How to play
Click or tap a mound the moment a mole pops out. Every catch in a row grows your combo: ×2 at 5, ×3 at 10 and ×4 at 20. A mole that escapes resets the combo. On a keyboard, Q W E / A S D / Z X C or the numpad hit the nine mounds.
Bonk every mole before it ducks back down, chain combos and never hit the bombs.
Tips, records and questions from other players.
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Click or tap a mound the moment a mole pops out. Every catch in a row grows your combo: ×2 at 5, ×3 at 10 and ×4 at 20. A mole that escapes resets the combo. On a keyboard, Q W E / A S D / Z X C or the numpad hit the nine mounds.
Gold moles vanish fast but pay triple. Helmet moles need two hits, the crowned Chief needs three and is worth 100 points. Sleepy moles linger and pay only 5, carrot moles count toward carrot goals, and a bomb costs 30 points plus three seconds, or a heart in Marathon.
Levels give you a goal and a clock: catch a number of moles, reach a score, collect carrots or bonk the Chief. Later levels add more mounds, quicker pops and double or triple spawns. Marathon has no clock: three hearts, rising speed and one record to beat.
Whack-a-Mole is a reaction test in disguise. The game measures how fast you hit each mole after it appears and shows your average and fastest reaction after every run. Watch the whole field instead of one mound and rest your cursor near the center between hits.
Levels 1–11 use nine mounds, levels 12–34 twelve and level 35 onwards sixteen; in Marathon the field grows the same way after about 35 and 90 seconds. On the larger fields the keyboard switches to four columns: 1 2 3 4, Q W E R, A S D F and Z X C V. Esc or P pauses the game. To measure pure reflexes without moles, try the Reaction Time Test or the CPS Test.
New moles join one at a time: gold from level 2, helmets from 3, bombs from 4, carrots from 5 and sleepy moles from 6. Every tenth level is a Chief fight, other multiples of five are carrot hunts, levels 3, 7, 11 and so on ask for a score, and the rest for a number of catches. A round lasts 42 seconds at first and slowly shortens, never below 28. Clear a level with no bombs and at least 75% of moles caught for three stars; one bomb and 50% still give two. Signed-in players’ cleared levels and Marathon runs count on the Whack-a-Mole leaderboard.
Every mole that escapes and every bomb you hit takes one of your three hearts. Clicking an empty mound costs nothing and does not break your combo, but it lowers your accuracy.
From the moment a mole starts to rise until your first hit on it; bombs are not counted. The result card shows your average and fastest reaction, and your fastest ever is kept in the browser.
The hammer follows your progress: it starts as oak, turns into a squeaky toy hammer once level 9 is unlocked and becomes golden from level 17.

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