At the beginning of each round, one card is drawn from the deck, and each player chooses one card from their hand. They are shuffled a bit, and then placed face up on the table. These cards are the various table features you can aim for this turn. These run the gamut from flippers and rollovers to special bash toys and drop targets. Each card shows several elements such as how many points it is worth, how fast you must be going to activate the card, how it affects your speed, and any bonuses.

Starting with the 1st player, each player in turn gets to take several actions. Players can raise their speed (at the price of a permanent loss of control tokens), pull a card from the discard pile (at the cost of 2 control tokens), and they can bid on which table feature they will aim for this turn. These are once around auctions, so if you get outbid, you get your tokens back. You may then freely change some of them to speed if you wish. After each player has done these actions, cards are awarded to those that won them (any control tokens spent are lost). Then, the players that didn’t get any cards may choose any of the remaining cards for free.

After collecting cards, players then look at the Bonus Combo cards. These are specific pairs of features that score players extra points. If one of these cards is collected, then Wizard Mode turns on, and all cards scored the next turn are doubled!

As cards are taken, players adjust their speed based on clear icons shown on the cards. If for some reason, a player’s speed drops to 0, that ball drains. If that happens in the first 5 turns…that player gets to reset to 5 speed, and the game continues. If it happens after turn 6, the game ends immediately as Multiball ends once a ball drains. Either way, the game will last a maximum of 10 rounds. Whoever has the most points at the end of the game wins.