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DIG

Arcade · 200 coins to play · free in your browser

You are underground with a shovel and a quota. Every level is a twelve-by-eighteen block of solid earth with gems buried in veins through it, and you tunnel until you have collected enough of them to open the exit, then get out. The catch is the boulders: they sit in the dirt doing nothing until you dig out whatever was holding them up, and from that moment they are the most dangerous thing on the board. The whole level is drawn from the day's seed, so everyone playing the daily is digging the same ground — and a level you die on regenerates exactly as it was, which makes it a puzzle you can learn rather than a roll you have to re-take.

Is this your next game?

For deliberate route planning with sudden hazards. Start with the held D-pad; use swipe-to-run only when you can see the tunnel ahead.

Choose a cabinet in the arcade →
DIG in play — a frame from the arcade's own attract reel.

How to play

Mouse and keyboard

Controls on a touchscreen

Scoring

Combos and multipliers

The combo is the VEIN: gems collected within about 1.3 seconds of each other chain together. Three in a chain pays 1.5 times, six pays 2, and ten or more pays 2.5. This is why the gems are buried in blobs rather than scattered — a vein is something you can see and drive a tunnel toward, so the multiplier is a decision rather than an accident. A death ends the chain along with everything else.

How a run ends

The run ends when your third life is gone or when the run clock runs out. There is no final level to reach: the levels keep coming, and the clock is what decides how far you get. It is a single budget for the whole run, starting at about 132 seconds, and every level you clear buys some of it back — but the refund SHRINKS as the run goes on. For the first couple of minutes you get the full sixteen seconds back; seven minutes in, a clear is worth about three; past eight and a quarter it is worth nothing at all. That is the whole shape of a long run. You are not racing a fixed clock, you are racing the moment your clears stop paying, and it arrives whether or not you are playing well.

Worth knowing

Your first run

A mistake to avoid

Digging directly beneath a loose object without a side exit. Falling gems are dangerous too; valuable does not mean safe.

Worked example

At a 1.5× vein multiplier a gem contributes 90 points instead of 60. Level-one exit adds 200. The level bank is secured at the exit, so dying while carrying a vein loses that unbanked work.

Examples describe in-game points or resources. Wallet rewards are calculated separately after submission.

Try next

Snake — Arcade · TOWER — Strategy

Entry, rewards and fair play

Sign in to play. A run costs 200 coins. You need the full fee: with a lower balance, the run does not start and no coins are charged. Claim an available daily bonus before trying again. Your score can earn coins back and is validated by the server before ranking. How the economy and verification work →

DIG is in the daily rotation: 3 of the 16 games in the rotation pool carry a ranked board and a share of the community prize pool each day, drawn from the calendar date. This pool includes legacy BlockDrop and differs from the public catalog. On its day this cabinet wears a gold star.

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