| Player | Time | Delta |
|---|
| Player | Time | Delta |
|---|
| Player | Points |
|---|
Every round rolls a fresh random target inside this range.
More options — mode, bonus, rounds ↓
With the bonus on, stopping the clock exactly on the target (to the hundredth, like 5.00) makes the round worth 2 points instead of 1.
With a round limit, the game ends after the last round and crowns an overall winner by wins.
Checking online play…
No account needed. Create a challenge and send the link — everyone who joins shows up in your player list, and you press Start when they’re all in. Then you take turns on the same target, exactly like pass-and-play: closest stop takes the round (+1), an exact hit is worth 2 points, most points wins.
| Player | Status |
|---|
| Player | Guess | Delta |
|---|
| Player | Points |
|---|
| # | Name | Ping | Status |
|---|
Friends who open the link appear in the list above. Only the host can start the game.
| Player | Time | Delta | Ping |
|---|
Closest stop takes the round (+1). An exact hit is worth 2 points.
| Player | Points |
|---|
The clock shows for 3 seconds, then goes dark — keep counting. Space bar / Enter works too.
| Best (closest) | — |
| Perfect streak | 0 |
| Rounds played | 0 |
Stop the hidden timer at exactly 5.00 seconds. Press Start, let the clock go dark, count five seconds, and press Stop. The timer reveals your exact time to the hundredth of a second. Simple idea, surprisingly tricky.
Five seconds is the sweet spot between the sprint of the 3-second challenge and the marathon of the 10-second challenge. Long enough to count with a rhythm, short enough that any hesitation or over-thinking costs you the round.
Count five whole syllables, not just the number. "One-one-thousand" with clear syllables takes almost exactly one second. Count five of them and stop immediately after the fifth — don't hesitate.
Do not round up. The most common error on 5-second targets is running slightly over because players think "it should feel like more." Five seconds of steady counting is shorter than it feels. Trust your count.
Practice with the clock visible. Use solo practice mode to run a few rounds with the timer showing, then switch to hidden. This shows whether your counting pace matches real time.
Counting five numbers instead of five seconds. "One, two, three, four, five" takes only about two seconds at a conversational pace. Each count needs to last a full second.
Hesitating on the stop. Once you think "now," press immediately. Even a quarter-second pause between the decision and the press will push you to 5.25 or 5.30 — a NOT BAD instead of a PERFECT.
In multiplayer, closest to 5.00 wins the round (+1). Stop exactly on 5.00 for 2 points when the bonus is on. Try pass-and-play for group competition or challenge a friend online.
For different reasons, yes. The shorter duration means each tenth of a second is a larger percentage of the target. An error of 0.2 seconds on a 5-second target is a 4% miss; the same error on 10 seconds is only 2%. Most players find their personal best score on the 10-second challenge is proportionally better than on the 5-second one.
No technique guarantees an exact hit, but counting five steady syllables ("one-one-thousand" x 5) and pressing the moment you finish the fifth count gives you the best chance. Read the full timing tips for more techniques.
Yes. Select Pass & Play from the mode panel, set 2–12 players, and everyone takes a turn on the same 5-second target. Or use Challenge a Friend to play across devices.
This browser can’t record video. Try Chrome, Safari or Firefox — or share as text instead.