared. What it costs you is the share. Every board draws its own rate out of its level's band from the same blockchain block that decides the creatures, so what a point is worth is sealed before your first swing and published afterwards. A perfect clear returns exactly the figure the board drew, which is a ceiling rather than an average — no level of skill beats the house. You start with a Rs 50,000 demo bankroll.

How to play

  1. Pick a speed and a chip, then start the frenzy. Your stake comes off the bankroll and the board is sealed — the creature in every hole, the order they arrive in, and what a point is worth are all decided before the countdown finishes.
  2. Whack with a click, a tap, or the keyboard: Q W E / A S D / Z X C map onto the nine holes in the same layout as the grid, as do 7 8 9 / 4 5 6 / 1 2 3. The bright ring under the hammer is the real hit area — put it in the hole and you connect.
  3. Moles are +1 point and golden moles are +5. A point is worth between 0.021× and 0.041× your stake depending on the speed and the board's own draw, and the meter shows it in rupees the whole way through.
  4. Bombs halve the bounty you have collected and skulls end the round with nothing — but a creature that ducks back down un-hit costs you nothing at all. Pulling a swing is a skill.
  5. The last four seconds pay double. Cash out any time to lock in the meter, or ride the rush out and let the buzzer pay you — a big bounty and a skull in the last second is exactly the decision the game is about.
Whack-A-MoleFree demo · no signup Launch