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 NOWHold 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.
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.
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.
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.
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.
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.
Party modes hand everyone the same fixed kit rather than asking six people to read a skill list:
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.
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.
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.
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.
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 lives on your own disc and is never sent anywhere, because a duel is client-reported and a shared board for it would be farmable by matching yourself in two windows.
It is played for the win alone, which turns out to be enough.
PLAY QUAD CHASE