Playing with other people
Tag is a game about other people, so most of Quad Chase is built for them. Nothing here needs an account, an install, or anyone typing anything longer than a four-character code.
PLAY NOWIn the same room
2P SCREEN — one phone, two players
Hold one phone between you. Player 1 takes the bottom half, Player 2 the top, and Player 2's labels flip so they face the right way up. Each of you steers by dragging on your own half, and dashes with a second finger on your half, a double-tap of your stick, or your corner button.
It needs no setup and no network at all, which makes it the one that always works.
2P PHONES — one screen, one controller
This device shows the game and is Player 1. Player 2 scans a QR code and their phone becomes a controller — and a second screen, mirroring the arena live.
Player 1's input is instant; Player 2's crosses Wi-Fi, so on a weak connection they may feel a touch of lag. The game adds a small matching delay to Player 1 to keep it fair, but for a genuinely dead-even match, use the TV mode below.
PLAY ON TV — the fairest 1v1
Open the game on a big screen. Both players scan the code and play from their phones, so both inputs cross the network the same way. Equal, symmetric latency, and nobody with the home-field advantage.
How a local 1v1 match plays
- Roles swap every round. One of you chases, the other evades, then you switch. A disc built to do only one of those loses the other half.
- First to 3 takes the match. Your colour stays yours the whole time — the CHASER tag above a disc marks whoever is hunting this round.
- Pick up to 3 skills each before the match. Every skill works in both roles, so your picks stay useful when the roles flip.
- Orbs are contested. Each orb belongs to a role and its ring wears the current evader's or chaser's colour. Take your own to use it, or run through the other one to smash it — the game calls that DENIED.
Party modes — 2 to 6 phones
Both party modes work the same way to get in: put the game on the biggest screen in the room, everyone scans the code, everyone gets a colour and a pad. There is no lobby to sign into and no app for anyone to install.
QUAD ROYALE — last one standing
Every player evades. AI chasers hunt the whole pack, more of them join as the match runs, and the walls close in. Tagged means out.
A match is three games. Each win pays 3 points and the runner-up 1, so the series is decided on points rather than on whoever got lucky once.
TEAM TAG — best of three
Pick sides from your phones in the lobby by tapping your own button to switch. The chasing team has to tag every evader before the horn; one survivor wins the round for the evaders.
Sides swap every round and the first team to two round-wins takes the match. Your personal tag count carries across all three rounds, so there is something to play for even in a round your team is losing.
The party kit
Party modes hand everyone the same fixed kit rather than asking six people to read a skill list:
- Every evader carries two dash charges — rings on your disc show them refilling.
- TEAM TAG chasers drop a snare wherever each lunge fires. Ringed in that chaser's colour, it pins any evader who drifts over it to a crawl for a beat.
- One orb at a time: SPEED (a 3-second boost), SLOW (chills the other team, or the AI pack in royale), and SHIELD (eats one tag) which becomes OVERTIME (+4s) when a chasing team takes it.
- In TEAM TAG the orb's ring wears the owning team's colour — take your own, run through theirs to smash it. Royale orbs are free-for-all, though the AI will steal SPEED and smash the rest.
Everything on screen speaks one colour language, because with six discs moving it has to. Your colour is you everywhere — disc, tag, button, rings, bursts. A trail means prey on the run; a glowing aura means a hunter closing in.
Arena PVP — online, against a stranger
The rest of this page is about a room. This one is not: Arena PVP puts the disc you trained against a real player's, live, wherever they are.
Press PVP in the den and you go into a search that pairs you with whoever else is looking. There is no ranking and no lobby, so who you meet is simply who is there. If nobody is, PLAY A FRIEND opens a private table with a four-character code you can send — the same handshake, with an agreed name instead of a shared one.
What you bring
A trained disc can own all six bought skills. A duel allows four, plus the one drop you are carrying — so which four is a decision you make on the lock-in card, after you have seen who you drew, rather than an inventory you turn up with. READY can be tapped again to take it back, because seeing your opponent is the point of that screen. The match starts only once both of you are locked.
How it plays
- First to 3, with roles swapping every round.
- No orbs spawn. It is the two discs and nothing else.
- Both devices run the real game, each on its own screen at its own size, on one shared stage.
- The two phones connect directly to each other. A public service only introduces them, and when a direct link isn't possible a relay passes the match along without storing it.
One skill changes against a person
A chaser you can watch thinking cannot be fooled by a ghost, so DECOY is the single skill that behaves differently in a duel: not a phantom to chase but a solid block, and solid only to whoever is chasing. Everything else reads the same in both. SMOKE hides you wherever you run for as long as the cloud burns. MATADOR stuns a lunge that missed you closely and went into a wall, and sells a feint on their screen when you are the one hunting. PULSE and SWAP shove and trade places, which needs nobody to be fooled by anything.
What a duel costs
Nothing, either way. A duel pays no coins and touches no leaderboard, and losing one costs you nothing — your MAX POWER, your drops and your deepest floor are exactly as you left them. Your win-loss record is kept with your disc and never shown on a board, because a duel is reported by the players' own devices and a shared board for it could be farmed by matching yourself in two windows. More on the Arena PVP page.
It is played for the win alone, which turns out to be enough.
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