| 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 |
Challenge a Friend is the online multiplayer mode. You create a challenge, share a 4-letter code or a direct link, and anyone who joins shows up in your lobby. When everyone's in, you start the game — every player stops the same hidden target from their own device. The closest stop wins the round.
No accounts, no downloads. The challenge exists for the duration of the game. It's built for groups of friends who aren't in the same room, classrooms doing a quick timing exercise, or anyone who wants to settle a debate about whose sense of time is best.
No. They just need the code or the invite link. No account, no sign-up, no app needed on any device.
Up to 12 players can join a single online challenge. For groups larger than that, use Pass & Play on one device instead.
The lobby shows each player's ping. A high ping doesn't directly affect timing accuracy (you stop the timer locally), but it may slightly delay the round results appearing.
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