
Toy · Trap
Jack-in-the-Box
Winds up, then gives the first monster to step on it one huge BOING! Single use: gone after the pop.
- Glow cost
25- Card recharge
- 25s 18.75s at Lv 25
- Unlocks
- Level 7
- Coins to Lv 25
114,320- Damage per blast
- 1,800 → 4,392 at Lv 25
How it works.
- Winds up for 12s after it is put down, then goes off once: when a ground nightmare steps into range, or under one that is already chewing it. The blast does 1,800 damage to everything within 0.9 tiles.
- While it winds up it blocks the lane and can be eaten. A smasher's swing or a boss's stomp can destroy it before it goes off. One use.
- Toughness 300: what nightmares have to chew through to get past it.
The Bedtime Book says, at Lv 1
1,800 damage after winding up for 12s. Toughness 300.
And at Lv 25
4,392 damage after winding up for 6s. Toughness 300.
Every level, 1 to 25.
Upgrading costs coins, once, and lasts for good. Lv 25 costs 114,320 coins in all. The green rows are the levels with a milestone perk.
Damage per blast by level
Jack-in-the-Box, in damage. The dots are the perk levels.
| Level | Upgrade | Coins so far | Damage | Toughness | Splash | Winds up | Card back in | Glow cost | Perk |
|---|---|---|---|---|---|---|---|---|---|
| Lv 1 | – | 0 | 1,800 | 300 | 0.9 tiles | 12s | 25s | 25 | |
| Lv 2 | 100 | 100 | 1,908 | 300 | 0.9 tiles | 12s | 25s | 25 | |
| Lv 3 | 130 | 230 | 2,016 | 300 | 0.9 tiles | 12s | 25s | 25 | |
| Lv 4 | 160 | 390 | 2,124 | 300 | 0.9 tiles | 12s | 25s | 25 | |
| Lv 5 | 200 | 590 | 2,232 | 300 | 0.9 tiles | 9s | 25s | 25 | Winds up 3s faster |
| Lv 6 | 260 | 850 | 2,340 | 300 | 0.9 tiles | 9s | 25s | 25 | |
| Lv 7 | 330 | 1,180 | 2,448 | 300 | 0.9 tiles | 9s | 25s | 25 | |
| Lv 8 | 420 | 1,600 | 2,556 | 300 | 0.9 tiles | 9s | 25s | 25 | |
| Lv 9 | 530 | 2,130 | 2,664 | 300 | 0.9 tiles | 9s | 25s | 25 | |
| Lv 10 | 680 | 2,810 | 2,772 | 300 | 0.9 tiles | 9s | 18.75s | 25 | Recharges 25% faster |
| Lv 11 | 860 | 3,670 | 2,880 | 300 | 0.9 tiles | 9s | 18.75s | 25 | |
| Lv 12 | 1,100 | 4,770 | 2,988 | 300 | 0.9 tiles | 9s | 18.75s | 25 | |
| Lv 13 | 1,400 | 6,170 | 3,096 | 300 | 0.9 tiles | 9s | 18.75s | 25 | |
| Lv 14 | 1,750 | 7,920 | 3,204 | 300 | 0.9 tiles | 9s | 18.75s | 25 | |
| Lv 15 | 2,250 | 10,170 | 3,312 | 300 | 1.5 tiles | 9s | 18.75s | 25 | Bigger boing |
| Lv 16 | 2,850 | 13,020 | 3,420 | 300 | 1.5 tiles | 9s | 18.75s | 25 | |
| Lv 17 | 3,600 | 16,620 | 3,528 | 300 | 1.5 tiles | 9s | 18.75s | 25 | |
| Lv 18 | 4,600 | 21,220 | 3,636 | 300 | 1.5 tiles | 9s | 18.75s | 25 | |
| Lv 19 | 5,800 | 27,020 | 3,744 | 300 | 1.5 tiles | 9s | 18.75s | 25 | |
| Lv 20 | 7,400 | 34,420 | 3,852 | 300 | 1.5 tiles | 6s | 18.75s | 25 | Winds up 3s faster |
| Lv 21 | 9,400 | 43,820 | 3,960 | 300 | 1.5 tiles | 6s | 18.75s | 25 | |
| Lv 22 | 12,000 | 55,820 | 4,068 | 300 | 1.5 tiles | 6s | 18.75s | 25 | |
| Lv 23 | 15,000 | 70,820 | 4,176 | 300 | 1.5 tiles | 6s | 18.75s | 25 | |
| Lv 24 | 19,000 | 89,820 | 4,284 | 300 | 1.5 tiles | 6s | 18.75s | 25 | |
| Lv 25 | 24,500 | 114,320 | 4,392 | 300 | 1.5 tiles | 6s | 18.75s | 25 |
Each level adds +6% damage of the Lv 1 number; perks add theirs on top. Upgrade prices start at 100 coins and grow ×1.27 a level. How toy levels work
Milestone perks.
| Level | Perk | Coins to get there |
|---|---|---|
| Lv 5 | Winds up 3s faster | 590 |
| Lv 10 | Recharges 25% faster | 2,810 |
| Lv 15 | Bigger boing | 10,170 |
| Lv 20 | Winds up 3s faster | 34,420 |
Lv 1 against Lv 25.
The same scene twice, recorded in the game: on top with the toy at Lv 1, below at Lv 25.
Measured from the recording. Nightmares in a real night have more health the deeper the level (the curve), so times there differ; the ratio is what an upgrade buys. Every toy's comparison
Toy Mastery.
From campaign level 100, a Jack-in-the-Box at Lv 25 can go on through 25 Mastery ranks. Each rank adds 0.4% to its damage and toughness: +10% at M25.
| Rank | GemsCoins, after the story | Wins at Lv 25 | Bonus | Damage | Toughness |
|---|---|---|---|---|---|
| Lv 25 | – | – | – | 4,392 | 300 |
| M1 | Free | 20 | +0.4% | 4,409.6 | 301 |
| M2 | Free | 40 | +0.8% | 4,427.1 | 302 |
| M3 | Free | 60 | +1.2% | 4,444.7 | 304 |
| M4 | Free | 80 | +1.6% | 4,462.3 | 305 |
| M5 | Free | 100 | +2% | 4,479.8 | 306 |
| M6 | 605,520 | 120 | +2.4% | 4,497.4 | 307 |
| M7 | 706,440 | 140 | +2.8% | 4,515 | 308 |
| M8 | 807,360 | 160 | +3.2% | 4,532.5 | 310 |
| M9 | 908,280 | 180 | +3.6% | 4,550.1 | 311 |
| M10 | 1009,200 | 200 | +4% | 4,567.7 | 312 |
| M11 | 11010,120 | 220 | +4.4% | 4,585.2 | 313 |
| M12 | 12011,040 | 240 | +4.8% | 4,602.8 | 314 |
| M13 | 13011,960 | 260 | +5.2% | 4,620.4 | 316 |
| M14 | 14012,880 | 280 | +5.6% | 4,638 | 317 |
| M15 | 15013,800 | 300 | +6% | 4,655.5 | 318 |
| M16 | 16014,720 | 320 | +6.4% | 4,673.1 | 319 |
| M17 | 17015,640 | 340 | +6.8% | 4,690.7 | 320 |
| M18 | 18016,560 | 360 | +7.2% | 4,708.2 | 322 |
| M19 | 19017,480 | 380 | +7.6% | 4,725.8 | 323 |
| M20 | 20018,400 | 400 | +8% | 4,743.4 | 324 |
| M21 | 21019,320 | 420 | +8.4% | 4,760.9 | 325 |
| M22 | 22020,240 | 440 | +8.8% | 4,778.5 | 326 |
| M23 | 23021,160 | 460 | +9.2% | 4,796.1 | 328 |
| M24 | 24022,080 | 480 | +9.6% | 4,813.6 | 329 |
| M25 | 25023,000 | 500 | +10% | 4,831.2 | 330 |
Ranks 1 to 5 are free; from M6 a rank costs 10 gems × the rankfrom M6 a rank costs coins: 10 × the rank × what a gem is worth at your progress (92 coins once the story is done, less before). Every rank also needs 20 × the rank counted wins with the toy at Lv 25. Dream Light adds another 0.5% damage and toughness per level to every toy. How Mastery works
Using it.
The game's tip
Jack-in-the-Box pops ONCE and is gone. Place it ahead of approaching monsters so it has time to wind up.
Other trap toys
Numbers from the game's own data, version 1.0.0 as of November 13, 2026. Toy and nightmare numbers are the base values: every night scales the nightmares to its level (how). You are reading for the phone game (iPhone, iPad, Android): the switch at the top shows the PC game's numbers.You are reading for the PC game, coming to Steam: the switch at the top goes back to the phone game's numbers.