BubbleBubble Battle Revenge – Rules of Play
- Bubble Values – The starting default value for a standard bubble is 10 points. For each completed Quest Card, the four colors present in the Quest Card add 10 points of value to the four respective colors. Example: Red is present in two completed Quest Cards. Popping one red bubble will now score 30 points. Popping 10 red bubbles (connected) will score 3000 points.
- Connecting Bubbles – Connecting up to 10 bubbles of the same color will score the bubbles in a compounding manner. One bubble is equal to 10 points (default value … 1*1*10). Two bubbles is equal to 40 points (2*2*10). Three bubbles is equal to 90 points (3*3*10). 10 bubbles is equal to 1000 points (10*10*10). For additional bubbles (11 and greater), the scoring is additive, not cumulative. Example: 11 bubbles scores 1010 points, not 1210 points. 20 bubbles score 1100 points. There is therefore little to be gained by building chains longer than 10 bubbles.
- Bubble Chain Self-Destruct – A bubble chain of six or more bubbles will automatically initiate a self-destruct sequence. At the end of the sequence, the bubbles will be destroyed without any points being awarded.
- Bubble Cyclone – This is the ‘game board’. It is comprised of 72 towers with 17 segments each. A player plays on one-half of the Bubble Cyclone (36 towers). The Bubble Cyclone makes this experience computationally heavy, which means it runs best on high performance client machines, and poorly on small mobile devices. Most problems experienced by players are actually a result of their device and/or their connection to the internet. Upgrading both will improve the experience.
- Click Ring – This is the lower ring in the Bubble Cyclone. It controls where a player can click on the Bubble Cyclone; a player can only click on bubbles that are below the Click Ring. Depending on the game being played, the Click Ring will move down one row every ‘X’ number of levels. For New Player Challenge, the Click Ring does not move down, only up.
- Moving the Click Ring UP – To move the Click Ring up, the player needs to score a minimum number of points in one pop event (for example, 810 points –> 9 bubbles). The requirement can change depending on the type of game being played. The Click Ring can also be moved up by completing patterns for which there is already a completed Quest Card.
- Scraper Ring – The Scraper Ring is the upper ring in the Bubble Cyclone. Its purpose is to dislodge bubbles from the tops of the towers, one row at a time. The Scraper Ring is activated automatically in New Player Challenge when the Tower Full Warning is triggered. This prevents players from losing in New Player Challenge due to a Tower Max event.
- Scraper Ring Token Button – The points gauge/bar at screen-right is used to award Scraper Ring Tokens. When the gauge fills up (by scoring enough points), the player is awarded a Scraper Ring Token. Clicking on the token image/button will activate the Scraper Ring and dislodge all bubbles from the top three rows of the Bubble Cyclone for that player.
- Spawn Row Button – The Spawn Row Button is designed to help proficient players avoid a scenario where they run out of bubbles to pop. Clicking this button gives a player the option of spawning one row or five rows. In Solo Play, this feature is free and simply spawns bubbles as normal. In Two Player Battle (including Tournament Play), spawning rows this way will also spawn Bubble Mines and half-value bubbles on the opponents board.
- Patterns – Building and popping patterns is a fundamental part of this experience. A player receives the standard scoring for a bubble chain plus a bonus for the particular pattern popped. There are two patterns each for chains of bubbles from four to seven, and one pattern each for chains of eight and nine bubbles. Popping patterns adds the color popped to that pattern’s Quest Card.
- Quest Cards – Quest Cards keep a record of a player’s popped pattern colors. Popping one pattern of four different colors completes a Quest Card. In Solo Play, the Quest Card will receive a Star watermark to show completion. In Two Player Battle, if an opponent completes a Quest Card, the player will see the card as a gold Quest Card and will not be able to see which colors were used to complete the Quest Card.
- Quest Card Benefits – Completing a quest card comes with some benefits. One of these benefits is that each color used in the Quest Card is increased in value by 10 points. So, popping a chain of bubbles with one of these colors now doubles the value of that pop event. In Two Player Battle, the new value is used for BOTH players’ boards. However, the opponent won’t be able to readily see which colors have been increased in value once a Quest Card is completed. Another benefit is that every time a player pops a pattern that is in a completed Quest Card, the Click Ring is moved up a level. In Two Player Battle, this only applies to the player who completed the Quest Card.
- Skubbles – Skubbles are the pink bubbles with the Skull and Crossbones image. These bubbles cannot be popped. If they are allowed to drop to Row 1 of the Bubble Cyclone, they will fall off the game board. Depending on the type of game, this may result in a minor or major loss of points, or even in game failure.
- Destorying Skubbles – To destroy a Skubble, a player needs to create a chain of Skubbles, with two being the default value. For some games, the number of Skubbles required will be three or more. When available, the player can also toggle the requirement to increase or decrease the number required.
- Points for Destroying Skubbles – When Skubbles are destroyed, they give massive points to the player. For example, dropping a Skubble might penalize the player 200 points (the default value), but destroying two Skubbles will reward the player with 800 points (200 * 2 * 2). Destroying three Skubbles will reward the player with 1600 points (200 * 3 * 3). Destroying four Skubbles is worth 3200 points and so on.
- Moving Skubbles – This is tricky, but there are rules to moving Skubbles. First, there must be no bubbles above the Skubble to be able to move it. This includes a row that is currently being spawned. Second, if the towers to the left and the right of a Skubble are the same height, then the Skubble will not move. (A Skubble requires different tower heights to its right and/or left to be able to be moved.) Now, for the scenarios: A) If both of the neighbouring towers are different heights than the Skubble, the Skubble will move to the taller tower; B) If one of the neighbouring towers is the same height as the Skubble, the Skubble will move to the other tower, regardless of whether it is taller or lower than the Skubble. Using these rules, you can actively move a Skubble across the board to pair it up with other Skubbles.
- Bubble Mine – This is a black version of the Skubble. It cannot be moved or destroyed. It currently only appear in Two Player Battle when a player selects the Spawn Row option. This will potentially cause (depending on other factors) a Bubble Mine to be spawned on the opponent’s board. Allowing a Bubble Mine to drop off the game board will result in either a points loss event or a game over event, depending on the type of play.
- Win by Differential – This is one of the ways to win a match in Two Player Battle. A player simply has to score more points than their opponent on a running total basis. When one player is able to exceed the differential amount, they win the match. For example, if Player A is leading with a score of 10,000 points and Player B has 8,000 points, if Player A can manage to score 1000 points before Player B scores any more points, then Player A would win by differential if the differential amount is 3000 points (13,000 versus 10,000).
- Differential Amount – The default amount is 3000 points, based on a typical Two Player Battle format. For some tournaments, this amount will be greater. During the match, the Differential Amount is increased when either of the players completes a Quest Card. The Differential Amount continues to be increased with each completed Quest Card. The increase is in fixed increments, which are multiples of the default value. For example, the match starts with a 3000 point Differential Amount (the target). When one player completes a Quest Card, the amount increases to 6000. Then, for each additional Quest Card completed, 3000 more points are added to the Differential Amount.