How to Score in Beetleball
Gold is five dung levels. Everything else is a fight about who is allowed to throw it.
You cannot score a brown dungball. You cannot score a level 4. You cannot score a pretty almost-gold that your teammate is very excited about. Only a golden dungball goes in the red net. Gold is five dung levels sitting in one ball. That rule is the entire sport. The rest of Beetleball is an argument about who is allowed to carry that gold, and whether the keeper is still standing when you throw it.
This page is the scoring ruleset. Getting Started told you not to panic-shoot. Movement Tech is how you arrive with speed. Here is how gold is born, how it dies, and how a Potato steals the punchline.
Merge math, then stop at five
The rabbit lays dung. Balls have levels. When two balls touch, they merge and add.
- 1 + 1 = 2
- 2 + 3 = 5, and 5 is gold
- Any mix that sums to five or more while you are still climbing to gold caps at 5
That cap is the mercy rule. Two level 4s do not become an 8 and explode. They become a basic gold. You cannot accidentally delete a ball by overshooting the gold threshold on the merge that creates it. The danger starts after it is already gold.
Once a ball is gold it can eat two more levels (gold+2). Merge anything past that and the ball cracks, waits about a second, then explodes into three small level-1 balls. That is overmerge. Overmerge is not a random grief; it is a defensive tool when too much gold is sitting on your half, and it is a way to reset a dead possession into three chaseable crumbs. It is also how sloppy offense donates a 3-pack to the other team in front of your own net.
Practical merge habits:
- Hunt 1s into 2s on your side, then look for a 3, or stack 2+2+1.
- Do not escort four separate 1s across the map “for later” unless you like being tackled.
- If a gold is already heavy (you can see extra mass / cracks starting), stop feeding it. Throw it or peel the extra dung away.
Multiple balls are always in play. A team that only stares at one gold loses the second gold the rabbit is about to fund.
Rabbit pathing is a clock, not a mascot
The rabbit looks drunk. It is not.
- A rabbit spawns 15 seconds after a round starts.
- First spawn of the match is random: blue side or red side.
- After a goal, the next first spawn of the new round is on the losing side. If the score is tied, it spawns on the side that just got scored on.
- Path: lay 2, jump, jump, lay 2 (often near center, with map exceptions such as Beach), jump, lay 1, then leave.
- That cycle is five levels — another gold, if nobody wastes it.
- The next rabbit is mirrored onto the other half and repeats the same stops.
On Beach, winner-side dung is the richer pocket; contest it instead of camping the empty sand. On every map, the 15-second clock is a rotation cue: if gold is dead and nobody is merging, you should already be walking toward the next drop instead of emoting in the net.
Do not stand under a landing rabbit. It will not care, and you will lose a grab angle. Competitive Maps notes where those landings sit in 3D clutter.
Beat the goalie, then shoot
Gold in the air toward a squared-up keeper is not a shot. It is a pass to the other team with extra steps. The order is:
- Have gold. Confirm it is actually gold, not a chunky 4.
- Arrive with speed or a teammate. A slow gold walk into Goliath is how highlight reels start for them.
- Move the keeper. Headbutt them, bait the shield, make them ground-pound the wrong beetle, or crash a second body so they cannot hold the line.
- Throw on camera aim into the red mouth while they are busy.
- If they parry or punch it, be ready to grab the rebound instead of spectating.
Goliath’s job is to exist in that box with a stronger headbutt and a shield. Your job is to make that job expensive. Firefly stuns and forced drops help. Click shockwaves help. A second attacker hitting the keeper while you hold gold is the 3v3 pattern; see Ranked Matchmaking.
Speed on the ball is part of scoring, not a flex. A momentum transfer or a headbutt grab into the box shortens the keeper’s react window. That is the point of the video in the middle of this page: zoom is how you make gold un-headbuttable for a half-second, which is all a net needs.
Potato can take gold away without a goal
Potato Beetle’s empty-belly off-ball dash chomps dung and reduces its level. A dash into a gold that is not already cracked strips one level. Gold becomes not-gold. It cannot score until someone merges a level back onto it.
That is the nastiest defensive trick in the scoring ruleset. If you are walking gold in 1v1 against a Potato who still has the chomp, they do not need to win the net fight. They need to touch you. Cracked / overmerging gold is a different visual; the clean five-level gold is the one that dies to a chomp.
Counterplay is boring and correct: do not parade a naked 5 at a Potato with the dash up. Merge a spare 1 onto it so you have a buffer, pass before the chomp connects, or make them spend the dash on a fake. If you are the Potato, stay empty on defense so the chomp exists. Stuffed Potato is a different animal (stored dung, spit shot) and is not the anti-gold tool.
Overmerge and Potato are cousins. Both turn “we have gold” into “we have a mess.” Use them on purpose on your own half when a second gold is about to spawn and you cannot defend two.
Put the rules in a match
A clean round looks like this. Rabbit hits at 0:15 on a random side. You take the 2, your teammate takes the far 2, somebody rolls the 1 in, and you leave with gold before the mirrored rabbit even exists. You do not throw from half. You run a movement string, you force the keeper to commit, you score. Next rabbit is on their side because they are losing, which means you can steal their funding if you rotate instead of celebrating.
A dirty round looks like this. Three people escort the same 1. Gold overmerges in front of blue. Potato chomps the spare 5. You shoot the rebound into a shield. That is still Beetleball. The scoring rules did not fail you. You fed them.
Practice merges in a custom on Picnic, then on a wide map like Beach so you feel the rabbit clock. When gold starts to feel cheap, you are ready to think about 3v3 jobs on the ranked page — not before.
Frequently Asked Questions
Quick answers for Beetleball players.
Can I score with a normal dungball?
No. Only a golden dungball (five merged levels) counts. A 4 is a 4 no matter how confidently you throw it.
How does the rabbit decide where to spawn?
First spawn of the match is random. After a goal it starts on the losing side, or on the side that just conceded if the score is tied. Next rabbit is a mirror of the last route.
What is overmerge?
Gold can take two extra levels. Merge more than that and after about a second it explodes into three small balls. Use it to reset extra gold; do not do it by accident on your doorstep.
How does Potato stop a goal?
An unstuffed Potato dash chomps a clean gold down one level so it cannot score until it is merged back to five. Beat that dash or do not walk the 5 into it.
Why should I not shoot gold immediately?
A ready goalie headbutts or shields it back. Move the keeper first, then throw. Details on keeping speed into that throw are on Movement Tech.