3E Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
No |
YR tile with more open paths.
I haven't tested what the practical differences are.
3H Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
One half of a YR and the other is 2 sharps stuck together.
Can be mirrored.
8 Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A modified XX tile that, if oriented like an 8,
will send balls to bottom side if available,
and if blocked will redirect to bottom middle.
Otherwise no clue.
AY Trap Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
From description: "A center path LR randomizer with traps and side reroutes.
Side orientations turn this into a JC or DL tile with one trap path."
No real clue what that boils down to though, will test.
Additional On-Ramp Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
Yes |
Card? |
Text |
Yes |
Limit: Slots in the top corners, overwrite if both are full The middle path is an on-ramp
|
A lil DC that lets you slide balls directly downards from it.
Can be moved by other tiles for more chaos.
Additional On-Ramp Tile (20mm)
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Limit: Slots in the top corners, overwrite if both are full The middle path is an on-ramp
|
A variant where the ramp does not actually ramp down.
Not sure what the 20mm is referring to
or what that variant is made for.
Advanced Flip Flop Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
No |
Like a Flip Flop but with the top side edges open.
These top edges act like a lil DC and essentialy force the flipper
to go in the opposite direction for the top center entrance.
An-Tile-Kythera
Booster Pack 4: The Hex-Tiles
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
Yes |
Card? |
Text |
Yes |
Setup: Tile must be oriented as shown. Whenever a ball falls through, turn the wheel 60 degrees.
|
This tile requires a premium membership to download.
Not a trigger despite acting like one. It's also missing the effect star.
It's a J tile that gets rotated with every ball that falls through
the slots that would be closed on a normal J tile.
Need to try it in practice to see how that goes.
Angry Crab Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
No |
Top left and right act like a lil DC tile.
Balls from top entrance get trapped, but a ball from either
side will knock it out the opposite bottom exit.
Need to print it to actually test the physics.
I like calling it the Crab Trap tile.
Ankh Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
If the "circular" is down, then it will send balls
to bottom side if available, and if blocked will
redirect to bottom middle.
Otherwise no clue how it's gonna roll without a print.
Asterisk Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
A simple straightforward tile that just send balls to the opposite edge.
If two balls are stuck on either bottom left or bottom right channel,
balls coming from its corresponding top channel will instead fall
through the bottom middle edge.
Asterisk Tile With Hole
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
An Asterisk tile with a hole in the model.
Absolutely no fucking clue how that'll go, need to print one.
Auction Tile
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On Play: All players reveal a tile from their hand. Trade your tile for an opponent's.
|
This tile requires a premium membership to download.
Acts like an Asterisk after its effect as resolved.
I'm not judging this tile before I give it a try in practice.
Backblast Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Destroy the tile the ball touched before triggering this
|
A sort of reverse Red Hot Steel Ball, where it destroys
what's above instead of what's below.
Backrooms Exit Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
1 |
No |
Yes |
Card? |
Text |
Yes |
Virtual Unique Limit: Must be played on the highest possible open slot.
|
This tile requires a premium membership to download.
One is needed in the virtual pool for Backrooms tiles to function.
Having more than one or putting some in the regular pool is not recommended.
See Backrooms tile for more info.
Backrooms Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
3 |
No |
Yes |
Card? |
Text |
Yes |
When a ball enters the hole: don't destroy this tile. If a Backrooms Exit is on the board then roll that ball on it. Otherwise, create one.
|
This tile requires a premium membership to download.
Not a trigger despite acting like one.
Requires at least one Backooms Exit Tile in the virtual pool.
First line of effect text is not relevant because of the rules update that
came out at the same time. Hackjaz made a fixed version of the card.
Don't want to judge it before giving it a try in practice.
Battleship Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
Yes |
Yes |
Card? |
Text |
Yes |
Setup: Place 1-3 ships on the tile Trigger: Place a peg in a ship If that sinks the ship, destroy all non-Battleship tiles in the matching slots on the board Destroy this tile when all ships are sunk
|
Paths are a lil DC and indidcated on the bottom face.
Standard lid for standard 5x4+2 board, extended for an extra row.
There is a 2 tiles boat, a 3 tiles and a 4 tiles.
A ship in sunk when all of its slots are filled with pegs.
This allows very targeted board destruction, although it
takes several balls to trigger.
Blank Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
No |
No |
This is a tile template and was not meant to be printed.
If printed, it's a really effective road block since it needs to
be removed either with the 3 balls rule (which likely requires
coming from all 3 top edges) or with an effect tile like a
Red Hot Steel Ball or Hammer.
Blue Shell Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Overwrite any tile and destroy all adjacent Limit: Can only play on a tile closest to an endzone Trigger: Destroy this tile
|
A Hammer that also clears what's adjacent,
but is limited to whatever is most ahead.
The second printed piece is cosmetic.
Blue Tile of Death (BTOD)
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On play: Redraw all hands |
Paths are a DIC, but with the left one blocked,
indidcated on the bottom face.
A way to both refresh your hand and force your opponents
to get rid of any plan or potential good tiles they're holding.
Bomb Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
1 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If three or more balls are trapped inside, destroy this and adjacent tiles.
|
I recommend theethetree's inlayed star version, otherwise
the star acts as a ramp for balls with momentum.
Clears out some space on the board once it traps three balls, though
one ball on the exterior or another tile that can destroy it will
safely defuse it.
Official house rule variant is to make it blow up when destroyed
in any way, which lets you do chain reactions.
Bomb Tile (Errata)
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
1 |
No |
Yes |
Card? |
Text |
No |
On Destroy: Destroy each adjacent tile. |
Much more reliable space cleaner and also makes chain reactions.
Like the "official house rule" that the original bomb got.
Doesn't require a card anymore, no longer has the trigger notches,
and also has a version with the inlayed star.
Boomerang Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
2 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Return a non-Boomerang tile to a player's hand. |
A way to clean the board and let you slowly reposition
tiles or reuse good On Play effects.
Once on board it's a J tile but with the notches not allowing
you to make a dead end.
CCC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
No |
Three sharp turns that will probably cause balls to get stuck.
Campfire Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
An Asterisk tile with one blocked side, or an X tile with an extra open side.
Cavendish Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
Yes |
Card? |
Text |
Yes |
Virtual Trigger: Once per turn: Roll a ball twice from the same ramp.
|
A curved wide with a very powerful trigger.
Recommended to start only in the Virtual Pool and play with a few Gros Michels.
Since it's placed after your roll (has it's placed by a Gros Michel trigger)
that can be dangerous to let your opponents use it first.
You can orient it to lock top entrances, but remember the trigger area is only
in the top right entrance (unless mirrored).
Can be mirrored.
Chimney Trap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
3 |
No |
No |
High momentum balls get launched if they land on the chimney,
while low momentum ones get trapped.
Need to print one to test how it actually goes.
Clock Tile
Mechanism Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
Yes |
Card? |
Text |
Yes |
Setup: Set the hands to the current real time, rounding down to the nearest 5 minutes and hour.
|
TODO remind me to write that when I get it printed
Clone Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
2 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Roll another ball down the tile's ramp |
A single straight from top center to bottom center.
Lets you force through traps and Sozus while taking both paths
out of Flip Flops and other tiles with asymetrical traversal.
Coin Flip Tile
Mechanism Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
Yes |
No |
TODO remind me to write that when I get it printed
Contagion Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
3 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Remove ball, destroy last tile it touched, move this tile to its slot; destroy this tile when it reaches top row.
|
Eats it way up the board until, leaving a lot of room behind it.
I feel like I want to see it in practice before rating it more.
Copycat Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Choose a tile on the board, copy its "On Play" effect, but from this tile (if possible)
|
Lets you reuse any on play on the board to double down on
powerful effects or just to get another use of something
like a Jerk, Swap, or Wrench.
Effects that call out a feature of the tile that it doesn't
have (like an arrow for Subspace or Gravity Storm) fail.
Copying the Copycat does nothing (to prevent endless decision
loops and shenanigans with Spooky tiles).
If the cat is center, it acts like a lil DC.
If the cat is bottom left (mirror for right), top left and center
go bottom right.
If the cat is top left (mirror for right), top center and right go
bottom center.
Curving Tile, Hidden Magnet
Booster Pack 3: Practical F-Hex
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
No |
This tile requires a premium membership to download.
A lil DC but with a magnet hidden under one of the turns that traps balls
that go through it. Same kind of hidden information as the secret tiles.
Cyclone Tile
Disaster Tiles Pack

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Move all adjacent tiles 1 slot (clockwise or counter-clockwise) in the direction of the arrows from this. If a tile is unable to move, destroy it.
|
Comes in clockwise and counter-clockwise, with mirrored paths.
A nice tile that messes up a large part of the board on play,
then stays there for even more chaos.
Allegedly, balls mostly fall bottom center, but might fall in
the hole or get stuck on a flat part, waiting to be pushed out.
DC Flipper Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
Yes |
No |
Like a DC but on a flip flop thing?
No idea how it behaves but it looked cool.
DC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
Essentially 2 J Tiles stuck to eachother, with 2 wide turns that don't cross.
Connecting two top edges turns it into essentially a roadblock.
DCI Cut Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
A DCI tile where the straight channel doesn't reach the other side.
I feel like I want to get it printed to see how the physics work out.
DCI Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A DC tile with a straight channel going through it.
It probably does some funky stuff with low momentum balls,
but haven't tested that out.
DIC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A straight surrounded by two sharp turns.
If the straight is oriented diagonally, then one of the sharp turn
connects two top entrances, which will cause balls to get stuck.
DK Tile
Author |
Link |
Pieces to print |
theethetree |
DK tile |
1 |
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
A K tile without CodeWookie's restrictive notches
with an added sharp turn on the side.
DK90 Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
A modified DK tile with sharper angles on the K
which can result in different ball paths.
DR Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
Can be mirrored.
One side has a sharp turn while the other has a straight
and a wide turn merged together.
Day Tile
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Virtual Activate: Create a Day tile overwriting a Night tile or vice versa. You can't activate more Day or Night tiles this turn.
|
This tile requires a premium membership to download.
It's best to have the same number of Day and Night tiles
(with some in the virtual pool).
When facing left (mirror for right), top center goes bottom left,
and top left bottom center.
Not judging till I try them in practice.
Detonate Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Destroy each tile that is touching one or more balls |
Removes every activated trap on the board alongside anything with
a ball stuck on it (a single ball can be touching multiple tiles,
in that case both are destroyed).
Then it's like a skewed Peace tile. If the lone exit is facing
down, everything funnels to it.
If it's top center, then it's just a straight.
If it's top left (mirror for right), top left goes bottom right
and top right goes bottom center.
Devil's Kiss Tile
BioShock collection
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
3 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Destroy one tile this ball touched |
Paths are like a Triangle and indidcated on the bottom face.
Like a more controlled Red Hot Steel Ball, as it lets you pick
which part of the path to get rid of.
Divert Tile
Author |
Link |
Pieces to print |
andrewtho5942 |
Divert Tile |
3 |
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
Yes |
No |
Each of the arms can be open (long side towards exterior)
or closed (towards interior), giving 4 ways to place it.
If both arms are open, it will trap the first ball that comes
and close both arms.
If both arms are closed, top path will randomly go bottom left
or right, while top left and right act like a lil DC.
Need to print it to test it properly.
Double Lane Asterisk Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
7 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
Like an Asterisk but one side has bouncebacks
for the double lane.
Double Lane Blank Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
Yes |
No |
A template for Double Lane tiles, not made to be printed.
It's like a fancier Blank tile.
Double Lane DC Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
Two wide turns connected to the double lane.
Double Lane DC Trap Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
Two wide turns, each that can trap one ball if oriented correctly.
Probably best to only have 1 notch open if using this one.
Double Lane DI Tile // Double Lane IC Tile
Connections Pack

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
The DI and IC are mirror images of eachother.
One of the double lane gets a straight, the other a wide.
Double Lane DWC Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
7 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
No clue how balls will roll on that.
Double Lane IH Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A Double Lane DC with its turns merged and
with an additional straight going into the double lane.
Double Lane Kite Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A Double Lane DC with two sharps connecting them
both to the edge opposite of the double lane.
Double Lane Newton's Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A Newton's Cradle that connects to the double lane.
Best to only have the notches to make the double lane
point down so that its fancy trapping works.
Double Lane Randomizer Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
7 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A completely open tile, add a filament in the center
and who knows where the balls will end up.
Double Lane Reroute Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
7 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
No clue how balls will roll on that.
Double Lane VF Tile // Double Lane YV Tile
Connections Pack

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
The VF and YV are mirror images of eachother.
One of the double lane gets a straight and a wide,
the other gets a wide and a sharp.
Double Lane W Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A Double Lane DC with its turn branching to
also converge on the edge opposite of the double lane.
Double Lane X Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
No clue how balls will roll on that.
Double Lane YF Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
Yes |
No |
To be assembled with another Double Lane tile
to form a built for two, with notches emptied as wanted.
A Double Lane DC with extra sharps on each turn.
Double Trap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
2 |
No |
No |
A J tile that traps the first ball that comes through.
If oriented to have the top middle entrance, then subsequent balls can get stuck
on top of the trapped ball. You can free it with a third ball, but it isn't reliable.
Doubling Season Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
Yes |
Card? |
Text |
Yes |
Ongoing: If a player would roll a ball, twice as many are rolled instead. If a player would play a tile, twice as many are played instead.
|
Supercharges the board play and also Clone Tiles and others.
No clue how balls roll on it tho.
EV3 Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
No clue how stuff gonna roll on it without a print.
Earthquake Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
Yes |
Card? |
Text |
Yes |
Forbidden Trigger: Shake the board 3 seconds max. Keep it on the play surface when shaking.
|
Allegedly should trap some balls in depending on the orientation,
which can then be released with the shake (alongside other balls).
No clue how that plays out.
Flip Flop Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
3 |
Yes |
No |
When the flipper has one side facing top left, balls exit bottom right,
and vice versa. Direction alternates with every ball that passes through.
If a ball attemps to exit through a blocked exit, the mechanism
jams until that ball is freed.
Floppy Disk Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
1 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Remove the ball You may use it in any turn as an extra roll
|
One open side that is just a trap for the trigger area.
Lets you accumulate bonus rolls for a turn.
Author suggests house ruling a cap on stored extra rolls
if needed.
Folding Latch Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
8 |
Yes |
No |
A Built for Two variant. The top part directs
either bottom left or right, depending on the mechanism.
Entering the bottom from where the mechanism is
will switch its direction, changing where the top part leads.
Force Bubble Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Ongoing: If one or more adjacent tiles would be destroyed by an effect, destroy this tile instead.
|
A CCC that also protects nearby tiles from Bombs and others.
Forest Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Play a random tile from the pool adjacent to this
|
To be kept aside and used with the Sealed tile.
Speeds up clogging the board or could get you an immediate
long path, depending on what you draw.
Fortune Cookie Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
2 |
No |
Yes |
Card? |
Text |
No |
Setup: Hide a fortune in the cookie On destroy: Read fortune
|
A weird curved path and you get to secretly choose
what happens when it gets destroyed.
Available fortunes to print are:
Nothing
Destroy a tile
Discard two tiles
Draw two tiles
Take an extra turn
Lose a turn
Roll two times
Foundation Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
3 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Secure a tile (overwrite or from hand). On Destroy: Play secured tile in this location.
|
Card by andrewtho5942.
Lets you temporarily block a path or set up a future turn
with a tile from hand.
No idea how it interacts with other multi-level tiles.
Want to play it in practice to see how it actually goes.
Gear Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If possible, rotate an adjacent tile one notch in either direction |
A repeatable way to rotate tiles to alter pathways or free balls
from traps or blocked entrances.
No idea how balls travel through it though, need to print it to see.
Gear Train Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
8 |
Yes |
No |
A Built for Two variant. The top part is a Railroad Switch,
the bottom is a Flip Flop, and both are linked with gears.
Gravity Storm Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Move all tiles one slot in direction of arrow, destroy those that would leave the board
|
A nice way to mess up the whole board and make a lot of space.
The arrow can point in any of the 6 directions.
All tiles are moved sequentially as you want as long as each
tile is moved to an empty space or destroyed when it is moved.
When placed, top left goes bottom center, top right goes
bottom left, and top center is random between those two.
Can be mirrored.
Gros Michel Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: Spin disc Safe: Once per turn: Roll a ball Extinct: Remove all Gros Michel tiles from the game then create a Cavendish tile
|
"Remove from game" is not in base rules and means
destroy all Gros Michel in plays and player hands,
and instantly destroy any future drawn/created ones.
Tile is a curved straight that then let you roll
more balls, or eventually place a powerful Cavendish.
Can be mirrored.
Gumball Machine Proxy Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
No |
Yes |
Card? |
Text |
Yes |
Setup: Overwrite this with a Gumball Machine |
Solely meant to replace the big fragile Gumball Machine
while in the pool with all the other tiles.
If you don't replace it it's just a fancy Blank.
Gumball Machine Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
Yes |
Yes |
Card? |
Text |
Yes |
Virtual Setup: Place 3+ balls in the globe, exclude these from the 3-ball rule Trigger: Release one ball
|
Side paths with the triggers are a lil DC, with the stored
balls released directly bottom middle.
Globe version can hold up to 18 balls but can jam,
while Cylinder holds 3 (4 if primed) but shouldn't jam.
H Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
No |
Like 2 Bounceback Ts merged.
Should send balls to the desired bottom left/right,
and if blocked redirect to bottom middle.
H90 Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A modified DCI tile with sharper angles on the DC
which can result in different ball paths.
HC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
Can be mirrored.
One side has a sharp turn while the other has
a wide and a sharp turn that lead to the same exit.
Like an LC tile with an added sharp turn.
Hammer Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
No |
Yes |
Card? |
Text |
No |
On Play: Overwrites any tile Trigger: Destroy this tile
|
Lets you get rip of any tile on the board, then blocks the next roll.
On the board it's a Blank tile that gets removed on first contact.
Want to test out how that plays in practice.
Hcut90 Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
A modified DCI Cut tile with sharper angles on the DC
which can result in different ball paths.
Hex Ritual Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Unique Trigger: Create an Hex Candle tile adjacent to this. Overwrite only if necessary.
|
Requires at least 6 Hex Candles in the virtual pool (preferably one of each).
I don't know how balls roll on it but it has a giant hole.
When all 6 candles are adjacent you win, so make sure you get
to be the 6th ball to fall in the hole.
Will need to see it in practice to judge.
Holographic Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If this ball falls through an open slot, you may install an additional tile into that slot
|
Greatly speeds up the race by letting people rush through its path.
I don't trust its structural integrity with PLA though so
probably won't test it out for a while or until I make a variant
with an alternative, bulkier frame.
IU Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
6 |
No |
No |
No clue how stuff gonna roll on it without a print.
Interchange A Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
No |
On Play: Swap |
A more limited Swap tile.
This one is a lil DC and swaps along the closed sides.
Interchange B Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
No |
On Play: Swap |
A more limited Swap tile.
This one is a half XC and swaps along the closed sides.
Interchange C Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
No |
On Play: Swap |
A more limited Swap tile.
This one is curved Peace and swaps along the closed sides.
J Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
2 |
No |
No |
A simple wide turn. There are 2 orientations that turn it into a roadblock,
either by blocking all 3 top entrances, or trapping balls on a top to top path.
Jellyfish Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
No |
Allegedly, traps the first (center?) ball.
Ball from top left/right will knock a stuck ball out.
Jerk Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
2 |
No |
Yes |
Card? |
Text |
No |
On Play: Swap this with an adjacent tile, then apologize |
Great tactical tiles to manipulate already-placed tiles.
If you connect two top edges then balls will likely just get stuck.
K Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
No |
The notches force placement to have the 3 top entrances open.
Sends everything either bottom left or right, depending on orientation.
K Trap Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
4 |
No |
No |
Honestly no clue how that one will go, need to test.
Kill Switch Tile
Booster Pack 1
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
2 |
Yes |
Yes |
Card? |
Text |
Yes |
Forbidden: Starts on. When switch is off, disable all other tile effects. If 2+ of these are off, reality tears and destroys all tiles.
|
This tile requires a premium membership to download.
I think it was mistakenly uploaded twice, with one version
(the one I linked here) not being premium.
Want to test that in practice before saying anything.
King Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
2 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: Move tile to an adjacent open slot if possible, then turn knob |
Only put supports on "touching buildplate" for the knob.
Works smoothly in all PLA despite the intimidating printing.
Want to test it out in practice before saying more,
but I can say it is quite fun to fiddle with.
LC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
No |
A J Tile with an added sharp turn that doesn't cross it.
Can be mirrored.
Latch Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
Yes |
No |
Top center goes either bottom left or right depending on the latch.
Top left and right go to bottom left and right respectively, and
switch the latch to make the center path go to the same exit.
Launcher Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: Pull back spring-loaded tab and release to launch the ball! Watch your eyes!
|
I don't plan on trying this tile, but I'm putting it here because why not.
Lets you launch balls out a top entrance with a spring, which will
probably cause all sorts of weird situations as most tiles aren't designed
to be entered from the bottom.
Lock and Key Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
Yes |
Yes |
Card? |
Text |
Yes |
On Play: Take the key from the back Once per turn: Lock or unlock the tile if you have a key (keep it)
|
Card by Lykrast.
When unlocked, it's like a straight that affects momentum a bit.
When locked, it'll stop balls. Unlocking it will then release the trapped balls.
This essentially lets you secure a path to victory just for you, very powerful.
If there are multiple in the pool, then just one key allow you to use them all.
If you orient it to link top right to bottom left, balls will need
momentum or a hit from a second ball to overcome the hump.
Can be mirrored to reverse that bias.
Love Trap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
3 |
No |
No |
No clue how that'll work out but it looked cool.
MW Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
If oriented like an 8, will send balls to
bottom side if available, and if blocked
will redirect to bottom middle.
Otherwise no clue.
Matrix Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Play: All players take turns playing tiles until all hands are empty. Next player plays first. Ignore On Play effects. Then everyone draws 3.
|
This tile requires a premium membership to download.
I'm not judging this tile before I give it a try in practice,
but it does sound like very interesting acceleration and disruption.
Mechanical Link Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
Yes |
Yes |
Card? |
Text |
Yes |
Forbidden On Play: Overwrite this with a linkable mechanical tile of player's choice from the pool. If able, connect any duplicate mechanisms with Link. Ongoing: Connected tiles and Link are a Combo. On Destroy of Linkage: Return Link to its housing.
|
Comes with replacement pieces to make the following tiles compatible:
Flip Flop, Advanced Flip Flop, Railroad Switch, Latch.
Transforms into a mechanical tile and links with a previous one,
forcing them to stay in the same orientation.
Flip Flops can be linked up to 3 times each, others only once.
Really want to try it even if updating my tiles gonna be annoying.
Moon Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Move an adjacent tile away in a straight line until it is blocked or at the edge of the board Or: Move a tile to be adjacent to this
|
To be kept aside and used with the Sealed tile.
A stronger Undertow as the reeling is not
restricted by line of sight.
Mutagen Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
4 |
No |
Yes |
Card? |
Text |
No |
Adjacent tiles may be overwritten |
Like an XC tile without the sharp turn.
Interesting effect but haven't played with it yet.
Naval Mine Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Limit: Cannot be placed in bottom row Trigger: Destroy this tile On destroy: Destroy all adjacent tiles
|
An (errata) bomb with actual path while on the board.
Has a ramp under that can catch a fallen ball, sending it
bottom center and blowing up.
Newton's Cradle
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
No |
If large side is up, it will act like a lil DC that slows balls.
If large side is down, first ball on each side will get trapped, but
a ball can be freed with a ball from the other side with enough momentum.
Night Tile
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Virtual Activate: Create a Day tile overwriting a Night tile or vice versa. You can't activate more Day or Night tiles this turn.
|
This tile requires a premium membership to download.
It's best to have the same number of Day and Night tiles
(with some in the virtual pool).
When facing left (mirror for right), top center goes bottom center,
and top left bottom left.
Not judging till I try them in practice.
Noah's Ark Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If this ball gets stuck in a tile, swap that tile with this. Then, teleport the ball into this tile's boat.
|
A V tile that will move down the board, swapping with
and resetting up to 3 traps (before it gets 3 ball destroyed).
Sounds very interesting, wanna try it.
Nuclear Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Forbidden Ongoing: Disable all effects of adjacent tiles, except other Nuclear tiles. If an adjacent Killswitch tile flips to Off, set it to On.
|
3 open sides are connected like an Y, the other are holes
that directly drop the balls in the gutters.
Like a more localized Kill Switch.
If placed near an active Kill Switch it won't disable it
until that switch is turned off.
Ocean Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Clear all stuck balls from the board |
To be kept aside and used with the Sealed tile.
Same effect as the Sweep tile.
Pachinko Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
No |
I had issues printing this with the default infill (side broke off),
so haven't gotten a chance to try it out in practice despite wanting to.
Panharmonicon Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
Yes |
Card? |
Text |
Yes |
Ongoing: If an on play effect is activated, activate it an additional time.
|
Supercharges on play effects. Make sure you got some in your pool.
No clue how balls would roll on it.
Parallel Reali-Tile
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Activate: Choose a tile on the board, you may overwrite it with another copy from your hand.
|
This tile requires a premium membership to download.
Lets you reorient and re-trigger on play/destroy for any tile on the board,
provided you drew another copy.
This ignore limits on the tile, and if you target a combo you must also
replace the other piece of the combo.
No clue how balls roll on it until I grab the membership to print it.
Peace Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
No |
Funnels all three adjacent open entrances to a single exit.
Two balls will block a channel, which might redirect the next
balls, or might just get them stuck as well.
Peace Trap Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
5 |
4 |
No |
No |
Disallowed orientation is all traps pointing down.
No clue how it'll play, need to test
Peeper Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
No |
Looks like a Peeper from Subnautica.
No idea how it behaves.
Pendulum Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
3 |
Yes |
Yes |
Card? |
Text |
No |
Once per turn: Swing pendulum |
This tile requires a premium membership to download.
When idle randomly sends balls bottom left or right.
If you time the pendulum swing correctly you can choose
which path the ball takes, but you only get one chance per turn.
Pentagon Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
5 |
5 |
No |
No |
Notches force bottom middle to be open.
If bottom left is closed (resp. right), top left and middle
go to bottom middle and top right goes to bottom right.
If top left is closed (resp. right), top middle goes to
bottom left and top right goes to bottom right.
If top middle is closed, both entrances go to bottom middle.
Some shenanigans may always occur because of the weird layout.
Pi Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
No |
No clue how stuff gonna roll on it without a print.
Planet Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Choose a tile on the board with an On play effect, copy it if possible
|
To be kept aside and used with the Sealed tile.
Same effect as the Copycat tile.
Possession Tile
BioShock collection
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Forbidden On play: Discard your hand, steal another player's hand, they draw at the end of your turn
|
Paths are curved Peace (or V with a Straight going through)
and indidcated on the bottom face.
A strong disruptive effect that lets you cycle away
your hand and force an opponent to give up a potential
strong hand and benefit from it.
Power Trap Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
No |
Allegedly, traps the first 2 balls, then is just a straight line.
Present Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Gift a tile from your hand to an opponent |
An X tile that lets you filter your hand while effectively
bricking an opponent's next draw (since they'll have 4 tiles
and thus won't draw after their next turn).
Psychic Tile
Booster Pack 4: The Hex-Tiles
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Hide up to 3 balls, an opponent guess how many. If they guess wrong: roll them on this ramp.
|
This tile requires a premium membership to download.
Variant of the Clone tile that gets all balls at once, and can maybe
one more ball, if you can win the bluff game.
Need to see that one in practice to know how it goes.
Quantum Tile
Booster Pack 4: The Hex-Tiles
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Roll on both of this tile's ramps. The next time you would win the game this turn: you don't.
|
This tile requires a premium membership to download.
A variant of the Clone tile that gives you 3 balls at once in different
directions, but if you pass through one you need 2 balls to land in the
end zone, which complicates winning paths more.
Need to try it out in practice to see how that goes.
Queen Bee Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
1 |
No |
Yes |
Card? |
Text |
Yes |
If this tile is ever surrounded by tiles on all sides, the player who placed it wins the game. Limit: Cannot be placed adjacent to any other tiles.
|
An interesting alternative win condition.
Won't give any rating before I try it out in practice
because it warps the game in a unique way if you
don't have an easy way to get rid of it (like Hammers).
Railroad Switch Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
Yes |
No |
Funnels all of its top entrances to bottom middle, but the switch
will block one top entrance at a time.
When a ball comes through the top left, it will move to block
that entrance, and same for top right.
Top center will do the same as the open side entrance.
You can also place it to block top entrance, causing the first ball
from a side entrance to decide the first direction.
If balls get stopped on a blocked entrance, they'll slide once a ball
actually goes through the tile, immediately setting the direction back.
Rectangle Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
If the rectangle is laid down, it acts like a lil DC.
If it's diagonal, it mostly acts like a DC, though sometimes
the top middle entrance can be random.
Red Hot Steel Ball Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If this ball gets stuck on a tile, destroy that tile. Otherwise, blow on the ball (it's hot)
|
Funnels all top entrances to bottom middle.
Lets you rip through traps or blocked pathways.
According to presentation video, if you're blocked on a tile's exit
because the next tile doesn't have that edge open, then you destroy
that next tile (not the tile the ball is still on).
Redirect Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
No |
Each of the arms can be open (long side towards exterior)
or closed (towards interior), giving 4 ways to place it.
If both arms are open, the first ball that comes will go bottom center
and close both arms.
If both arms are closed, top path will randomly go bottom left or right
while top left and right act like a lil DC and open the opposite arm.
The one I printed didn't work properly sadly (only left arm opened when hit).
Redraw Tile
Author |
Link |
Pieces to print |
andrewtho5942 |
Redraw Tile |
1 |
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
Yes |
Card? |
Text |
No |
Trigger: Discard & redraw your entire hand |
A single straight line that changes your hand every time you pass it.
Haven't tried it yet so don't know how that ends up in practice.
Revolver Tile
Booster Pack 1
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: Turn cylinder any amount, either way. Forbidden: Balls in chambers don't count for the 3-ball rule.
|
This tile requires a premium membership to download.
I don't want to judge this tile before giving it a try in practice,
but it does sound cool.
Rewind Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
2 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: If possible: roll balls in trigger area on the last ramp you rolled on this turn.
|
This tile requires a premium membership to download.
Can be mirrored, but it'll also mirror the decorative symbols.
I don't want to judge this tile before giving it a try in practice.
Riptide Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
7 |
Yes |
Yes |
Card? |
Text |
Yes |
Ongoing: If able, roll stuck balls in adjacent tiles down this tile's ramp Ignore balls that are part of a tile
|
A Built for Two variant that will also pick up
nearby stuck balls, which can change traps a lot.
If placed straight up it should all funnel to bottom middle,
no clue for the other 2 orientations.
Bottom half can be replaced with a Double Lane tile.
Roadblock Wall Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
Yes |
Yes |
Card? |
Text |
Yes |
Forbidden On Play: Place walls in between any tiles On Destroy of Wall: Return to housing On Destroy of Housing: Return walls up to original count
|
A lil DC tile that lets you block some connections.
If a tile touching a wall is destroyed, remove the wall
and don't roll the balls that were in that destroyed tile.
When the main tile is destroyed, you remove all the walls
for a potentially massive roll.
Up to 5 walls fit inside but author recommends 3.
Rotate Tile
Author |
Link |
Pieces to print |
andrewtho5942 |
Rotate Tile |
4 |
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
Yes |
No |
Haven't printed it yet so that's just theory.
Like a DIC tile, but the disc can cause the straight channel to have holes.
A ball going through the side channel with a visible peg will toggle the state,
revealing the peg in the other side channel to toggle it back.
S Fixed Tile // Z Fixed Tile
Basics Pack

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
A modified version of the S/Z tiles that makes jumps less likely.
The S and Z tiles are mirror images of eachother.
S90 Tile // Z90 Tile
Basics Pack

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
A modified S/Z tile with sharper angles
which can result in different ball paths.
The S90 and Z90 tiles are mirror images of eachother.
Sealed Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On play: Place a Seal on the tile |
A modal tile that let you choose which effect you want,
among the seals you have printed.
Each seal being situational is less of an issue as you
get to choose whichever helps you more in the situation.
I think it also has a unique pathing.
Seawall Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Spawn a tile in the empty slot this ball fell in
|
A DIC with a hole in the middle and a gate to catch
gutter balls from above, with the trigger on that gate.
"Spawn a tile" here means "place a random tile from the pool".
Secret DC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A secret DC tile with the 2 closed edges replaced with dead ends.
Secret tiles have a lid that lets the user see its paths,
but not the other players who have to figure out which it is.
Secret Flip Flop Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
Yes |
No |
A secret Advanced Flip Flop tile with additional notches.
I didn't print one (issues with the lids) so I don't know
how does it behave on the additional orientation.
Secret tiles have a lid that lets the user see its paths,
but not the other players who have to figure out which it is.
Secret Lil DC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A secret DIC tile with the straight replaced with 2 dead ends.
Secret tiles have a lid that lets the user see its paths,
but not the other players who have to figure out which it is.
Secret X Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
A secret X tile with the 2 closed edges replaced with dead ends.
Secret tiles have a lid that lets the user see its paths,
but not the other players who have to figure out which it is.
Secret XC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
A secret XC tile, with no difference besides the lid.
Secret tiles have a lid that lets the user see its paths,
but not the other players who have to figure out which it is.
Seek Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
1 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Destroy this and discard a tile. Search the pool for any tile, show it, and draw it.
|
Essentially a way for you to skip your turn to grab
whichever tile you want, like a tutor in Magic: The Gathering.
I don't recommend putting that effect if the players are
not very familiar with the effect tiles, but that's just my guts.
Haven't printed one to see how balls go on it, cause I suspect
they might use it as a ramp too (although you still get the trigger).
Seesaw Tile
Mechanism Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
Yes |
No |
TODO remind me to write that when I get it printed
Shock Jockey Tile
BioShock collection
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Ongoing: Disable all effects of the first tile in-line with the arrow
|
Paths is a Z tile and indidcated on the bottom face.
A limited Kill Switch that can disable a trigger,
ongoing, or on destroy of a specific tile.
While the paths only have 3 unique orientations,
the arrow can point to any direction.
Can be mirrored.
Shrink Ray Tile
Booster Pack 1
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
5 |
No |
Yes |
Card? |
Text |
Yes |
Forbidden Trigger: If the ball is still there, remove it and drop in a 5mm ball.
|
This tile requires a premium membership to download.
Requires a pack of 5mm balls.
5mm balls are much lighter than the 10mm ones normally used,
as such they might not be enough to trigger some mechanisms
and might slip in unexpected places.
Need to try it out in practice to see how that goes.
Shuttle Lock Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
Yes |
No |
Can print with Mirrored shuttles, don't know what that changes.
Like a DIC with limited orientation, and the middle channel is
blocked. A ball need to go on one side to let middle balls
clear the first half, then a ball on the other side will let
them clear the second half.
Need to print it to see how that goes in practice.
Skiproll Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
4 |
No |
Yes |
Card? |
Text |
No |
Ongoing: May skip roll to play a tile instead |
Let you setup more of the board without rolling balls.
Don't know how that'd play out in practice cause that could
cause some soft "moving first is bad" locks with trap tiles.
Slow Ball Trap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
In theory, acts as ramp for high momentum balls and a trap
for low momentum one.
Need to print one out to test that theory.
Slowdown Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
No |
Equivalent to a single straight channel, but it slows balls down.
Haven't printed it yet to test it out.
Snowflake Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
Allegedly, first ball from each top entrance gets blocked,
subsequent ones fall bottom center.
Solar Flare Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
5 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Spawn 5 balls from this ramp, one at a time. his doesn't count as your Roll. Trigger effects don't activate during this. You can't win during this effect.
|
Like a lil DC, with the ramp from the on play pointing bottom center.
Lets you power through a lot of traps or mechanical tiles.
Wonder how it plays in practice.
Sonar Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
Yes |
Yes |
Card? |
Text |
Yes |
Ongoing: When a ball is trapped in a tile, place a peg in the matching relative hole When a marked tile is destroyed, the player who placed this Sonar tile draws that tile to their hand
|
Paths are a lil DC and indidcated on the bottom face.
There is space for up to 18 pegs on the face, though unknown
how much can fit in the storage. Author recommends 6.
A tile that lets you pick up whatever gets naturally destroyed
in proximity, whether it's blocked tiles or bombs.
Spiral Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Rotate any tile any amount of notches |
To be kept aside and used with the Sealed tile.
A stronger Wrench effect that let you readjust paths
as you want.
Splitter Tile
Trap Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
First ball top left is trapped, subsequent ones go bottom left. Mirror for right.
Top center goes bottom center and allegedly frees all stuck ball.
Spooky Tile
Booster Pack 4: The Hex-Tiles
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Pick a non-Sppoky destroyed tile. All Spooky tiles gain its effects til end of game.
|
This tile requires a premium membership to download.
A tile that accumulates effects, better if you have multiple.
Comes with a trigger area for copying triggers.
If it copies an On Play, only the next Spooky tiles will activate it.
Will need to see in practice how it plays out.
Sportsball Tile
Booster Pack 3: Practical F-Hex

Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
This tile requires a premium membership to download.
2 variations with only cosmetic changes: Imperial and Metric.
A ramp that's supposedly calibrated to launch balls into the exit
marked with the basket.
Zack says when placed straight down balls need 2-3 tiles of runway
to have enough momentum, and 3-5 tiles when placed at an angle.
Need to print one to test those numbers.
Star 1 Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
Six sharp turn that chain into eachother.
Curious how that one plays out, need to test.
Star 2 Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
No |
A Star 1 with straight line cut between the edges to
draw an hexagram (6 pointed star).
No clue what that changes, need to print to test.
Steak Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
Yes |
Card? |
Text |
No |
Trigger: Flip |
The T bone indicates the inside path, which is
like a T with the long part on the right.
Alternates which sides are open with every
ball that passes through as it flips over.
Subspace Tile
Booster Pack 2: Time is of the Hexes
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
2 |
No |
Yes |
Card? |
Text |
Yes |
Virtual On Play: If the arrow points to an open slot create a Subspace tile in that slot in the same orientation as this.
|
This tile requires a premium membership to download.
A straight channel that must be placed at an angle and creates a line
to the edge of the board (the Subspace tile you create triggers its On Play).
The fastest way to fill a board in all the tiles I've put here.
On the official 22-spaces board, the largest line is 5 tiles long.
Sun Seal
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
N/A |
No |
Yes |
Card? |
Text |
Yes |
On play: Choose a tile on the board and immediately replay it in the same spot
|
To be kept aside and used with the Sealed tile.
Essentially a stronger Spiral seal + Planet, as it
can do either of them (through On plays go from the
copied's location isntead of the Sealed tile's)
and also readjust mechanical tiles.
Sushi Ikura Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On Draw: Immediately play this tile and draw a replacement |
Speeds up the board play by sometimes coming out of nowhere.
These can chain together if you happen to draw multiple.
This one is an Asterisk tile.
Sushi Maki Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Draw: Immediately play this tile and draw a replacement |
Speeds up the board play by sometimes coming out of nowhere.
These can chain together if you happen to draw multiple.
This one is a lil DC.
Sushi Nigiri Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Draw: Immediately play this tile and draw a replacement |
Speeds up the board play by sometimes coming out of nowhere.
These can chain together if you happen to draw multiple.
This one is an X tile.
Has 3 cosmetic variants.
Sushi Uramaki Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Draw: Immediately play this tile and draw a replacement |
Speeds up the board play by sometimes coming out of nowhere.
These can chain together if you happen to draw multiple.
This one is a DC.
Swap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
No |
On Play: Swap two adjacent tiles |
Similar to the Jerk tile but swaps two tiles that are each
adjacent to it, instead of an adjacent tile and itself.
If placed horizontally (top center blocked) it acts like an X tile.
Otherwise, it'll mostly send both top entrances to bottom center.
Sweep Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
4 |
No |
Yes |
Card? |
Text |
No |
On Play: Remove all balls from the board |
Resets every trap tile on the board, and also undoes any work
for triggering the 3 balls rule or Bomb tile and similar.
If placed so that all 3 top entrances are open, it will
mostly act as a Peace tile, but sometimes balls from the top side
entrances can get stuck (but another ball will knock them out).
In other orientations, it's like a wide and a straight.
Syncro Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
Yes |
Card? |
Text |
Yes |
On Destroy, On Move, or On Rotate: Do the same with an adjacent tile, if able
|
Can amplify the reach of tiles like Gears or Bombs.
Path should be close to a DC.
T Bounceback Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
6 |
No |
No |
Like half a Bounceback H.
If facing down it should send to the aimed bottom
side, then if blocked bounce to bottom middle.
Take the Tilepill
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Pick 2 different tiles from the pool. An opponent chooses one. Set it aside. They must play that tile during their next turn.
|
This tile requires a premium membership to download.
Acts like a V after its effect as resolved.
I'm not judging this tile before I give it a try in practice.
Terramorphic Tile
Booster Pack 5: Equivalent Hex-Change
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
0 |
No |
Yes |
Card? |
Text |
No |
On Play: Overwrite this with a basic tile from the pool |
This tile requires a premium membership to download.
Basic tile is anything non-mechanical without effect.
Want to see it in practice before judging more.
Tile Built for Two
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
4 |
3 (closed) // 4 (open) |
Yes |
No |
A tile that can take two slots of space, letting you speed through the board faster.
It can also be placed closed since the channels on both faces line up.
Tile With Nothing
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
2 |
No |
Yes |
Card? |
Text |
No |
On Play: Discard your hand |
Lets you change your entire hand since you draw to 3 at end of turn.
On the board, equivalent to a J tile.
Tileconic Rift Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
2 |
No |
Yes |
Card? |
Text |
Yes |
On Play: For each other player, choose a different non-Tileclonic Rift tile, return those tiles to their hands
|
In 1v1 a differnt Boomerang, but in multiplayer
it's a much beefier one that cleans the board.
Though it does let the players retrigger on plays.
No clue how balls navigate it.
Trapdoor Sinkhole Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
Yes |
Card? |
Text |
Yes |
Setup: Fully open the Trapdoor Trigger: Destroy the previously touched tile.
|
A peace tile that funnels bottom center, with probably some nuance.
The trigger is in the trapdoor that blocks the gutter, so it will destroy
tiles with hoels above it, or some (un)lucky jumps from other tiles.
Tree Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
A straight, two wides, and two sharps, all funneling to the same edge.
Need to print one out to test, but it looks like a Peace with extra sharps.
Triangle Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
No |
If the triangle faces up, it randomly sends ball bottom left or right.
If it faces down, it funnels both top left and right to bottom middle.
Triple Lane Tile
Connections Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
No |
A Built for Two variant that is like a stretched DIC.
Triple Trap Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
No |
Traps the first ball from each top entrance.
If rotated to have the top middle entrance, then subsequent balls can get stuck
on top of the trapped ball. You can sometimes free it with another ball, but
sometimes both just get stuck.
Tunnel DCI Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
An elevated DC with a straight going under it.
Tunnel XI Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
An elevated X with a straight going under it.
Same as a Bridge Tile (2 Bridges 1 Under), but can't tell
how the geometry differs without printing.
Tunnel YY Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
An elevated V with another V going under it.
It does look like the letter Y, but the Y tile
I found has a different profile and the V one matches.
Twozu Tile
Mechanism Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
Yes |
No |
TODO remind me to write that when I get it printed
U. F. T.
Booster Pack 4: The Hex-Tiles
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Discard this and play a tile here (leave the ball - it's abducted!) On Play: If an abducted ball is in the saucer: push it off the magnet
|
This tile requires a premium membership to download.
Abudcted balls need to be cleared at the end of the game.
When first played it simply traps a ball and gets replaced,
but when it has an abducted it becomes extremely dangerous as
whoever draws it could just win the game if a slot is open
near an end zone.
Don't want to judge it too much before actually trying it.
UFO Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: Opponent moves tile and ball to any open slot in any rotation. Lift UFO to release ball, then return UFO with star at top.
|
An asterisk that will let an opponent drops the ball wherever they want.
If the board is empty enough it'll probably just get stuck in a corner somewhere.
I feel like I want to see it in practice before rating it more.
Undertow Tile
BioShock collection
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Push or pull a tile in line of sight with one of Undertow's edges Push: Move the target tile away from Undertow until it is blocked by another tile or edge Pull: Move the target tile next to Undertow
|
Paths are a Star 1 and indidcated on the bottom face.
Lets you immediately move a tile, possibly across the board,
although the range of motion is limited.
V Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
3 |
No |
No |
Two wide turns that combine together.
Void Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Limit: Can't play after rolling for your turn Trigger: If ball falls through, it counts as falling off the side
|
Supposedly throws balls around unpredictably, and disappear once
one goes through the hole in its center.
Need to print one to see how that goes in practice.
Volcano Tile
Disaster Tiles Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
6 |
No |
Yes |
Card? |
Text |
Yes |
Trigger: If a ball gets stuck in the center, destroy this and all adjacent tiles.
|
Fully open side and a rampy middle that no clue how it plays.
If something gets in the center, then it clears the area like a Bomb.
Voting Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
5 |
3 |
No |
Yes |
Card? |
Text |
Yes |
On Play: Starting with you, in play order, each player votes for a tile, then destroy each tile with the most votes
|
More interesting in games with +3 players as that lets
a tile be voted but not be tied for most votes.
Path should funnel to the middle exit, need to print to test.
W Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
5 |
No |
No |
Like a V and a lil DC smooched together, or a Latch without the latch.
When the center entrances points top center, top left goes to bottom left,
top right to bottom right, and top center randomizes between these two.
When it points top left or right, all top gets funneled to bottom middle.
When it points bottom left (mirror for right), top left and cetner
both lead to bottom left.
When it points bottom center, both top entrances lead to bottom center.
Waveform Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
2 |
No |
No |
A straight that is very slow to get through.
Can kind of disarm momentum-based tiles like jumps.
What Do I Even Call This Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
Honestly I don't want to guess what that one will do.
Maybe I'll print one one day.
Wheel of Teleportune
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
3 |
Yes |
Yes |
Card? |
Text |
Yes |
Trigger: Move ball to first tile it can be inserted into in direction of arrow. If not possible, remove ball.
|
Balls coming it will supposedly sping the wheel a bit, then
get sent somewhere else in the board.
It's ambiguous where are you intended to insert the balls in
the targeted tiles as it's not stated. I'd suppose you have to
pick a top entrance to stay in the spirit.
I feel like I want to see it in practice before rating it more.
World Serpent Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
11 |
Yes |
Yes |
Card? |
Text |
Yes |
Forbidden Ongoing: Overdrive is active while this tile is on the board This tile can only be destroyed by a Hammer tile
|
3 tiles folded in one. No clue how stuff will roll inside.
The author suggests ignoring the effect and just enjoy the novelty.
The Tail part can be switched for a Double Lane tile or the Riptide exit.
X Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
Two straight channels that cross eachother.
Two balls stuck on an exit will block it, which might
let a third ball roll to the other exit, or just also get stuck.
X90 Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
4 |
No |
No |
A modified X tile with wigglier paths
which can result in different ball paths.
XC Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
Two wide turns that cross eachother, with a sharp turn on the side.
The "X" part is different from the X tile since it's wides instead of straights.
XC90 Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
6 |
6 |
No |
No |
A modified XC tile with sharper angles on the X
which can result in different ball paths.
XX Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
3 |
6 |
No |
No |
If the middle diamond is pointing up, top left and right go to
bottom center, while top center randomly goes between bottom
left and right. If one ball blocks a bottom side exit, then
future balls coming to it will go bottom center.
If the middle diamond points diagonally left (mirror for right),
top left goes bottom center while top center and right go to
bottom right, or bottom center if it's blocked.
Y Tile
Basics Pack
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
3 |
No |
No |
Can either funnel top left and right to bottom center,
or randomly send top center to bottom left or right.
YR Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
2 |
6 |
No |
No |
Sends top left to bottom middle, and top middle and right to bottom right.
Other orientation swaps left and right in the above description.
Zoidberg Tile
Notches |
Orientations |
Open edges |
Mechanical? |
Effect? |
 |
1 |
4 |
No |
No |
Funnels all 3 top entrances to the bottom middle.
Balls coming from top middle go through without issue.
Traps the first ball from each top left and top right,
but it isn't fully reliable (slow balls can dodge the traps).
Zack suggests glueing magnets but I haven't tried.