> For the complete documentation index, see [llms.txt](https://beatking.gitbook.io/beatking-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://beatking.gitbook.io/beatking-docs/rewards/rewards.md).

# What a run gives

Every song you play pays out. The better you play, the more you get.

## Every run

Every run earns crowns and gems:

| Reward | What it is                                                                                                                                                      |
| ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Crowns | Your season rank. See [Crowns](/beatking-docs/play/crowns.md).                                                                                                  |
| Gems   | Saved up for [minting](/beatking-docs/rewards/minting.md). Gems plus 0.1 SOL mint a device; the gem price moves with the economy. A better run gives more gems. |

## Drops

A run can also drop items:

| Drop                                                  | What it is                  | How often                              |
| ----------------------------------------------------- | --------------------------- | -------------------------------------- |
| [Power-up](/beatking-docs/gear/power-ups.md)          | A boost for your next songs | Often                                  |
| [Invite code](/beatking-docs/rewards/invite-codes.md) | Brings a friend in          | Sometimes, while you hold fewer than 3 |

A better run gives better chances. Your device and power-ups count too, because drops follow your score.

Devices come from minting and from other players.

## Song length and song multipliers

Gems and drops are full on any song of 2 minutes 30 seconds or longer. A shorter song pays them for the time it takes: a 1-minute song pays 40%. Crowns follow length too, and keep growing on long songs. So pick your play: long songs for crowns, songs around 2:30 for gems per hour, short ones when you just want the song.

Some songs also carry their own multiplier, which counts for crowns and gems. A multiplier below 1 also lowers the song's drop chances; one above 1 doesn't raise them. The song card shows what the song does to your gems, like x0.43 or x1.5.

## Past a top run

Rewards grow with your score up to a top run. Past that point they keep growing, only slower, so a run that's hard to pull off still pays a bit more. Rarer devices push that point higher. On better gear, a great run earns more.

## Play at your level

Easy pays the least. A clean Medium run beats a perfect Easy run, and Hard pays the most once you can hold a streak there.


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