Clear every ruby peg. Then let the board light up.
Every board hides up to 25 ruby pegs, counted down on the scoreboard. Clear them all and the level is yours — everything else is gravy.
Each peg pays base value × Charge multiplier × pegs hit this shot. The 12th peg in a single shot is worth twelve times the first — long, greedy shots are everything.
The Charge meter climbs as you clear rubies: ×2 at 40% of them, ×3 at 60%, ×5 at 76%, ×10 at 88%.
Pop the final ruby peg and the floor becomes five bonus bins. Clear every peg on the board for a Total Overload — all bins pay 100,000.
Striking an emerald peg fires your Warden's power. In Adventure the Warden comes with the stage, so the emerald does something different every five levels. In Quick Play you pick the Warden, so you pick what it does.