A kingdom-conquest puzzle that plays on your terms. Nothing falls on a timer, so you can take as long as you like over every move.

Coming soon to the App Store and Google Play

Start the journey

Tap a ball, then tap an empty square. The ball finds its own way through the free squares and walks there.

  1. Five in a line

    Five balls of one color in a row, across, down or diagonally, clear the line. No new balls drop on that move, and it is your turn again.

  2. A wasted move

    Miss the line and new balls drop onto the board. You can see the next colors in advance, so plan around them.

  3. The rival keeps count

    Your rival scores a point on every move you make. Reach the target before they do and the three stars are yours. No timer, no move limit; you only lose when the board fills up.

Try it here!

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Tap the glowing ball, then send it to the marked square.

Every level puts a new face across the board. On the ninth you meet the kingdom’s right hand, on the tenth the ruler in person.

  • Goals change

    Sometimes the score is enough. Sometimes you collect a color, break crates and stones, free chained prisoners or take enemy land back.

  • Bosses keep busy

    One-Eye throws crates onto the board, Woolbeard chains your balls, Stonefist rains stones. Each boss has a habit of their own.

  • Stars count turns

    The fewer turns you need, the more stars you earn. There are 180 in all, and you can replay any level to pick up the ones you missed.

  • If the board fills up

    Spend Gems to lift eight balls off the board and carry on. Or let the level end, at the cost of one life.

The map starts in the woods and ends in the throne room. Conquer a kingdom and your realm grows, new buildings open and your title rises.

  1. Thorny Woods

    Bandits’ den

    A campfire smokes between the pines. Small boards and few colors: this is where you learn the rules. Conquer it to open the Forge and the Treasury.

    Ruler Bandit Chief One-Eye

  2. Windmill Plains

    Land of wheat and windmills

    The board grows and a sixth color arrives. The Baron chains balls, and the harvest is not done until the prisoners are free. The Archery Tower and Stables become yours.

    Ruler Baron Woolbeard

  3. Rock Pass

    Stone castles, deep mines

    Boards are no longer square; you thread a path between battlements and passes. The Duke rains stones. Victory brings the Mage Tower.

    Ruler Duke Stonefist

  4. Misty Marsh

    The witch’s misty lands

    Seven colors, armored balls and enemy land to win back. Beat the witch and the Oracle Temple opens its doors.

    Ruler Lady Witch Misteye

  5. Frostpeak Keep

    Ice palace of the snowy peaks

    The Prince chains balls and drops extra ones too. Here, every move gets thought through twice.

    Ruler Prince Snowball

  6. Golden Throne

    Capital and throne room

    The King uses every earlier boss’s trick in turn. Whoever beats him takes the title of Sovereign.

    Ruler King Pomp III

You begin by choosing a name, a hero, a banner color and a crest. A companion walks beside you, and each one has a small talent.

Knight

She charges to the front, red braids flying. Short on sword, long on courage.

Companions

  • Spark Fox

    Raises your chance of getting a Bomb.

  • Boz Bear

    Brings one free Hammer to every level.

  • Bulut Lamb

    No balls drop on your first two moves without a line.

  • Bubo Owl

    Shows you one extra ball in the preview.

Snowbeard, the Elder Sage, travels with you; whenever a new rule turns up, he explains it first.

As your buildings rise, balls that take your side start dropping onto the board. And when you are stuck, four boosters are within reach.

Special balls

  • Bomb

    When it clears in a line, it blasts the nine squares around it.

    Forge

  • Arrow

    When it clears, it wipes its whole row or column.

    Archery Tower

  • Rainbow Ball

    Matches any color and fills in the missing fifth.

    Mage Tower

  • Gold Ball

    Pays Gold into your purse when it clears.

    Treasury

  • Heart Ball

    Clears to stop balls dropping on your next move without a line.

    Set by the level

  • Star Ball

    Doubles the score of the line it clears in.

    Set by the level

A line of six leaves a Bomb behind; a line of seven, or two lines in one move, leaves a Rainbow Ball.

Boosters

  • Hammer

    Destroys one ball or obstacle. Doesn’t cost a turn, and no new balls drop.

  • Knight’s Leap

    Moves a ball to any empty square, no path needed. Counts as a normal move.

  • Oracle

    Redraws the next balls’ colors. Doesn’t cost a turn.

  • Undo

    Undoes your last move; the dropped balls go back too. Doesn’t cost a turn.

Buy boosters with Gold or Gems. They also come free from the Daily Chest, the Stables, the Oracle Temple and the bear companion.

The other side

A crate breaks in one hit, a stone in two. A chained ball cannot move, and an armored ball survives its first clear. All of them give way when you make lines next to them.

It all starts with a camp tent. You spend the Gold you earn on your castle and the buildings around it, and no building can rise above the castle’s level.

Camp. Day one: a tent, a fire and a banner.

What each building does

  • Castle

    The heart of your kingdom. Its level sets how high every other building can go.

    Opens with Yours from the start

  • Forge

    Each level raises the chance of a Bomb on the board.

    Opens with Thorny Woods

  • Treasury

    Raises the Gold Ball chance and the Gold you earn from levels.

    Opens with Thorny Woods

  • Archery Tower

    Each level raises the chance of an Arrow.

    Opens with Windmill Plains

  • Stables

    Gives free Knight’s Leaps on every level, more as it grows.

    Opens with Windmill Plains

  • Mage Tower

    Each level raises the chance of a Rainbow Ball.

    Opens with Rock Pass

  • Oracle Temple

    Shows four of the next balls, then five. Gives free Oracles on every level.

    Opens with Misty Marsh

Every building is upgraded with Gold only and tops out at level five.

Your title rises too

  1. Warden
  2. Knight
  3. Lord
  4. Count
  5. Duke
  6. Prince
  7. Sovereign

One step for every kingdom you conquer.

Three things are earned and spent in the game. Here is where each one comes from and where it goes.

  • Gold

    The money that builds your realm.

    Where it comes from

    • Every level you win
    • Kingdom conquests
    • Gold Balls on the board
    • Daily quests and the weekly trial
    • The Daily Chest
    • Arena ranking rewards

    Where it goes

    • Upgrading the castle and buildings
    • Buying boosters
  • Gems

    Rare stones for the tight moments.

    Where they come from

    • Boss victories
    • Kingdom conquests
    • The last steps of the weekly trial
    • Day seven of the Daily Chest
    • Arena ranking rewards

    Where they go

    • Carrying on when the board fills up
    • Refilling your lives at once
    • Buying boosters
  • Lives

    Your entries into a level.

    How they refill

    • You carry up to five lives
    • One comes back by itself every 15 minutes
    • If you like, watch a short ad for one more

    When one is spent

    • Only when you lose a level

A reason to come back

  • Daily Chest

    Log in seven days running and the reward grows each day; day seven adds Gems. What is inside is fixed, never left to chance.

  • Daily quests

    Three short quests a day: win a few levels, clear so many balls, land a streak.

  • Weekly Hero Trial

    A chain of seven steps. The last ones pay out Gems.

The game is free to download and can be played start to finish without paying. Gem, Gold and life packs are there for those who want them. Rewarded ads are optional; no ad ever opens unless you tap for it.

The Conquest Points you earn in levels go onto daily and weekly rankings. Race your friends or every player in the game.

There is no free-text chat between players; friends exchange preset short messages. You can report unsuitable usernames and block players.

  • Weekly tournament

    When the week ends, Gold and Gems are handed out by rank. The daily top three get a reward of their own.

  • Friends

    Add friends by username or by code. Send your score on a level and challenge them to beat it.

  • Classic Mode

    No levels and no target: an endless game on a nine-by-nine board. Beat the King’s score to become the new King, and your crown climbs rank by rank.

  • Nicknames

    The way you play earns you a nickname shown on your profile.

Poppy Tops

Free. In English and Turkish. No sign-in needed: the game opens with a guest session, and you can link your Apple or Google account later to keep your progress safe.

Get it on your phone or tablet

Coming soonApp StoreiPhone and iPadComing soonGoogle PlayAndroid

The game is in closed testing right now. On launch day these buttons will take you straight to the store page.

  • Contains in-app purchases and optional rewarded ads.
  • Rankings and friends need an internet connection.
  • You can delete your account and data from inside the app.