DAILY MARBLEOne race. Every day.
Watch S1R24/30

Season 1 · Round 24 of 30

DAILY MARBLE

Twenty-four marbles, six teams, 30 rounds to a title.

No steering, no restarts — whatever the track decides is what airs.

PlayToday’s Daily Shot stars Bolt
Race time
46.05s
Lead changes
22
Starters
6
Leaders
6
Daily Marble
The championship · six shells, closest orbit leads · NOCTURNE 355

01 The result

Finishing order

GRID FINISH 123456 P6 at 46% 1BOLT2JADE3ROSE4SLATE5TEAL6AMBER
Grid slot to finishing position, every starter. Bolt's is the heavy line — down to P6 at 46% distance.

Six marbles, one track, no steering. Grid is where each one started and +/− is what it did about it.

Pos Racer Team Grid +/− Pts
1 BOLT Prism 6 ▲5 25
2 JADE Wildgrowth 1 ▼1 18
3 ROSE Bloom 3 — 12
4 SLATE Nocturne 2 ▼2 7
5 TEAL Deep Blue 4 ▼1 3
6 AMBER Ember Racing 5 ▼1 0
Round 24 · 6 starters 65

Trackpillars›metronome›plinko›zigzag›shuttle›pillars›fork›cauldron›chicane›windmill›funnel›sieve›funnel›fork›staircase›sieve›zigzag›pillars›bumpers›plinko›runIn

02 Play

Now it’s your turn

The racers you just watched are playable. Angry Marble is a slingshot puzzle: flick the grid at forts built by the Hollows, who take a turn after every shot and always show you their next move. No luck and no timers. Read it, plan it, flick it.

Today’s Daily ShotBolt won round 24. Today Bolt is in your lineup.

New: Tilt, a daily puzzle you can play by tipping your phone. Roll every racer home and keep the Hollows out.

24
racers, 24 powers
55
levels in 10 worlds
Team Match
against a friend or the CPU
Installs
like an app, plays offline
Angry Marble: a Siege level with the Bomber's fuse, the Builder's next block and the Marcher's path drawn on the board
The Siege. The Bomber’s fuse, the Builder’s next block and the Marcher’s path are all on the board before you shoot.

03 Championship

The table

Thirty rounds to a title. Every seventh round pays double points and round 30, the last of the season, pays triple — because if every race is a championship round, no race is.

Driversafter round 24 of 30
01
VIOLET BLOOM
138
02
PLUM NOCTURNE
120
03
AZURE DEEP BLUE
110
04
FROST PRISM
110
05
PEARL PRISM
104
06
SLATE NOCTURNE
103
07
EMBER EMBER RACING
97
08
CINDER NOCTURNE
78
09
CRIMSON EMBER RACING
77
10
JADE WILDGROWTH
76
11
FUCHSIA BLOOM
74
12
BOLT PRISM
70
13
INDIGO DEEP BLUE
70
14
SAFFRON PRISM
67
15
TEAL DEEP BLUE
61
16
INK NOCTURNE
54
17
RUST EMBER RACING
54
18
COBALT DEEP BLUE
53
19
MOSS WILDGROWTH
53
20
ROSE BLOOM
50
21
LIME WILDGROWTH
48
22
AMBER EMBER RACING
33
23
CORAL BLOOM
33
24
MINT WILDGROWTH
22
Teams6 of 6
NOCTURNE
355
You will not see us coming.
SlateInkPlumCinder
PRISM
351
Chaos, brightly lit.
SaffronFrostBoltPearl
BLOOM
295
If we lose, we lose beautifully.
VioletCoralRoseFuchsia
DEEP BLUE
294
Nothing hurried, nothing lost.
CobaltTealIndigoAzure
EMBER RACING
261
Burn the first corner.
CrimsonAmberEmberRust
WILDGROWTH
199
Late, and everywhere at once.
JadeLimeMossMint

04 What’s next

Racing
next

Six race each round — one marble from each of the six teams, and every team works through its four in turn. That rota was drawn up before round one was raced, which is why the grid for every round to the end of the season already exists: 6 still to come. It says who starts. It says nothing about who wins.

Rounds marked ×2 or ×3 pay double or triple points. That is the only thing a tier changes: same six-marble format, same rules, dearer points. Nobody qualifies for anything.

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16
  17. 17
  18. 18
  19. 19
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24
  25. 25
  26. 26
  27. 27
  28. 28
  29. 29
  30. 30

Raced Next Double or triple points

Still to racerounds 25–30
  1. 25Next CORALLIMETEALEMBERPLUMPEARL
  2. 26 CRIMSONSAFFRONJADEVIOLETINDIGOCINDER
  3. 27 COBALTSLATEFROSTMINTRUSTFUCHSIA
  4. 28×2 INKROSEAMBERMOSSBOLTAZURE
  5. 29 SAFFRONCORALAMBERMINTAZURECINDER
  6. 30×3 INKROSEEMBERMOSSBOLTINDIGO

05 The grid

Twenty-four
racers

Six race each round — exactly one shard from each of the six aspects, so no team can win the title by drawing more starts than another. Every one of them has a page: where the shard came from, how it races, and the thing it can never do.

The Whole

There was one marble. It contained everything, the way a glass sphere contains a room turned upside down. It broke. Twenty-four shards survived, and each kept a piece of what it was looking at when it came apart: a burning kiln, a trench floor, a thicket, a night, a garden, a lantern. Six aspects, four shards each.

The Descent is the track. Every shard falls the same fall, and where it lands decides who holds its aspect until tomorrow. The season is the reassembly — thirty rounds, and the final round decides which aspect sits at the centre when the Whole is put back together.

ASH
the Kiln

Contact becomes speed. The Kiln shards are the only ones that got faster by being hit.

Ember Racing
DEEP
the Trench

Hold the line. Pressure does not permit wandering.

Deep Blue
GREEN
the Thicket

Nothing early. Everything late.

Wildgrowth
DUSK
the Long Night

Gain from position, never from power.

Nocturne
BLOOM
the Garden

Amplitude. More of whatever is already happening.

Bloom
LIGHT
the Lantern

Scatter, and be at home in it.

Prism
Crimson

ASH · the Kiln

CRIMSON

The Frontrunner

First to the first corner. Every round, without exception.

Ember Racing 9th · 77 pts
Read the dossier →
Cobalt

DEEP · the Trench

COBALT

The Metronome

Never spectacular. Never last. Never anywhere near the highlight reel.

Deep Blue 18th · 53 pts
Read the dossier →
Saffron

LIGHT · the Lantern

SAFFRON

The Chaos Agent

Thrives in the scatter. Actively worse on a clean run.

Prism 14th · 67 pts
Read the dossier →
Jade

GREEN · the Thicket

JADE

The Closer

Asleep for twenty seconds. Arrives exactly when it matters.

Wildgrowth 10th · 76 pts
Read the dossier →
Violet

BLOOM · the Garden

VIOLET

The Showman

Has never won quietly and does not intend to start.

Bloom 1st · 138 pts
Read the dossier →
Coral

BLOOM · the Garden

CORAL

The Sweetheart

Everyone roots for Coral. Coral finishes sixth.

Bloom 23rd · 33 pts
Read the dossier →
Slate

DUSK · the Long Night

SLATE

The Veteran

Been down every chute before. Unimpressed by all of them.

Nocturne 6th · 103 pts
Read the dossier →
Lime

GREEN · the Thicket

LIME

The Rookie

Enormous enthusiasm. No discernible strategy.

Wildgrowth 21st · 48 pts
Read the dossier →
Ink

DUSK · the Long Night

INK

The Ghost

You lose track of Ink, and then Ink is second.

Nocturne 16th · 54 pts
Read the dossier →
Rose

BLOOM · the Garden

ROSE

The Diva

Wins beautifully or crashes out theatrically. No middle setting.

Bloom 20th · 50 pts
Read the dossier →
Teal

DEEP · the Trench

TEAL

The Technician

Takes the inside line on every choke. It works about half the time.

Deep Blue 15th · 61 pts
Read the dossier →
Amber

ASH · the Kiln

AMBER

The Bruiser

Does not go around. Has never gone around.

Ember Racing 22nd · 33 pts
Read the dossier →
Frost

LIGHT · the Lantern

FROST

The Ice Queen

Immaculate on the ramps. Hopeless in a bumper field.

Prism 4th · 110 pts
Read the dossier →
Ember

ASH · the Kiln

EMBER

The Firecracker

The fastest marble alive, for about four seconds.

Ember Racing 7th · 97 pts
Read the dossier →
Moss

GREEN · the Thicket

MOSS

The Grinder

Last off the line. Somehow fourth at the finish. Every single time.

Wildgrowth 19th · 53 pts
Read the dossier →
Plum

DUSK · the Long Night

PLUM

The Schemer

Always exactly one place behind the leader. Until the last corner.

Nocturne 2nd · 120 pts
Read the dossier →
Bolt

LIGHT · the Lantern

BOLT

The Sprinter

Unbeatable for the first two sections. There are usually five.

Prism 12th · 70 pts
Read the dossier →
Mint

GREEN · the Thicket

MINT

The Optimist

Cheerful in ninth. Genuinely delighted in fourth.

Wildgrowth 24th · 22 pts
Read the dossier →
Indigo

DEEP · the Trench

INDIGO

The Strategist

Picks a lane at the top and refuses to be talked out of it.

Deep Blue 13th · 70 pts
Read the dossier →
Rust

ASH · the Kiln

RUST

The Survivor

Has been last in every race and has never finished last.

Ember Racing 17th · 54 pts
Read the dossier →
Pearl

LIGHT · the Lantern

PEARL

The Debutante

Newest name on the sheet. Has not yet learned to be afraid of the sieve.

Prism 5th · 104 pts
Read the dossier →
Azure

DEEP · the Trench

AZURE

The Drifter

Takes the widest line available. Occasionally it is the fastest.

Deep Blue 3rd · 110 pts
Read the dossier →
Fuchsia

BLOOM · the Garden

FUCHSIA

The Antagonist

Somehow always in contact with whoever is leading.

Bloom 11th · 74 pts
Read the dossier →
Cinder

DUSK · the Long Night

CINDER

The Stoic

Same line, same pace, same face, every single round.

Nocturne 8th · 78 pts
Read the dossier →

06 Bad blood

Twelve
arguments

Not one of these is “both of them are quick”. Every pairing is two racers built out of the same idea read in opposite directions — which is why they are worth watching before either has scored a point.

Crimson CRIMSON

The Hourglass

One owns the first third. One owns the last quarter.

2–24 meetings
Jade JADE

The same race told from both ends. Crimson is clear of the field before the first section has emptied and is being reeled in from the moment it is; Jade spends twenty seconds going backwards on purpose and arrives with everything it saved. They are almost never near each other until the exact moment it is decided.

Crimson has led into the final section more often than anyone on the grid. Jade is why that statistic exists and means nothing.

Cobalt COBALT

The Line and the Leech

One holds a lane against everything. One is what "everything" means.

1–34 meetings
Fuchsia FUCHSIA

Cobalt's entire game is refusing to move sideways, and Fuchsia's entire game is arriving sideways at whoever is in front. When Cobalt leads, Fuchsia is already on the way — and Cobalt is the slowest marble on the grid at recovering a lane, so it costs Cobalt more than it costs anybody else.

Fuchsia does not especially want to win this. Fuchsia wants Cobalt not to.

Coral CORAL

The Garden Split

Teammates. Completely opposed readings of the same doctrine.

Not yet met on a grid
Rose ROSE

Bloom's doctrine is amplitude — more of whatever is already happening. Rose takes that as a mandate: bounce harder, take the wild line, finish first or finish nineteenth. Coral, who has no advantage at all, takes it as a matter of warmth. The team's two most popular marbles disagree about what the team is for.

Rose beats Coral more often, by a distance, and gets a fraction of the noise for it.

Frost FROST

Order and Weather

Prism teammates. Only one of them obeys the doctrine.

Not yet met on a grid
Saffron SAFFRON

Scatter, and be at home in it. Saffron means it literally — the busier the frame, the faster it goes. Frost regards the whole idea as a failure of standards and runs a single clean line through a team built on chaos. The draw decides which of them is right, every round, and it is never both.

A bumper field is a Saffron day and a Frost disaster. A track with two boost boxes reverses it exactly.

Ink INK

Nocturne’s Two Shadows

Both built to finish second. Neither built to lead.

Not yet met on a grid
Plum PLUM

Nocturne gains from position and never from power, and these two are the doctrine at its most literal. Ink is fastest where nobody is looking and slows as the camera finds it. Plum is fastest one place off the front and is cut off the instant that place would become first. Two different mechanisms with the same ceiling, and they reach it together.

Whichever of them gets to second first, the other is stuck behind it — and neither can do a thing about the marble in front.

Amber AMBER

The Immovable Object

One is a heavy hit. One is immune to the first hit of every section.

0–55 meetings
Slate SLATE

Amber's whole race is heavy contact, and Slate's whole race is refusing exactly one heavy contact per section. So the first time Amber arrives, it does not work. The second time, at full price, it works perfectly. The rivalry is a question of whether Amber can be patient, and Amber is not built for patience.

Slate cannot choose which hit to spend it on. Amber cannot choose to wait. Both flaws are load-bearing.

Bolt BOLT

Six Seconds and Twenty-Six

The same total, spent in opposite ways.

1–23 meetings
Moss MOSS

Bolt spends everything in two sections and then has nothing. Moss spends a trickle, always, and never has anything worth clipping. Over a full descent they arrive at roughly the same place having had completely different afternoons — one of them was on television for six seconds and one of them was not on television at all.

Short track: Bolt, comfortably. Long track: Moss, quietly, while nobody is watching.

Lime LIME

Two Kinds of Not Knowing

One has never learned. One is learning, and it is costing her.

2–24 meetings
Pearl PEARL

Lime attacks everything with no idea which sections reward it, and will still be doing exactly that in season four. Pearl is fast precisely because she has not met a section before — and every one she meets, she is a little slower at forever. The same inexperience, and only one of them gets to keep it.

Pearl wins this in the early rounds and loses it, permanently, by about round fifteen.

Teal TEAL

The Narrowest and the Widest

Deep Blue teammates with exactly opposite instincts.

Not yet met on a grid
Azure AZURE

Teal takes the centreline through every choke on the descent — the shortest way and the busiest. Azure takes whichever wall is nearer — the longest way and the emptiest. They are the same decision made twice with the sign flipped, on the same team, in the same colours.

In a heavy field Azure is right. In a clean one Teal is right. Neither has ever conceded this.

Violet VIOLET

The Argument About Being Watched

One performs at both extremes. One refuses the premise entirely.

3–14 meetings
Cinder CINDER

Violet is faster in the lead and slower in last, because either is worth watching and the middle is not. Cinder trades away every extreme it has for a result that is the same every round regardless of what the Descent put in front of it. They are the two available answers to a daily race, and the championship is thirty rounds long, which is Cinder's entire argument.

Cinder finishes ahead of Violet more often. Violet has been on the podium more times. Both facts are the point.

Ember EMBER

The Bill

Ember Racing teammates. One borrows enormously. One only works once it is broke.

Not yet met on a grid
Rust RUST

Ember's four seconds end and the repayment begins, and the field comes back past it in a rush. Rust is somewhere near the bottom of that field, working hard for the only reason Rust ever works hard, which is that it is last. They pass each other going in opposite directions about twice a month, and neither of them is having a good time.

Neither can help it. Ember's power is a loan with fixed terms and Rust's is only ever issued in last place.

Indigo INDIGO

Two Ways Not To Steer

One decided everything before the drop. One decides nothing, ever, until after.

4–15 meetings
Mint MINT

Indigo picks a lane at the top and will not revisit it under any circumstance, including a wall. Mint has no plan whatsoever and responds only to having already lost something. Between them they cover the entire space of not making a decision during a race, and they arrive at the finish in more or less the same place.

On a clean descent Indigo is untouchable and Mint has nothing to react to. On a messy one they swap, completely.