Double Cash Mode (BTD6): Difference between revisions

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When active in [[Half Cash]], it will almost convert it in a game of [[Hard]] standard, with a few exceptions for income generation methods that aren't affected by Double Cash. In [[Co-op]] mode, the Double Cash will also apply after the cash is divided between players and will only affect players who have the mode enabled.
When active in [[Half Cash]], the premium will almost convert it into a Standard [[Hard]] game, with a few exceptions for income generation methods that aren't affected by Double Cash. In [[Co-op]] mode, the Double Cash will also apply after the cash is divided between players and will only affect players who have the mode enabled.


== Interactions with income-generating towers ==
== Interactions with income-generating towers ==

Revision as of 14:01, 11 July 2025

For Double Cash Mode in general, see Double Cash Mode.
Double cash icon

Double Cash Mode is an extra in Bloons TD 6 unlocked via in-app purchase. It doubles the amount of cash the player obtains from popping Bloons, finishing a round and also the starting cash but it does not affect cash obtained by some income methods. This mode can only be obtained by purchasing it from the Shop for $17.99 USD.

Double Cash Mode is disabled in Sandbox, CHIMPS, Race Events, Contested Territory, Rogue Legends, Boss Challenges in Battle Mode, Boss Bloon Events in ranked mode, or Boss Rush. It can also be disabled with challenge rules, such as in the Challenge Editor.

Mechanics

While this mode is active the standard cash icon shown in the UI will be changed for the Double Cash icon. It doubles the starting cash in all game modes where is allowed, for a total amount of $1,300 in standard game modes or $40,000 in Deflation. It stacks with More Cash More Cash (giving $400 extra instead of $200) or Fast Track Mode.

It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51:

Start round End round Relative cash per pop
1 50 200%
51 60 100%
61 85 40%
86 100 20%
101 120 10%
121 - 4%

When active in Half Cash, the premium will almost convert it into a Standard Hard game, with a few exceptions for income generation methods that aren't affected by Double Cash. In Co-op mode, the Double Cash will also apply after the cash is divided between players and will only affect players who have the mode enabled.

Interactions with income-generating towers

Tower Affected by Double Cash Notes
Bounty Hunter Yes Results in 4× income from marked Bloons.
Nomad Yes Results in 4× income from leaked Bloons.
Supply Drop ability No
Pirate Lord ability Yes Results in 4× income from hooked Bloons.
Merchantman end of round income No
Trade Empire bonus cash No
Supply Crate ability No
Sun Temple end of round income Yes
Sun Temple pop income bonus Yes Bonus becomes 3× for towers in the Temple's range.
Lead to Gold Yes Provides $146 per Lead Bloon ($23 for RBE + $50 bonus, then doubled).
Rubber to Gold Yes Results in 4× income from affected Bloons.
Jungle's Bounty ability No
Spirit of the Forest end of round income No
Monkey Town Yes Bonus becomes 3× for towers in the Village's range (3.2× with Inland Revenue Streams Inland Revenue Streams).
Monkey City No
Monkeyopolis No
Banana Farm No Includes all upgrades.
Bloon Trap Yes Results in 4× income from trapped Bloons (6× for XXXL Trap).
Obyn Greenfoot Wall of Trees Yes Results in 4× income from trapped Bloons.
Benjamin end of round income No
Benjamin Skimming Yes Produces $2 per Bloon at Level 3+, then $4 at Level 14+.
Benjamin Bloon Trojan Yes Produces $2 for the pop + $2 for each layer at Level 7+ and $4 per layer at Level 16+.
Benjamin Syphon Funding ability Yes Results in a 4× income from affected Bloons at Level 10+ and 6× at Level 20.
Geraldo Rare Quincy Action Figure No
Corvus Nourishment No
Cash Drop No
Thrive Yes Results in 2.5× income (2.6× with Supa-Thrive Supa-Thrive)

If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal, a couple of examples are given below:

  • If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City, then doubled.
  • In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192 , to calculate this, first, in a regular game the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode.
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