Demo out now — free on Steam · first hotfix live
High Roller Penny Guide

Pegs & Pieces: Build the Board

Quick answer

Place pieces along your known landing path, cluster Shockwave Pegs for chains, and remember the More Moves Ticket now refills remaining moves immediately after the Sep 29 hotfix.

Your pegboard is a build. Every run you assemble the board from pieces you own, place them, and then the physics decides the rest. This page breaks down every piece type the demo shows and the placement habits that make scores explode.

A mid-run High Roller Penny board — pegs, special pieces and the score zone row at the bottom

The pieces in the demo

PieceWhat it doesSource
Standard pegsScore a little on contact; the body of every boardOfficial demo post
Blue piecesSpecial board pieces added in the demo — place them like any other pieceOfficial demo post
Shockwave PegOn hit, it sends out a shockwave — hits nearby pegs without the ball touching themOfficial demo post + shop screen
Cloner PegDuplicates balls — one drop becomes severalOfficial demo post
Jump SpringFires balls upward, giving second chances at the top of the boardOfficial demo post
Vertical / Horizontal / Pearl piecesDirectional pieces from the shop stock (demo shop screen shows all three in inventory)In-game shop

Moves are a resource

Placing pieces is not free. Each building phase gives you a limited number of piece moves, and when they run out your board is locked in.

  • The More Moves Ticket raises your move count. After the September 29 hotfix it increases both your maximum moves and your remaining moves for the current round (before the patch it only raised the max — a fix most players never noticed).
  • Bosses mess with your board: one opponent's trick card reads "Moves up to 3 random pieces each turn", so plan boards that survive being shuffled.

Placement habits that work

  1. Cluster for shockwaves. The Shockwave Peg pays off when it sits inside a dense peg field — chain reactions multiply fast.
  2. Protect the landing zone. With a consistent launch force, you know where balls enter the field. Put your highest-value pieces along that path, not in corners the ball never visits.
  3. Give Jump Springs a job. Springs sent balls back up; put them under dense clusters so the ball falls through the field twice.
  4. Keep a sellable bench. Everything can be sold: pieces, tickets, even balls. Buying a piece "just in case" is fine because you can recoup it later — but only if you remember to actually sell it.

Known board bugs

  • Ball stuck between pegs. Players have reported balls coming to rest on top of a peg cluster, softlocking the round (screenshot on the Steam forums). It is not common, but it is not gone either.
  • Piece shuffles. Expect bosses to move your pieces — build for flexibility and don't put all your combo eggs in one cluster.