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Language

Arcade & reflex

How to play Jump Relay

Players
2–12
Devices
1 shared device
Round length
1–3 min
Play mode
Shared device or online room
Play Jump Relay

The rules

Share one phone with 2–12 players. The named player presses and holds anywhere in the play area, then releases to jump. A longer hold jumps farther; the small bar shows charge, not a guaranteed landing. Land successfully to add one to the shared streak. The turn changes automatically: pass the phone to the next named player. Let the landing settle, then jump whenever you are ready. No confirmation buttons or turn timer. On a keyboard, hold Space or Enter and release. With a screen reader, activate the play area once to charge and again to release. One miss ends the round; that player loses. Play again starts a new course and rotates the first player. Gaps vary and become harder after complete player rotations. Menus, losing focus and backgrounding pause play and cancel an unfinished hold. Keep the phone still; do not throw it.

Online room — one phone per player

Join on separate phones. The highlighted player holds anywhere on the game screen, then releases to jump. Holding longer jumps farther, up to the charge limit. Space or Enter can also be held and released. Everyone watches the same course and landing. A successful landing scores one point and automatically passes the turn; no Ready or Next player tap is needed. One miss ends the round and identifies the player who missed. The host can start a new course; the starting player rotates. Leaving ends the round for everyone. Use friends-only play: network delay can affect hold timing. Leave or miss a required action deadline and you lose. Brief disconnections allow time to reconnect.

What you need and how to start

Choose a player count; names are optional. Share one device, or create a room for one phone each.

In a room, everyone taps Ready, then the host starts. Internet and JavaScript are required.

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