Two minutes. Four balloonheads. Last one standing cashes out.
Your head is your health
Every hit lets air out. Small head = almost popped, and the whole world goes grey. Air Pumps re-inflate you. Armor from boxes takes hits first: one pickup = vest, two = vest + helmet.
The round
Anchor drop-in → 3-2-1 → 2 minutes on a small island. If more than one balloon is left, overtime: props vanish and the island shrinks. Win a stage and you move up the 4-stage tournament; win all four and you're Grand Champion.
Loot
Walk into boxes. Purple = normal, red diamonds in the centre = the good stuff. A fresh gun spins the reel. Same gun again on your active slot = upgrade. Two slots only — full slots break the box for nothing, so E to throw a gun first. No reload ever: empty gun, click, it flies.
Cash
Coins on the floor, cash in every box, a bag over every head showing what they carry. Pop someone: their bag drops, you take it, plus a bounty. Get popped: you lose it — except the 10 % safe pocket. The Golden Balloon drifts over once a match: shoot it, race for the $5,000 bag.
Cash out
Win the stage and everything you carry pays out: (cash + $50) × stage (×1 ×2 ×3 ×5) × stake × (1 + heat + first win of the day) — straight into your bank. Pick a stake on the home screen: free, or ×2 / ×5 with a buy-in you lose if you get popped. Heat grows with every win in a row and dies when you pop.
Betting
Popped by a player? Spectate and bet coins on who wins — odds follow their cash and air. Capped at 20 % of your bank so dying on purpose never pays.
Two currencies
Coins are earned in matches and are the only thing you ever stake. Gems are bought with real money and only buy skins. Coins can be turned into gems — never the other way. Nothing for sale changes a fight.
SKINS Skins
Whole-body looks, balloon heads, gun skins, pop effects, emotes. Cosmetic only. Show off, never pay to win.