Getting Started
Party mode
In party mode there's no finish line. Players lap the map earning coins and spend them on golden brains. The player with the most brains at the end wins. A right answer earns coins and a dice roll. The dice, the spaces and the mini-games mean a student who falls behind can still catch up. Along the way there are duels, class-wide mini-games, a shop and a final boss.
Party mode is in beta. We'll ask you how it went at the end. Your feedback is appreciated.
Start a party game
Open your quiz and click Start Quiz. Under How to win, choose Party. Party games are always host-paced, so the questions go up on your screen and everyone answers on their own device.

Then pick a map and launch as usual. Any map with at least 4 spaces works, and maps of about 15 to 40 spaces play best. Your quiz needs at least 3 multiple choice or true/false questions, because the mini-games use them.
How a round plays
Each question plays out in three steps:
- Answer. The question goes up on your screen and players answer on their devices.
- Reveal. Players who got it right earn coins and roll the dice on their phone. A harder question, worth more points, pays more coins.
- Move. Press Next and everyone who answered right moves along the map at once. A player who passes or lands on the brain with 12 coins buys it automatically. The brain then jumps to a new space.

A wrong answer doesn't move you or cost you anything. The fastest third of right answers get a speedy roll. They roll two dice and keep the higher one.
You can press Enter, Space, Right arrow or Page Down for Next, so a presentation clicker can run the whole game.
Spaces
Party mode places the spaces at random each game, so any map works without setup.
- Boost. Your next right answer earns double coins.
- Event. The first player to land on one starts a mini-game for the whole class. Every event space then switches off for 2 rounds.
- Duel. The first player to land on one challenges a player near them in the standings to a duel. Every duel space then switches off for 2 rounds.
- Jump. Some maps have jump spaces, like the ladders and snakes on a snakes and ladders map. They work as they do in a race. While you stand on one, a right answer takes you to its right-answer target and a wrong answer to its wrong-answer target.
Event and duel spaces switch on from the third question, once the class has answered enough questions for the mini-games to use. Click a space's icon on your screen to see what it does, which is handy for explaining it to the class.
The shop
After answering, while they wait for the reveal, players can visit the shop and buy one item per question.

- Trap (4 coins). Set it on your space. The next player to land there pays you up to 8 coins. You can have up to 3 out at once.
- Double dice (5 coins). Your next right answer rolls two dice and adds them together.
- Teleport (4 coins). Jump to a random space after this question, whether you get it right or wrong.
- Shield (4 coins). Blocks your next loss, whether that's a trap, a lost duel or the bomb.

Each item works on the next roll or move, and everyone sees it happen on your screen.
Mini-games
Mini-games use questions the class has already answered, starting with the ones they found hardest, so they double as revision.
- Team battle. The class splits into teams, and everyone answers 5 questions. Every player on the team that gets the highest share of answers right wins 6 coins, so team size doesn't matter.
- Hot potato. Only the player holding the bomb answers, and a right answer passes it on. The fuse is hidden and lasts 20 to 40 seconds. Whoever holds it when it blows loses a brain, or up to 10 coins if they have no brains.
- Duel. Two players near each other in the standings answer the same question, and the first right answer takes up to 5 coins from the other. Everyone else bets on the winner and earns a coin if they're right.

If nobody lands on an event space for 4 rounds, a mini-game starts anyway, so small classes still get them.
The final boss
After the last question, the class faces the Collector. He asks the 3 questions the class found hardest, one at a time, to everyone at once. To beat him, the class has to do better than its first try at those questions. Beat him and everyone gets 5 coins. If he gets away, he takes a brain from each of the 3 leaders who have one, unless a shield stops him.
Bonus brains and the winner
Before the results, your screen reveals the bonus brains one at a time. Each one can change who wins:
- Boss Slayer for the most hits on a beaten Collector
- Quiz Whizz for the most right answers
- Coin Hoarder for the most coins still held at the end
- Duel Champion for the most duels won
- Comeback Kid for the biggest climb from a player's lowest place
The player with the most brains wins. Ties go to coins, then quiz score.
Want to compare the ways to win? See How to play.