How to Set the Game Rules?

Published · Updated

How long a Reflex Challenge match lasts, how big the grid is and how fast the squares light up are set in the Session → Game tab. How the game sits on screen is in two separate places: the seating layout is in the Game Screens → Input tab, and the information on the game screen and the projection view are in the Game Screens → Game tab. This article explains all of them in order and ends with ready-made setting suggestions by setup.


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In short
  1. A match lasts the Round length (60 seconds by default). The time is divided into four slices; in each slice the grid grows and the squares speed up.
  2. Choose the Grid size to suit your screen: Small on a tablet, Standard on a large touch screen, Large on a wall or projection.
  3. Pace decides how often the squares light up: Calm, Normal or Storm.
  4. If the scores end level, Overtime is played and the first hit ends the match. If you set it to Off, the match closes as a draw.
  5. Use Seating for players sitting face to face, and the Grid only view for projection and LIDAR.

Rules


Round time

The length of a match. The slider goes from 20 to 180 seconds in 5-second steps; the default is 60 seconds.

The time is divided into four equal slices and the game gets one level harder in each slice: the grid grows, the number of squares lit at the same time increases and new squares come more often. If you change the time, the slices lengthen or shorten with it; in a 60-second match each slice is 15 seconds, in a 120-second match it is 30. When time runs out, the one with the higher score wins.

Grid size

There are three cards; you choose one. The choice decides which sizes the grid goes through during the match.

Option1st slice2nd slice3rd slice4th sliceBest for
Small3×24×35×35×4Tablet and small screen: few, large squares
Standard (default)4×36×47×58×5Large touch screen and table
Large5×47×59×610×6Wall and projection: many, small squares

The card description summarizes it like this: Match it to the screen: small tiles are hard to hit on a tablet, easy on a wall.

Pace

How often new squares light up. It does not change the grid sizes, only the speed.

OptionDescriptionBest for
CalmFewer tiles, more time to aim. Good for children.Kids' events, first-time players
Normal (default)The standard rhythm.General use
StormTiles rain down. Only for quick hands.Tournaments, competitive players

Overtime

Played if the scores are equal when the round time ends. The slider goes from 0 to 60 seconds in 5-second steps; the default is 15 seconds. In overtime the first hit ends the match; the grid is at its largest and fastest. If the overtime passes without a hit too, the match closes as a draw.

If you pull the slider to 0, the value shows as Off and below it reads A tied match ends as a draw.; overtime is never played.

Starting countdown

Gives the two players a moment to get ready before the first square lights up. The slider goes from 0 to 10 seconds; the default is 3 seconds. At 0 it shows Off and the match starts immediately. When the countdown ends, the text GO! appears on screen. During the countdown the grid is on screen but no squares light up.

Sound

The Game sounds switch turns the hit, countdown and ending sounds on and off. It is on in a new event. The sounds are generated inside the app; no sound file is uploaded.

How points are counted


Two players hit the same grid. Every lit square is in one player's color, and when it is hit the point is written to the owner of that color; who touched it does not matter. So hitting your opponent's color earns them a point. Hitting a dim square brings neither a point nor a penalty.

The squares are distributed evenly between the two colors: the same color lights up at most twice in a row, and the color with fewer squares left on the grid gets a better chance of lighting up. A new square lights up right away in place of the one that was hit; the grid is never empty during the match.

The score is the player's number of hits. The result screen also shows the match's fastest reaction (in milliseconds) and the total number of hits.

Setup types


Seating layout

Chooses how the two players stand in relation to the screen; it applies to the input form and the game screen.

  • Side by side (default): Both read the screen the same way up. For upright screens and walls.
  • Facing each other: Player 2's side is turned 180°. For screens lying flat, such as a table. The warning below says so: Use this only on a screen laid flat. On an upright screen Player 2 sees an upside-down interface.

Projection and LIDAR: Board only

The Show nothing but the grid during the game switch simplifies the game screen: the player panels and the top strip disappear and only the grid stays on screen. The remaining time is shown by a thin line on the top edge. The flow stays the same; the Welcome, Input Form, Thank You and Matches screens do not change. Use it in setups projected onto the floor or a wall and on surfaces where touch is detected with LIDAR.

While the switch is on, the slider below it sets how much of the screen the grid fills: between 40% and 100%, 92% by default. The slider only applies in this view.

Information on the game screen

SettingWhat it doesDefault
Countdown clockShows the remaining time above the gridOn
Player namesNames on the side panels. Names only come from the input form; if the form is off, it reads Player 1 / Player 2On
Result pauseHow long the result stays on the game screen when the match ends, 400–6000 ms2000 ms

Recommended combinations


The following are suggestions to start with; change them to suit the venue and the guests.

SetupSettingsWhy
Tablet or small touch screenSmall grid, Normal pace, 60 secondsThe squares stay large enough to hit comfortably with a finger
Large touch screen, uprightStandard grid, Normal pace, Side by sideThe default setup; the two players stand side by side
Tabletop screen lying flatStandard grid, Facing each other seatingThe two players sit facing each other, each reads their own panel the right way up
Wall or floor projection, LIDARLarge grid, Grid only on, 90 secondsMany squares on a wide surface; the panels do not cover the surface
Kids' eventSmall or Standard grid, Calm pace, overtime OffFewer squares and time to aim; the match can also end in a draw
Trade-show booth, long queue30–45 seconds, overtime 10 seconds, countdown 3 secondsMatches are short, the queue moves fast
Tournament90 seconds, Storm pace, overtime 15 secondsTime for a gap to open; a draw is settled by overtime

All settings together


SettingWhereRangeDefault
Round lengthSession → Game20–180 s60 s
Grid sizeSession → GameSmall / Standard / LargeStandard
PaceSession → GameCalm / Normal / StormNormal
OvertimeSession → Game0–60 s, 0 = Off15 s
Start countdownSession → Game0–10 s, 0 = Off3 s
Game soundsSession → GameOn / OffOn
SeatingGame Screens → InputSide by side / Facing each otherSide by side
Show nothing but the grid during the gameGame Screens → GameOn / OffOff
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Common mistakes

Choosing the Large grid on a tablet: in the last slice there are 60 squares and they shrink too small to hit with a finger.

Choosing the Facing each other layout on an upright screen: Player 2 sees the interface upside down.

Forgetting Grid only on on a touch screen: guests cannot see the score and names during the game.

Setting Overtime to Off and waiting for a winner: if the scores end level, the match closes as a draw.

Leaving the Storm pace on at a kids' event: the squares light up too fast to keep up with.

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