Players

Remote play

Playing someone who isn't in the room — confirmations, disputes, ranked streams, and the turn clock.

Play someone who isn't in the room. Everyone throws at their own board, on their own phone, and the app keeps one scoreboard between you.

Remote games work differently from a game round the same board in three ways, and each one surprises people the first time. They are all here.

Start or join a remote game

Create a room and share the six-character code, or enter someone else's. The room is the lobby: players arrive, you pick the game, and it starts when you do.

Every throw waits to be confirmed

On a remote game your score doesn't land straight on the board. It sits pending until the other players agree it.

  • Everyone else has to confirm. Not a majority — every other player in the game. The throw applies the moment the last one agrees.
  • You can't confirm your own throw. The app refuses it.
  • One dispute is enough to hold it. If any player disputes, the throw stays pending no matter how many others confirmed.

This is why a score can look greyed out on your screen while the game carries on around it. Nothing is broken — it's waiting on somebody.

When a throw is disputed

A disputed throw is cleared by the host correcting it. Nobody else can, including the player who threw it.

That's deliberate. If you could confirm your own throw out of a dispute, the whole system would be optional — the one player with a reason to overrule the others would be the one able to. So the host looks at the stream, enters what actually landed, and the correction clears the dispute and the old votes with it. Those votes were cast against a score that no longer exists.

Correcting the throw is the only way out. Confirming around it isn't.

Ranked games and stream verification

A remote game becomes ranked when every player has verified every other player's stream. You don't switch it on — you earn it, and the app works it out continuously.

  • Post your stream URL, and your opponents verify they can see you throwing.
  • Once that's mutual across the whole game, the session turns ranked.
  • Revoking a verification un-ranks it again, mid-game if need be. The status follows the streams, not the other way round.

Unranked remote games play exactly the same. They just don't feed the leaderboards.

The turn clock

The host can put a clock on each turn: 30, 60, 90, 120 or 300 seconds, or none at all.

What happens when it runs out depends on the game:

  • Ranked remote games enforce it. Run out of time and the turn is forfeited — the round moves on without you.
  • Everywhere else it's a reminder, not a rule. A local game, or an unranked remote one, will show the countdown reach zero and do nothing. The clock is there to keep the night moving; the host sorts out anyone who stalls.

So a countdown hitting zero in the bar costs you nothing. The same countdown in a ranked remote match costs you the turn.

If someone drops out

Use Forfeit from the End Game menu to pick the winner, the same as any other game. See Running a game for ending, forfeiting and discarding.