Every table, board and machine you have ever created stays in the history until you clear it out.
This removes rooms nobody has touched for a while so the dashboard only shows what you actually
care about. Chip balances and the bank ledger are not touched โ only the
room records go โ and a room with anyone still in it is always left alone.
New puzzle
๐ท Click or drop an image here JPG / PNG / WEBP โ it stays on your own puzzle server
โฆ or pick from the ๐จ pixel-puzzle library โ click an image, then Create puzzle:
table color
โ Puzzle created!
Play / share
Gather embed
Play / share starts a fresh game each time it's opened (the visitor can then invite others from inside the puzzle). Gather embed is locked to one shared game room โ everyone who opens it lands in the same puzzle and solves it together.
In Gather: place an object (or use an existing one) โ Object interactions โ Embedded website โ paste this URL.
Need several boards of this puzzle (one per Gather object / team)? Use the generator below.
โก Room link generator
Puzzle: โ each link is its own independent board of this
puzzle. Paste each one into a different Gather object for side-by-side / team play.
๐ Moderators โ what somebody with a space password may change in a puzzle
A community owner opens the puzzle link, presses ๐ Admin options and types the
๐ host or ๐ moderator password you minted for their space โ
the same one they already have. They get ๐ผ๏ธ Change the picture and nothing else:
the pieces, the x-ray, the player tools and this page stay yours.
โ ๏ธ Whether a password may do it at all is the ๐งฉ The puzzle picture tick on the
Campus Maker's ๐ Access page. This is about what they may put on the table once they are in.
โ ๏ธ A new picture re-cuts the board in the room they are standing in, for everybody
in it โ the link they have already shared keeps working, which is the point.
๐จ Which pictures they may choose
Tick none and they get the whole library โ which is what it was before anybody chose.
๐ช Payouts โ what a puzzle pays into people's wallets
Off by default. Turn it on and a board pays three ways: a steady rate for being at the table and working,
a bonus every time somebody connects a piece, and a finishing bonus to
everyone who was there at the end. Earnings build up on the board and land in the wallet when a player
leaves, when the puzzle is finished, and every five minutes in between โ so a long session is never one
crash away from paying nothing.
These rates are copied onto each board as it is created, so changing them
shapes the next batch and never re-prices a puzzle people are already sitting at.
Your puzzles
Loadingโฆ
๐ Raid Legends โ the World of Warcraft-style raid boss
One boss, one arena, everybody's problem. Players pick a class at the door โ
Warrior holds the boss's attention, Priest heals through it, Mage and Rogue burn it down and
interrupt the big cast. Real threat tables, telegraphs on the floor, a phase two,
and a visible soft enrage. Bosses drop gear and XP that persist on the wallet,
so the same crowd gets stronger week after week. Wipes are part of the loop: the boss resets, the lesson stays.
๐๏ธ Tuning
๐ก๏ธ The Armory โ Raid Legends gear, managed between pulls
A kiosk where raiders open their own wallet-keyed armory: level and XP, what every
class is wearing, the bags, upgrade arrows, one-click equip, and scrapping duds for tokens. Everything done
here is already worn the next time they walk into an arena โ same record, one door.
๐๏ธ The vault โ every wallet's raid inventory
Loadingโฆ
๐งน Nice Work floors โ co-op physics, one shared repair bill
Two to twelve people share an office floor, one objective and
one repair bill. Everything is physical: you drag a sofa through a door that is
narrower than it is, you plug a workstation in by dragging the cable to a socket, and you find out that a
power cable makes an excellent slingshot. The grade is the worst of your time,
your breakages and your bill โ not the best โ so a floor cleared in nine seconds through a wall is not an S.
Chaos is scored on its own separate board, because wrecking the place should still be a sport.
๐ช What a shift pays
๐ก Lights Out rooms โ shared-cursor mini-game, same room links as the jigsaw
Everyone who opens a link lands on the same shared board with live cursors โ
click a light and it flips along with its neighbors; turn them all off together.
Paste each link into a different Gather object, exactly like jigsaw boards.
๐งฑ Sliding Blocks rooms โ shared-cursor mini-game, same room links as the jigsaw
The classic 15-puzzle, solved together on one shared board with live cursors โ
click a numbered block next to the gap to slide it; get them all in order.
Paste each link into a different Gather object, exactly like jigsaw boards.
๐ฅ Ultimate Texas Holdโem tables โ a raise at every street, everyone versus the dealer
The casino game with a decision at every community card, and Casino Holdโemโs bigger sibling.
Ante and a matching blind go out, then two cards each: raise 4ร or 3ร before the flop,
2ร on the flop, or 1ร at the river โ the earlier you commit, the more you may bet.
The dealer needs a pair to open (no pair and the antes push), and the blind pays up to 500:1
for a royal but only when you win with a straight or better. Because nobody ever plays anybody
else here, it runs as an open table โ every hand is face up to the
whole room, so people coach each other, groan at each other's flops and read the deck together.
๐ฆฌ Buffalo Gold โ 1,024 ways, and the whole room in the free games together
Our recreation of the Aristocrat machine. Five reels, four rows, 1,024 ways instead of paylines โ
a symbol pays on consecutive reels from reel 1 and every combination of positions counts. The buffalo pays from just
two reels; the sunset wild lands on reels 2, 3 and 4 only and carries ร2 or ร3, and multipliers on the same way
multiply, so three wilds can be ร27. Three gold coins award 8 free games, four award 15, five award 20 โ and in our
version the whole table goes in together, each at the bet they had down. Inside the feature
two coins are enough to retrigger, and the gold buffalo heads collect onto one shared meter: at 4 every eagle becomes
a buffalo, at 7 every cougar, at 13 every wolf, at 15 every elk.
Symbol
2
3
4
5
How many on each reel
Pays are credits per winning way at the 60-credit bet. Reel counts are the base game;
the free-game reels carry only multiplied wilds plus the gold heads and are scaled with these.
Return to player
โ
Base game exact; free games simulated, so this one carries an error bar.
Of that, the free games
โ
Spins that pay something
โ
๐ House sound
โ the volume every player starts at, on every Buffalo machine in the space
These are the levels a player walks in on. They can still reach for the speaker and set their own โ
and when you change these, every machine picks the new levels up on the next join, including for
people who had set their own before.
๐ฌ Machine log
โ every spin, window, win, cap, retrigger, jackpot, host trigger and chip drop. JSONL, made for handing to an AI.
๐ฑ Keno lounges โ one draw for the room, a different ticket in every hand
Twenty balls out of eighty, once, for everybody. That is the real game โ a keno
lounge runs one race for the whole room โ and it is the opposite of video keno, where every machine draws its
own private twenty. What is personal is the ticket: each player marks how many numbers
they want (one to ten), which ones, what they stake, and whether they buy the multiplier. Everyone watches
the same balls come out one at a time and counts their own catches.
The multiplier is an eighty-slot wheel spun once per game and shown before the
first ball, so the room knows it is in a 10ร game while it is still happening. It doubles what a ticket
costs and averages exactly 2.000ร, which makes it precisely return-neutral โ it buys variance, not edge, which
is how the real ones are built. The paytable is a genuine Las Vegas video keno table returning 93โ95%; every
payout is quoted for one, the way real keno tables are written.
๐ Draw battle โ write it, draw it, guess it, and watch it fall apart
Everybody writes a sentence. Everybody draws somebody else's sentence. Everybody writes what they think
that drawing is. Round it goes until each album has been through the whole room โ and then the room
watches every album replay from its first sentence to its last, one page at a time, together.
The thing that makes it work at any size is that everyone plays every turn. There
is no waiting for your go: with eight people there are eight albums moving at once, so a room of twenty takes
the same wall-clock time per turn as a room of three. You are only ever shown
one step back โ never the original โ which is the whole joke.
Turns are set as a percentage of the player count, so the setting keeps meaning the
same thing as people arrive. All (100%) is exactly enough for every album to reach
everyone once and never come back to its author mid-game. Nothing here is settled in chips โ this one is played
for the album.
โ Chess & โ Checkers โ two chairs, and everybody else watching
A different shape from the rest of the room: a board has exactly two chairs. The
first two people through the door sit down and everyone after that gets a live view of the board and the move
list, and can take a chair the moment a game ends. Colours swap on a rematch, the way two people at a board
always do.
Chess has all of it, including the parts that get left out โ castling and the rule
that the king may not pass through an attacked square, en passant, under-promotion, stalemate as a draw,
the fifty-move rule, threefold repetition and insufficient material.
Checkers is English draughts with capturing compulsory
and jump chains counting as one move โ the two rules that make it a game rather than a diagonal shuffle.
Both move generators are checked against the published perft counts, so if a rule were wrong the numbers
would not come out.
๐ฒ Craps tables โ the loudest game in the building, and the one with the best bet in it
One shooter throws for the whole table and everybody bets the same dice. On a come-out
a 7 or 11 pays the line and a 2, 3 or 12 kills it; anything else becomes the point.
Only a seven-out passes the dice โ rolling craps does not, which is a thing most recreations get wrong.
Once there is a point you can put free odds behind your line bet and they pay
true odds โ the only wager in the casino the house takes nothing on. The table runs
3-4-5ร, arranged so the odds always win exactly six times the line; on the dark side the cap is on what you can
win, so the lay is a flat 6ร. Place and buy bets sleep through a come-out, lay bets stay awake, and the odds
behind a come bet come home untouched if a seven lands on a come-out.
๐ฏ Roulette tables โ one felt, everybodyโs chips on it at once
A real table, run the real way. Every player gets their own colour of chip and they all
stack on the same felt, so you can see who is backing what. Bets stay open while the wheel is
turning โ they close on rien ne va plus, the dolly goes down on the winning number, and until it comes up
again nobody touches anything. Losers are swept first, winners paid second, and winning chips
are left where they are to ride the next spin unless you pick them up.
Every bet on a single-zero wheel has the same house edge โ 2.70% โ because a bet on
n numbers pays 36/n โ 1. Backing one number instead of eighteen changes how wild the ride is, not who
is getting the better of it. Zero is the whole edge: it is in no dozen, no column, and neither red nor black.
๐ Slot machines โ one machine, the whole room watching the same reels
Five reels, three rows, twenty paylines. The reels spin once per round and
everybody at the machine is paid on that same result, each according to the lines and stake they chose โ
so a big hit is something the room sees together. Line wins pay a multiple of the per-line bet and must
start on reel 1; โญ scatters pay a multiple of the total bet from anywhere. The paytable below is the
real one: the return and hit frequency are computed from these exact reels, by the same code the machine
pays with.
Symbol
3
4
5
How many on each reel
Return to player
โ
Nevada's floor for a slot is 75%; real machines run 88โ96%.
Spins that pay something
โ
Sampled over thousands of spins at full lines.
House edge
โ
๐ฐ Let It Ride tables โ three bets, three cards, no opponent but the paytable
The official casino game. Everyone puts out three equal bets and takes three cards,
then shares two community cards with the table. Look at your three and take bet 1 back โ or let it ride.
The first community card turns over: take bet 2 back, or let it ride. The second turns over and bet 3
always rides. A pair of tens or better pays every bet still on the table, up to 1000:1 for a royal.
There is no dealer hand and nobody plays against anybody, so the whole table roots for the same board.
๐ฉ Casino Holdโem tables โ co-op poker: everyone versus the dealer
The official casino game. Nobody plays against anybody at the table โ each seat
antes, takes two cards, shares one board and beats or loses to the dealer on its own.
See the flop, then call (twice the ante) or fold; the dealer needs a pair of fours to qualify,
and the ante pays a paytable up to 100:1 for a royal. Chip standings persist between hands.
๐ Blackjack tables โ shared-cursor casino table, same room links as the jigsaw
Multiplayer blackjack against the house โ everyone present when the dealer calls gets a hand each round:
hit, stand or double on your turn (20s clock), blackjack pays 3:2, chip standings persist between rounds.
Paste each link into a different Gather object, exactly like jigsaw boards.
๐ Rush Hour boards โ shared-cursor traffic puzzle, same room links as the jigsaw
The classic sliding traffic jam, solved together on one shared 6ร6 board:
drag cars and trucks along their lanes to free the red car and drive it out the exit.
Boards are generated fresh and verified solvable โ "par" is the minimum possible moves.
โ ๏ธ Poker tables โ shared-cursor casino table, same room links as the jigsaw
Fixed-limit Texas Hold'em against each other โ everyone present when the dealer calls gets a hand
(2+ players): blinds 5/10, fold / check / call / raise on a 20s clock, best five-card hand at showdown takes the pot.
Chip standings persist between hands. Paste each link into a different Gather object.
๐ฒ Dots & Boxes boards โ turn-based classic, same room links as the jigsaw
2โ4 seats take turns drawing lines between dots โ complete a box to claim it and go again.
Most boxes wins. Optional ante: every seat pays in from the player bank and the winner takes the pot (ties split).
Extra players spectate and rotate in next game.
๐ Horse Race Derby tracks โ casino betting game, same room links as the jigsaw
The four aces race down the track, advanced by drawn cards โ with setback rungs that send
a leader stumbling back. Players bet their bank on a suit before the gate; a winning bet pays 4ร.
Balances settle into the shared player bank. Paste each link into a different Gather object.
๐ฆ Everything is Crab rooms โ avatar co-op survival, embed links for Gather objects
Not a cursor game: everybody drives a character with WASD, aims with the mouse and
attacks with the mouse buttons. You start as a blue blob, eat to level up, and pick one of three
evolutions each level โ claws, wings, a poison stinger, a shell to hide in.
Three random bosses then the Krabken, in twenty minutes. Enemies, boss health and food all scale with how many
people are actually alive, so the same room works for one player or sixteen.
๐ผ๏ธ Asset library
Every drawn thing in the game, replaceable with pixel art โ the flooring, the trees and cacti,
the drops, all seventeen creatures, all eight bosses, the mystery tiles, and
the crab itself part by part: a body plus one overlay per mutation, because a crab is
composed rather than drawn once. Uploads go live in every open world instantly; anything you do
not replace keeps the drawn version.
๐ฌ Tuning lab
โ every creature, boss, skill and default, live-editable. Changes apply to new spawns and new runs immediately.
๐ฌ Diagnostics โ download a room's black-box log
Every live crab room keeps a rolling flight recorder: once a second, every player's actual
speed next to every factor the sim applied (sprint, slow, rage, burrow, terrain, stun), plus the game feed,
every build choice, joins/leaves and admin commands. Felt something weird โ rubber-banding, phantom speed-ups,
an unfair hit? Download the room's log as JSONL (first line documents the schema)
and hand the file to Claude. Logs live in server memory: grab them the same evening, before the room idles out.
๐คบ Pole Riders rooms โ two-player physics duel, embed links for Gather objects
A rebuild of the Flash game, physics and all. Two riders each hold a six-metre vaulting pole and fight over one
weightless ball; put it into the wall behind your opponent to score. There is no jump โ
every bit of height comes from planting the pole and heaving on it, and you knock someone out of the air by
catching them with the handle of yours. Exactly two people ride at a time; everybody
else watches the live match and takes the next chair, so a room of thirty runs itself.
Controls โ A / D to run (you only get traction on the ground), S to plant the pole
tip, W to vault. Hold W too long and your lift fades until you let go. Knockouts โ catch them mid-air with the handle of your pole, or land on a grounded
opponent's head. In a clash the higher rider survives.
๐ฃ Boom Room rooms โ last bomber standing, embed links for Gather objects
The classic grid bomber. Up to eight players spawn on one field of crates: drop
bombs, blow the crates open, and grab the power-ups that fall out โ ๐ฅ longer blasts, ๐ฃ more bombs at once,
โก speed, ๐ฆถ kick bombs down a lane (Space, always deliberate), ๐ฎ remote detonators that only pop when you
press the button. Rooms run
1โ5 โฅ (respawn until your hearts run out) or a timed โฑ score battle โ infinite respawns, +1 per kill, โ1 per
death, highest net score at the clock wins. When the clock runs low the walls close in. Rounds restart themselves, and anybody
past eight watches the round and is seated into the next one automatically.
Controls โ WASD or arrows to move. Left click (or Space) drops a bomb, right
click (or E) detonates your remote bombs, and once you own ๐ฆถ, Space kicks the bomb you are facing โ kicking
is always deliberate, walking into a bomb never nudges it. Holding Tab shows the field sheet โ everybody's
power-ups, kills and wins. Bombs are colored per player, and block the lane once you step off them. Sudden death โ over the final minute, pressure blocks spiral in from the edge
and crush whatever they land on. The red tiles show where the next ones fall.
๐ Checkerboard Chase rooms โ the floor is the weapon, embed links for Gather objects
The Kirby 64 minigame: up to four players on an 8ร8 checkerboard over a bottomless
pit. Your shockwave knocks out the line of tiles you are facing, closest first โ they come back after a few
seconds, but anyone standing on nothing falls and loses a โฅ. Lose them all and you are out, and
the whole board shrinks. Last one holding lives wins; matches restart themselves,
spectators rotate in.
Controls โ WASD or arrows to move (free movement, you are not locked to the grid),
Space or left click fires the shockwave down the line you face. Respawns get a brief safety platform.
๐ฏ Mastermind rooms โ one hidden line, the whole room guessing, tokens on every crack
The 1970 board game with the codebreaker replaced by a room. A hidden line of
colours; every guess is answered with two numbers and nothing else โ how many are the right colour in the
right place, and how many are the right colour somewhere
else. Never which. There is one working row and everybody edits it at once,
so the arguing is the game. Crack it and everyone standing there is paid โ more
for fewer guesses โ then a new line is dealt and it goes again.
Each player gets ONE of: โซ exact matches ยท โช colour matches ยท ๐ซ an elimination ยท โ a confirmation ยท ๐ a slot check.
Everything they were not given shows as a ?, so they can see what they are missing and who to ask.
With one player in the room they see everything โ it only splits once there are two.
๐ช Payout
๐ช Joining & leavingAnyone who leaves mid-round is still paid for the part they played.
Setting the difficulty โ 4 pegs from 6 colours with repeats is 1,296 lines and the
classic ten guesses is generous; 5 from 8 is 32,768 and ten is genuinely hard. Turning
repeats off makes it much easier, and needs at least as many colours as slots.
Guesses = 0 means unlimited โ and pays nothing, on purpose: a board that can be
brute-forced is a board that mints tokens.
๐ Answer Sheet โ every answer, for the person running the room
Both halves: the questions with their correct option and the rationale, and
the puzzles themselves โ the hidden Mastermind line, where every mirror goes, the words on a
Snake Sweep board, who each Avatar Lineup clue is pointing at. Read from the live rooms, so it is never showing you a
board that is not the one on screen. Keep this tab to yourself.
The questions, and why
๐ Custom Content โ one bank of questions, loaded into any corporate game
Drop in a prepared question document and it becomes a pack โ every question, every option,
the rationale for each one and the page it came from. Then pick the questions you want and
load them into any corporate game's bank. Nothing is loaded automatically: you choose per game,
so one pack can feed a Mastermind, a Snake Sweep and a Laser Maze with different questions each.
๐๏ธ The five banks โ what each corporate game asks right now
Back up before you change anything. โ๏ธ Edit opens a bank right here โ add, change or remove questions, options, the correct answer and the rationale, then ๐พ Save. A seeded room (the escape-room boards) deals from the bank as it stands, so the bank you save is the round you get.
๐ Source documents
The papers the questions came from. Upload them here and a
๐ Source button appears in the game, so a room can read the document while they play โ
and you can show that the questions are grounded in it.
0 selected โUnticked, they are added to whatever is already in that bank.
๐ข Corporate Laser Maze โ your answers move the walls
A branch of Laser Mirrors. Each question owns a handful of blocks and guards one goal.
Answer it correctly and the blocks park out of the way. Answer it wrong โ or not at all โ and they seal that goal off
from the emitter entirely, so no arrangement of mirrors can light it. Not an unlikely
arrangement: none. Every mirror stays placeable, so a room can put the whole set down, watch each one lock, and still
have a goal sitting dark โ which is the cleanest possible way to say "the maze is not the problem" without saying it.
โ ๏ธ Every board is proved before it opens: the generator checks every combination of
answers and refuses to deal a maze unless exactly one โ all correct โ can light every goal. A board it cannot prove
is discarded and another is dealt.
๐ข Question bank
Click an option to mark it the correct one โ that answer
never leaves the server. A round uses as many questions as it has sections, oldest-first,
and each one needs a goal of its own โ so keep sections at or below the number of goals on the board.
Fewer than two questions and the room plays an ordinary Laser Mirrors round.
More sections means more goals held hostage โ and a longer wait for the room's first win.
In escape mode a solved maze does not deal a fresh one โ it stays solved until the host presses ๐ Reset the puzzle in the game's host desk, and the reset deals the same maze again. Paste a door's code from the campus Maker: solving opens that door in the campus, and the reset locks it again.
๐ข Corporate Snake Sweep โ your answers write the letters
A branch of Snake Sweep. The board is cut into sections and each section is decided by one
question. Answer it correctly and that patch of letters is the real puzzle. Answer it wrong โ or not at all โ and
that patch is noise drawn from the board's own letters, so it looks exactly like puzzle,
and the words living there cannot be found.
The game never says which sections are wrong. The room works it out by noticing that one
region will not give up a single word. They can change any answer at any time, and the letters change with it.
๐ข Question bank
Click an option to mark it the correct one โ that answer
never leaves the server. Write at least as many questions as you want sections;
a bigger bank is used oldest-first so consecutive rounds ask different things.
Fewer than two questions and the room simply plays ordinary Snake Sweep rather than
locking itself shut.
More sections means each question decides less of the board โ and a wrong one hurts less.
In escape mode the board does not deal a fresh one when it is swept โ it stays solved until the host presses ๐ Reset the puzzle in the game's host panel, and the reset deals the same board again (the seed code's round one, every time). Paste a door's code from the campus Maker: sweeping the board opens that door in the campus, and the reset locks it again.
๐ข Corporate Mastermind โ every hint is behind a question
A branch of Mastermind. A guess still costs one of the ten and is still judged โ
but the verdict is masked. Click the lock on a row and the room is asked a
multiple-choice question about your company; get it right and the hint is revealed. Get it wrong and you are
told so, and a fresh question is drawn โ a hint is never lost, but every attempt
costs time, and a room that keeps failing is guessing blind, which in ten guesses is a real cost.
๐ข Question bank
True/false or multiple choice. Click an option to mark it the correct one โ
that answer never leaves the server, and players see the options in a shuffled order.
When the bank runs out mid-round it starts again from whatever was asked longest ago, so a round never stalls.
๐๏ธ Running out is not a loss โ it deals another board from the next seed. They are scored on attempts, time and total guesses.
In escape mode a solved exercise does not deal a fresh one โ it stays solved until the host presses ๐ Reset the puzzle in the game's host desk, and the reset deals the same exercise again. Paste a door's code from the campus Maker: solving opens that door in the campus, and the reset locks it again.
๐งฉ Tangram rooms โ one silhouette, seven pieces, dealt between the room
A grey shape โ a cat, a whale, an aeroplane โ and the seven classic tans that fill it
exactly. The outline never shows where the joins are; that is the puzzle.
With co-op on, the seven pieces are dealt out between
the players and you can only move your own โ so the person who can see where the big triangle goes is
almost never the person holding it, and the only way through is to say so. Alone in the room you get all
seven and can still finish, just slowly. Solve it and everyone who played is paid; a new figure is dealt
straight after.
๐ช Payout
๐ช Joining & leaving
Where the figures came from โ every silhouette is tileable by the seven tans
by construction: they were shuffled out of the pieces themselves, drawn as a contact sheet, and kept only
when a human looked at one and said "that's a cat". So there is always at least one solution, and often
more than one โ the board accepts any arrangement that fills the outline, not
just the one it was built from.
Orders arrive on a rail; the room has to build each dish and get it to the hatch before the ticket runs out.
Ingredients, prep chains and recipes are Overcooked 2's own โ beef is chopped and
then fried in a pan, potato is chopped and then deep fried, rice goes straight in the pot, a bun needs
nothing. Cook something too long and you get thirteen seconds of warning before it
burns, which is exactly long enough to shout "PAN!" at somebody. Tips build only when tickets are served
in the order they arrived, and chefs can throw things to
each other โ which is the difference between a kitchen and four people queueing.
๐ผ๏ธ Asset library
Every sprite the game draws, with your own art in place of any of them โ upload a PNG and it is live in
every open kitchen within a second. Anything you do not replace keeps the built-in drawing.
๐ ๏ธ Kitchen editor
Draw your own kitchen on the 26ร13 grid โ crates, appliances, water, belts, shutters, portals โ pick which
dishes its board writes, and invent new ones. It is checked as you draw and rated automatically, so a hard
room you built pays more. Publish it and it appears in the picker below and in every room's lobby.
๐ฆ Kitchens players can choose
Untick a kitchen and it leaves the lobby picker and the tour โ it is not deleted
and not unpublished, and anyone already cooking in it finishes their shift. Handy when half the rooms
do not suit the space this gather is for. The last one on cannot be switched off.
loadingโฆ
๐ช Payout
๐ช Joining & leaving
Controls โ WASD to walk, Space to pick up / put down / plate up / serve,
hold E to chop and to wash up, Q to throw. Two chefs on one board chop twice as
fast. See OVERCOOKED-MECHANICS.md in the repo for the research this was built from, with sources.
๐ Maze Race rooms โ cursor party game, embed links for Gather objects
Glide your cursor from START to the checkered finish without touching a wall โ
one touch sends you back. First finishers take the podium. Fresh maze every room.
๐ชข Tug-of-War rooms โ cursor party game, embed links for Gather objects
Everyone is auto-assigned to red or blue โ
mash to pull the rope past your line. Team sizes auto-balance; pulls are per-player rate-capped so big teams stay fair.
๐ผ๏ธ Mystery Reveal rooms โ cursor party game, embed links for Gather objects
A picture from your puzzle library hides under a cover grid โ players
scrub it clear with their cursors together. Upload new pictures from the ๐งฉ Jigsaw Puzzle tile.
๐จ Paint the Floor rooms โ cursor party game, embed links for Gather objects
Timed territory race โ every cursor leaves paint, and rivals' tiles can be
stolen right back. Whoever owns the most floor when the clock hits zero wins. The round timer starts on the first brushstroke.
Everyone studies the same generated scene and must count the hidden target objects among
lookalike distractors before the clock runs out. Co-op: cursors visible, point things out,
the team's consensus answer must be exact. Competition: cursors hidden, secret guesses,
exact counts score triple and closest scores one.
โ๏ธ Raid Boss โ one enemy, a party, and turns
A small arena, one boss, and full control of your character โ the crab
engine wearing raid clothes. Walk in, and seconds later the boss arrives: WASD to move,
aim with the mouse, dodge the telegraphs, and spend abilities that come back
slowly โ every press is a decision, WoW-style, and ranged attacks
lock onto the boss when you fire from close enough.
There is no levelling in the arena: your build walks in with you from the
Armory โ gear decides your stats AND your abilities โ and Tab shows the whole sheet mid-fight.
The boss scales with however many actually turn up.
Gear is sold in the store. Add or price pieces on the
๐ The Store tile โ anything with a slot and stats shows up in the Armory and
can be put on a loot table below.
๐ช Payout
๐ What it drops
Rolled per player, so the chance below is one player's odds rather than the
room's โ loot somebody else got is not a reward. A piece a player already owns is not granted twice.
Leave the table empty and a kill pays tokens only.
๐ฒ The boss, in its own numbers โ classic turn-based doors only
Every number a boss fights with, editable. Anything you leave alone falls through to the shipped
template, so a boss you have never touched is exactly the boss it always was โ and
๐ Reset puts any of them back.
These are per-DOOR. They are saved with the room you create below,
so two doors can run the same boss tuned two different ways.
Its moves
โ ๏ธ A move that only comes up every few actions is announced one action before it
lands โ that telegraph is the window the party guards, heals or taunts in, and a big move without one is
not difficulty, it is an unfair hit. One move must be usable every action; that is the boss's basic attack.
๐ฌ Show me the maths โ the armory sheet is live everywhere; the swing maths describes the classic turn-based doors
โ ๏ธ This runs the real functions, against a real character sheet and the boss as
you have just tuned it โ it does not describe the formulas, it fires them and shows what came back. A written
explanation would be a second copy of the arithmetic, and the second copy is the one that goes stale.
Press Work it out โ it will run a thousand swings and show you every step of one of them.
๐ฅ Everybody's sheet
What the people who fight here actually bring. Base stats are what a guest with nothing equipped fights on โ
deliberately playable, because a raid that refuses a newcomer is a wall with a shop in front of it.
โ
๐๏ธ Rooms right now
โ
๐ The Store โ tokens buy things people keep
A shop window and a garage. Players spend the tokens they earned in the puzzles, the arena and the machines
on Gather go-karts; what they buy is attached to their wallet โ their Gather account
if they walked up through the space, their name if they typed one โ and stays theirs.
The garage kiosk is where they pick which one to actually ride: choosing puts them
in it inside Gather, then and there.
The karts are the real ones. Every item points at a go-kart from the space's own
GOKART_MASTER_LIST โ the same list
/ride uses โ picked by name from the
dropdown, never typed. Adding a kart over in the bot's gokart.ts
means adding it here too; nothing syncs across two repos on its own.
๐ Place the counters
The kart chooser is the garage with everything else stripped away โ it connects to
whoever walks up, shows only their own go-karts, and every card does one thing: ride it.
๐๏ธ The shelves
๐ Sync the go-kart list from the bot
Paste GOKART_MASTER_LIST
from raid_activities/gokart.ts โ
the whole thing, or just the entries that changed. It takes the TypeScript as it is; you do not have to
turn it into JSON. Karts you do not mention are left alone, and a kart you
paste without its spritesheet line keeps the one it already had.
๐ฌ Purchase requests
Every custom item somebody buys lands here โ a go-kart is delivered by the bot,
everything else needs you. Tick one off when you have handed it over. If GATHER_HOST_ID is set
in the server config you also get a DM in Gather the moment it happens.
โ
๐งพ Who owns what
โ
โ๏ธ Raid Boss Battler โ an MMO raid without the MMO
A raid boss for any size of group, generated fresh every fight.
Three hearts, no gear, no classes โ WASD, left click to swing, right click
to shoot, space to dash, E to pick things up. All the difficulty is in
what the room has to do together.
The boss is invulnerable by default: damage windows are earned by solving
mechanics, which turns the question from โhow much damage can we doโ into โcan we solve thisโ โ
the one a room of people who arrived four minutes ago can actually answer. It teaches four or five
mechanics one at a time, then combines them, then ends in an enrage that
introduces nothing new and does everything at once.
๐ข Everything scales. Runes 1โ6, frozen teammates 0โ8, adds 2โ34, the arena
17โ38 โ so four people and forty get the same fight at the right size. Measured across 96 simulated
raids: a fight runs two to five minutes and roughly one in five wipes, which is what makes winning
mean anything.
๐ Battle editor
Author an encounter once and hand it to as many rooms as you like. A battle with a
seed produces the identical fight in every room it is
spawned into โ which is the only way โwhose team did betterโ means anything. Leave the seed off and
every room rolls its own.
๐ฏ Obstacles
๐น Boss & fight
๐ช Rewards
๐ What this meansrecomputed as you type โ arithmetic, not a simulation
Same battle, same seed, one room each โ then compare the results screens.
๐ฐ Hold the Line โ co-op tower defense
Waves walk a road toward your gate. Build beside it, never on it.
Every kill pays the player whose tower made it โ and a cut goes to a shared
war chest that is split into equal claims, so nobody can spend the team's
money out from under anyone. You can only upgrade or sell your own towers.
WASD moves your defender ยท 1โ4 pick a tower ยท click to place ยท space calls the next wave early.
โ
๐ Phaser World
A 2D venue people walk around with WASD. Objects in the map open your other
games in a frame, so one link can replace the whole event โ
hand out this address instead of a Gather invite and put every puzzle on a desk inside it.
Hosts can rearrange the venue live from the in-world editor.
๐ Deep Run
One ship, one reactor, eight sectors, and a rebel fleet eating the map behind you.
Up to four people share the bridge and claim different stations โ
Helm flies and answers events, Tactical aims and fires, Engineering divides the power,
Crew runs to the fires. Nobody can do the whole job, which is the point.
Space pauses for everyone. Choices at a beacon are permanent.
โ
โ๏ธ Cave Miners
Six to ten miners, ten minutes, Stardew-style cave floors. Break rocks and
crystals, uncover the hidden stairwell, and vote to
descend together โ every level a fresh randomized layout, deeper is richer.
Bank at the elevator: the take is split by time in the
mine, so helping a teammate earn helps you earn, and a late joiner earns
their minutes. The Heart of the Mountain waits on level 10.
๐ผ๏ธ Asset library
Every sprite the mine draws โ terrain per section, all the nodes, the stairwell, the elevator, the drops,
the hazards, the miner โ replaceable with your own pixel art. Uploads go live in every open mine instantly;
anything you do not replace keeps the built-in drawing.
โ๏ธ Generation workbench
Every dial the level-builder uses โ layout shape weights, node density and mix, hazards, the stairwell
chances, the Heart's level โ with live previews of real levels generated from your settings.
โญ Progression & combat
Every XP upgrade and stat boost in one place โ the XP curve, the level-up perks and their strengths,
the earnable skills on right click and space, what the bank's team upgrades cost, and the foes:
health, damage, how many spawn per level, and how hard they hit. Set the foe budget to zero to turn
combat off entirely. Saves apply live.
๐ ๏ธ The Campus Maker
What Gather's Mapmaker is, for a map we own. Paint collision, place and move objects, cut
doorways between the maps (both ends, exactly as a Gather teleport tile works), move the
spawn, and drop a cabinet wired to any game this server runs โ it is drawn with that
game's own kiosk art, and pressing E on it opens the game.
Nothing it writes touches the export. Every change is a patch laid over Gather's own data, so
re-pulling the space keeps your edits, any one of them can be handed back, and an edit lands
live in every campus that is already open rather than waiting for the next room.
A walkable copy of the Gather maps, built from the space's own exports โ every wall, every
object, every word and every doorway is Gather's, not drawn by hand. Traversal is Gather's
teleport tile exactly: step on the tile at its x,y and you come out at the x,y it points to,
on the same map or a different one.
Everybody is somewhere different: walk into a building and the people on the lawn stay on the
lawn. The roster on the right of the game says who is where.
๐ผ๏ธ Asset library
Every map layer, every object and the student sprite โ replaceable. The slot list is
derived from the maps this build has, so it re-derives itself when a new export lands.
๐ ๏ธ Campus Maker๐ Analytics
Gather's Mapmaker, for a map we own: paint collision, place and move objects, drop a
cabinet wired to any game this server runs, cut doorways between the maps, move the
spawn. Every change is a patch over the export, lands live in any campus that is already
open, and can be handed back one at a time.
Checking which maps are builtโฆ
๐๏ธ Escape the Ancient Ruins
The escape room, brought over from Gather with every puzzle and every answer intact.
Six rooms and one way out. On the beach, fifteen pedestals each
show three clues and want the one word that finishes all three. In the
temple, four artifacts on four pressure plates raise a bridge over
the pit a span at a time. In the jungle, an old man's four animals
each want two particular fruits โ and the fruit they want is behind brambles, water, a ravine
or a burrow, so somebody has to stand in the magic circle and BECOME the creature that can
reach it. The cliffside is a maze of six gifts and six niches with
a red panda asleep across the exit, and the cave is a floor of a
hundred sockets and a carving showing the twenty that hold a rock.
Everything is timed โ every room, every puzzle, every checkpoint, and who placed what.
A hint is always available and always costs the room a quarter of its purse.
๐ง The explorer๐ผ๏ธ Asset library
Every sprite in the six rooms โ the map layers, every object, the animated circle and animals,
the art the puzzle code swaps in, and the character sheets. Drop a Gather avatar export
into โThe explorerโ and that is who you play. Uploads go live in every open expedition
instantly; anything you do not replace keeps the map's own art.
๐๏ธ The answer sheet
Every Tribond and its answer, the feeding solution, which shape reaches which fruit, and the
cave formation drawn out โ the page a host keeps open while a team plays. Behind the admin
password, like the rest of the back of house.
โ๏ธ Battle Network
A co-op grid duel, built from the real thing. Your team stands on the
left three columns; waves of viruses hold the right, and
no panel is ever shared. On the way in you are dealt
thirty chips out of fifty and keep the ten you want โ that is your
folder, and the only choosing you ever do. From then on nothing freezes: your
Custom Gauge fills as you fight and simply hands you chips out of
what you kept, so the fight never stops for anybody. Left click shoots and
hold charges a heavy shot you can walk with; right click plays the
chip you have highlighted.
Hit a virus in the first flash of its wind-up and you counter it:
it is paralysed and your next chip does double. Panels crack under your feet, grass burns,
ice slides, and AreaGrab takes a column of theirs for good.
The take is split by time in the net.
๐ด Chip & virus workbench
Damage, wind-up and folder limit for every chip; health, damage, bounty, attack rate and
telegraph length for every virus โ the subtlest number in the game,
because it is the counter window. Each shows what it produces in play: how many busters or
Cannons a virus takes, and whether a counter is still possible against it. Saves apply live,
in battles already open, and anything that would break the game's own rules is reported.
๐ผ๏ธ Asset library
Every panel, every virus, every chip face and every effect โ replaceable with your own art.
Uploads go live in open battles instantly.
๐๏ธ Balance Workbench โ every calculation in Hold the Line
Every number shows the arithmetic that produced it โ why arrows bounce off a brute,
what a tower really costs per point of damage, how a wave-1 grunt becomes a wave-30 problem,
and where each coin goes. Change anything and it recomputes from the server's own formulas.
Edits are saved server-side and take effect immediately, including in rooms that are already open.
Numbers that would break the game's own design rules are refused and rolled back.
A physics obstacle course in the shape of Fall Guys. Everybody starts on one line and runs;
spinning arms, swinging hammers, slam pistons and false floors get in the way. Each round
cuts the back of the field, and the last one standing takes the crown.
WASD to run, space to dive, click to shove.
It scales itself: forty runners โ 25 โ 13 โ 1, and a single player gets a time trial.
๐ฏ Obstacles
๐ The race
๐ช Rewards
๐ค Test it with botsplays whole matches at three group sizes and tells you whether it is a race
๐ง Survivors โ rounds of swarming enemies, in one arena
Seven rounds of a swarm that gets thicker every time, in a ring
between the size of a Raid Legends arena and the crab world. Your weapons
fire themselves on their own cooldowns โ that is the genre โ and your
melee is the one thing you aim, on a click, which is what keeps a room's hands in the
fight instead of watching it play itself. Every level hands you
three cards: a new weapon, a level on one you have, or a passive. Bosses arrive
inside a round while the swarm keeps coming โ and when the round clock runs out with a
boss still up, the tide stops and it becomes a duel you can finish.
๐ Experience is instanced: every survivor gets their own copy of every gem.
๐ช Payout
๐ Racetrack Leaderboard โ the public times, and each racer's own numbers
One object anybody can walk up to. The public half ranks every racer's best time,
per track. The personal half fills in for whoever pressed X: how many times they've
raced, their best and average, their best split on every section against the track's best, and which kart is
actually their fast one โ matched on their wallet and Gather id, so a name change
never loses a lap.
๐ Tracks on this board
Tick the ones this gather cares about. Tick none and the board shows every track,
including any built later. Tick one and it opens straight onto that track with no tab strip;
tick several and the visitor picks between just those.
loadingโฆ
๐ What the board knows right now
โ
๐ The boards you have handed out
Every leaderboard link this server knows about โ which tracks it covers,
which space's records it shows, and the URL itself. Give a board a space and
it opens on that community's own times with nothing typed into the link; leave it empty and it is the
global board. The visitor always keeps the ๐ switch on the page either way.
loadingโฆ
๐ Which records are on the board
๐ The ranking is the leaderboard as a visitor sees it โ one line per racer,
their best time, in order โ so what you take off is what somebody was actually going to read.
๐ This time removes one lap and lets that racer's next best take the line;
๐ซ This racer removes every lap they have driven, and any they drive later,
which is the one for a pile of test runs.
๐ Every record is the full log behind it, newest first, where the
๐ wallet filter finds the imported rows nobody can be matched to.
โ ๏ธ Nothing here deletes anything. A hidden race stays in the log, in the
engine feed and in the tracker exactly as it happened โ it simply stops being ranked, counted or shown,
on the global board and on every space's โ and ๐ puts it straight back.
readingโฆ
โ press ๐ Show โ
๐ Where the races come from
The board reads the engine's own race feed โ the same rows the Command Console's
Race Results card reads, posted by the Gather engine every time somebody crosses a checkpoint or a finish line
(gather-tracker/ftq-beachtrack-racetrack-times).
One race is many rows; they are folded into runs here exactly the way the bot folds them, so the two never
disagree about what a lap time is. Nothing needs to be wired up for that to work โ it is already happening.
readingโฆ
A second door exists for anything that wants to file a race here instead โ a timing script of your own,
or a kart game on this server. Those rows are mirrored locally and written to the
Rainbow Tracker as RTR_gokart_race,
and they appear on the same board beside the engine's.
POST /api/race/record auth: x-admin header, or x-race-key
{ (env RACE_RECORD_KEY โ a key that can
"trackId": "beach", record laps but cannot touch wallets)
"trackName": "Racetrack Beach",
"name": "Kevin", "gid": "<gather playerId>",
"kartId": "ostrich", "kartName": "Ostrich",
"totalMs": 83450,
"splits": [21000, 30450, 32000], // ms per section, in order
"sections": ["Beach", "Chicane", "Straight"], // optional names
"place": 1, "field": 6, // optional finishing position
"finished": true // false records a DNF
}
๐งช Record a test race by hand
๐ Tutorials โ how each game teaches itself
Each game with a tutorial has two decks: a short big-type
intro โ a handful of screens with an animated demo doing the teaching, about a
minute โ and the full guide, a reference with a chapter rail behind the
โ How to play button and the H key.
Neither can ever trap anybody: nothing blocks Next, and Skip, Esc and โ all let you straight into the
game.
The two switches below are the two ways in โ show it before the game
begins, or leave it on a button. They apply to every room of that game,
everywhere, the moment you set them.
loadingโฆ
๐ Snake Sweep rooms โ a grid of letters with nothing in it that is not a word
Words snake through touching tiles โ up, down, left and right, no diagonals โ and
every single letter belongs to exactly one of them, so the board is not done until
it is empty. The standard board is 16ร12 with about thirty-two words in it; the
small dark squares are wall, which is what lets the words take a shape instead of having to tile a perfect
rectangle. A word anybody finds disappears for the whole room, which means every find makes the puzzle
smaller for everyone else. Nobody can take a letter off by being wrong, so there is nothing to grief.
๐ช Payout
๐ต๏ธ Avatar Lineup rooms โ a few hundred people in a square, one of them described
Every clue picks out exactly one person in the crowd โ that is checked before the
round starts, so a clue can never match two people. Several clues are up at once so nobody in the room is a
spectator. The spotter takes the bonus, everybody takes a share of every find, and the round pays out on how
many were caught before the clock ran down. The avatars come from your own compositor
โ re-run node tools/lineup-fetch.js to change the wardrobe.
๐ช Payout
๐ Avatar checker โ every wearable, and the words it puts in a clue
Each row is one slot. Under it is every piece in the wardrobe, the picture, and
the exact phrase a clue would use for it. If the art does not match the words,
fix the words. If a piece is too ambiguous to describe, switch it off and it leaves the crowd. You can also
add pieces the fetcher never built โ the compositor has thousands, and the
picker below shows every one of them with a preview. Everything here is stored separately from the manifest,
so re-running the fetcher never wipes it.
๐งโ๐จ Avatar studiodress somebody out of the compositor's whole shelf, watch them walk, and keep the pieces they are wearing
๐ญ Castwritten characters, seeded into every crowd, each with a clue that is
proved unique against the whole square and against their own lookalikes
๐งฉ Clue workshopreal avatars, dealt on the wardrobe as it stands, with the clue each one would get ยท click any word to jump to the piece that said it
๐ข Corporate Avatar Lineup โ the same crowd, decoded by what your team knows
A branch of Avatar Lineup. The team is handed a panel of questions about your company โ
true/false or multiple choice, and every description on the board is written from their answers. Get one right
and the description names the person you are hunting; get it wrong and one word
changes and it names somebody else โ a real person in the crowd who is not the answer.
Every wrong option names a different person, so a team cannot click through the
options and spot the odd one out. The panel stays open the whole time and
can be changed at any point, so the round is a conversation about what the company actually does.
The clock counts up: it stops when the board is cleared, and that time is the score,
so two teams running the same seed can be compared directly.
๐ข Question bank
Write statements a team should know โ policy, history, product. Mark each one true or false; that answer is the
key and it never leaves the server. Players see the sentence and nothing else.
Same code = same puzzle. Give every team the same code and their results are comparable.
In escape mode a solved crowd does not deal a fresh one โ it stays solved until the host presses ๐ Reset the puzzle in the game's host desk, and the reset deals the same crowd again. Paste a door's code from the campus Maker: solving opens that door in the campus, and the reset locks it again.
๐ข Codebreaker rooms โ one locked code, a handful of clues, tokens on every crack
The classic crack-the-code puzzle. A code of distinct digits, and a handful of guesses
each carrying the truth about itself โ one digit is right and in its place, two are right but both in the
wrong place, nothing is right. Exactly one code fits them all. There is one row of dials and
everybody turns them at once; anybody can try the code, and a wrong try only jams the
lock for a moment. Crack it and everyone who played is paid, then a new lock is dealt.
๐ช Payout
๐ข Corporate Codebreaker โ the same lock, its clues written by what your team knows
A branch of Codebreaker. The team is handed a panel of questions about your company โ
true/false or multiple choice, and each one decides what one clue on the lock says.
Get it right and that clue tells the truth about the code; get it wrong โ or leave it unanswered โ and the clue is
rewritten to a statement that is false for the real code. Every wrong option rewrites the
clue differently, so a team cannot click through the options and spot the odd one out, and
nothing on the board says which clues are lying โ the lock not opening is the only
verdict. The panel stays open the whole time and can be changed at any point. The clock
counts up and stops when the lock opens; that time and the number of tries are the score, so two teams running
the same seed can be compared directly. Corporate rooms pay no tokens.
๐ข Question bank
Write questions a team should know โ policy, history, product. Mark the correct answer; that answer is the key
and it never leaves the server. Players see the question and its options and nothing
else. ๐ Custom Content can load a whole pack in here.
Same code = same puzzle. Give every team the same code and their results are comparable.
In escape mode a cracked lock does not deal a fresh one โ it stays cracked until the host presses ๐ Reset the puzzle in the game's host desk, and the reset deals the same lock again. Paste a door's code from the campus Maker: cracking it opens that door in the campus, and the reset locks it again.
๐ค Phrase Finder rooms โ nine phrases in disguise, and a room shouting at them
Half the cards are rebuses โ ๐ง๐ฆ โ and half are mad gab,
which only works if somebody says it out loud. Every guess is shown to the whole room,
right or wrong, because a wrong guess is a clue for the next person โ that is what makes this one noisy.
Nothing is hand-written: the clues are generated from a phrase bank, so the same phrase reads differently
every board.
๐ช Payout
๐ผ๏ธ Card gallery โ every phrase, both ways, editable
Every phrase in the bank as the room would see it. A phrase that cannot be played
says why โ a word the lexicon has never heard of, nothing with a picture, or sounds that refuse to
re-cut. Edits are stored as an overlay, so switching a phrase off never touches the shipped bank and is
one click from being undone.
โ๏ธ Write the cards yourself โ bulk upload
The generator only ever ships what it can derive from its own lexicon. Paste JSON here to hand it the
card instead. Nothing is saved until you press Save โ Check judges every
card first and tells you which ones it could confirm actually say their answer.
๐ Footer text โ the line at the bottom of the page
Shown at the bottom of phrasefinder.html for every room. Leave it blank and save to put the
page back on its own default line.
๐ฆ Laser Mirrors rooms โ one beam, and a room bending it
One beam comes into the room; every target has to be lit. A mirror in the right place
locks for everybody and the beam visibly grows on every screen at once โ a
wrong one does nothing at all, so nobody can undo anybody and nobody has to ask before touching the board.
Every board is generated and every mirror on it is proved necessary, so there
is always something to deduce.
๐ช Payout
๐ข Killer Sudoku rooms โ one grid, dotted cages, and a room arguing about a 7
Sudoku plus cages: each dotted outline has a total, and no digit repeats inside
one. On most of these boards not a single digit is given โ the cages are the whole of the help, and
"two cells, 17" is where a room cracks one open. Every grid is generated and
proved to have exactly one solution, because a killer with two answers plays
normally right up until two people deduce different digits and both are right.
Nothing is refused: a wrong digit sits on the board in red where everyone can see it โ and the room gets a
limited number of checks that say how many digits are wrong without ever saying
which, so nobody can ask their way to the answer. Every cage a room closes is paid whatever happens; what a
wrong check spends is the bonus at the finish.
๐ช Payout
๐ Blackout Pairs rooms โ symbols in the dark, and a room holding torches
A dark field full of slowly drifting symbols, every one with a twin. Each player's cursor is a torch โ
a wide lantern that shows where things are, or a narrow
spotlight bright enough to read one. The darkness is enforced on the server: a symbol nobody has lit is
never sent, so there is nothing to peek at. The room sees everybody's light at once, which makes this the
one board that gets easier the more people walk up to it.
๐ช Payout
๐๏ธ Flashlight Passwords rooms โ a wall of letters in the dark, and six shared cogs
A stationary wall of random letters with six-letter words hidden in it, running
across and down only, never on a diagonal. You cannot see any of it. Every
cursor is a torch that is always on โ no key to hold, no battery โ and a letter
is readable only while a beam is on it, so what the room finds has to be said
out loud rather than left on screen.
Spell a word on the six cogs under the wall to claim it, before the clock.
The darkness is enforced on the server: a letter nobody has lit is never sent, so there is nothing to peek at.
One person cannot sweep the wall and read it in the time โ which is the whole reason to bring people.
๐๏ธ Answer packs
Tick a theme and the walls are planted from it. This does
not change what the game accepts โ the referee stays the whole dictionary, so
a word the random fill spells by accident still scores. Tick nothing and every wall plants from everything,
which is how it has always worked.
loadingโฆ
๐ช Payout
๐ Password Policy Audit rooms โ a security briefing people volunteer for
A list of passwords and eight policy rules; tag every rule each one breaks, and tick the ones that break
none. Two people never collide โ one works down a rule, another across a row.
Add the client's own banned words below and rule 8 is teaching their policy,
not a generic one, which is what makes this worth booking for a security-awareness slot.
๐ช Payout
๐ Payout Board โ a public sign people can read before they choose what to play
One object anybody can walk up to. Two tabs: ๐น๏ธ Earning โ what Fail the Quest,
the crab game and the puzzles pay, and what each quest is asking of you โ and
๐ฐ The casino โ what you can bet and what it pays back.
The live numbers are read from the games themselves every time somebody opens
it: the crab wallet table (including your tuning-lab edits), the jigsaw payout rates and the Buffalo paytable
cannot drift out of date on this board. Everything else is a row you own โ edit the words, edit the numbers,
or switch a whole section off.
๐ Wallet backups โ where the chips are copied, how fresh each copy is, and what is at risk right now
Chip balances live in one row of the app's database, overwritten in place. Two
different copies protect it, and they protect against different things โ which is the whole reason there are two.
The size of the economy, and where it is copied
snapshot in the databasealso copied off-sitesince the last record โ not copied anywhere yet
No snapshots yet โ one is taken a few minutes after the first chips move.
Where the copies live
At risk right now
what the off-site copy would not give you back
๐ Snapshots, in the app's own database
A rolling copy of the whole bank โ every few minutes while people are playing, and
always immediately before anything that rewrites every balance at once. Restoring takes a snapshot of the
current state first, so a restore can itself be undone. Fast and complete, and it covers the common case: a
crash mid-session, or an adjustment you want to take back. It cannot help if the database itself is what you
lost, because it is in there too โ that is what the off-site copy below is for.
๐ค The off-site copy โ the Rainbow Tracker
A copy of every balance in a database that is not this app's. Balances travel as text rather than numbers โ
the tracker's number columns are single-precision and would quietly round anything above about 16.7 million.
The ledger is not sent: it runs to four thousand entries and it isn't the money.
๐ฅ Players & Wallets โ every codename, every balance, and who to call when one is forgotten
One tile for the people: Wallet accounts is the codename desk (PIN resets,
recovery lookups, renames), Player bank is the chip balances. Both lists grow
with every event, so each gets its own section and its own search.
๐ Wallet accounts โ codenames, PINs, balances and who to call when one is forgotten
Every codename a player has created, with the name and email they left for recovery
(stored encrypted โ this panel is the only place it is ever decrypted, behind your password).
Somebody forgot their codename? Search their name or email. Forgot their PIN? Set them a fresh one โ
that also signs the wallet out everywhere, so only the person with the new PIN is in.
Codename
Who
๐ฐ
Bank account & linked ids
Actions
No codenames yet โ they appear when players create one at any wallet game.
Every player has one balance that follows them between tables and survives restarts (new
players start at 200; nobody is topped up automatically, so a player who runs out sits out until you put chips back). Players who join through the
Gather handoff are tracked by their Gather playerId โ the balance
sticks even if they change display name. Others are tracked by name. Edits apply
immediately, even to players sitting at a live table.
Player
๐ฐ Balance
Playing at
Updated
Adjust
No accounts yet โ balances appear as soon as someone is dealt into a Blackjack or Poker table.
๐ Backups, the off-site copy and what is currently at risk live on their own tile โ
Wallet Backups.
๐ Host area
The game creator is for the game host. Players don't need this page โ they join through the links you share.