HammerFall is a 7×7 flowing framework game. Wins are accomplished by getting at least 5 images in bunches. These are taken out and new images top off the lattice. Overflows go on until any longer wins can’t be made. Super Tiles are featured irregular situations behind the lattice on each twist, including during highlights. Winning on a Super Tile will make a Lightning Wild image on that situation on the framework. The triumphant images in the bunches are taken out as would be expected and the Lightning Wild remaining parts on the network for the fountain. Lightning Wilds can likewise have an irregular success Multiplier of up to x3 connected to them, which is applied to any further wins the Lightning Wild makes. Winning blends charge the Hammer Meter. 25 winning images will completely charge the Hammer Meter. At the point when the Hammer Meter is completely energized it will set off the Song Feature of the ongoing World. There are 3 Worlds each with its own component. Sundown Princess Song Feature adds a Mega Wild (2×2 size) to the lattice. The Second to None Song Feature changes generally lucrative images to a matching lucrative image. In the event that under 5 lucrative images are on the matrix, arbitrary low-paying image types are additionally chosen to be changed. The And Yet I Smile Song Feature obliterates all LP images on the network. When a Song Feature has finished and all wins paid for the round, the game advances to the following World. In the event that the Hammer Meter is cheated with a further 25 winning images (a sum of 50 images), it will set off the Hammer High component. This grants a free round where every one of the 3 Song Features are granted in progression. When this component is finished and wins paid for the round the game moves to the following World in succession. On arbitrary non-winning twists, one of 4 Destruction elements might set off. Never Forgive, Never Forgive chooses one image, and afterward all images that match it are pulled towards it annihilating images in their way. Bring It chooses all lucrative images and will obliterate or change them into matching lucrative images. In One Against the World an image is picked aimlessly, images close to images of that equivalent sort on the matrix are then either changed to match it or are obliterated. Hierarchy of leadership makes a chain of images on the matrix, they are then changed into matching images or obliterated. 90 days of player idleness will bring about player progress inside the game being lost.